Manifester (5e Class)
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- 1 Manifester
- 2 Class Features
- 3 Psionic Disciplines
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Creating a Manifester
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You can make a manifester easily by following these suggestions. First, your manifesting ability score should be your highest ability score, followed by Constitution or Dexterity. Second, choose the hermit background.
As a Manifester, you gain the following class features.
Hit Dice: 16 per Manifester level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 16
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow with 20 bolts or (b) any simple weapon
- (a) a scholar's pack or (b) an explorer's pack
- Two daggers
| Highest Level|
|1st||+2||Manifesting, Psionic Discipline, Psionic Power||2||1||1|
|4th||+2||Ability Score Improvement||3||3||1|
|6th||+3||Psionic Discipline feature||3||4||2|
|7th||+3||Sense Thoughts improvement||3||4||2|
|8th||+3||Ability Score Improvement||3||5||2|
|10th||+4||Body Fuel improvement||3||6||3|
|11th||+4||Psionic Discipline feature||4||6||3|
|12th||+4||Ability Score Improvement||4||7||3|
|14th||+5||Sense Thoughts improvement||4||8||4|
|16th||+5||Ability Score Improvement||4||9||4|
|18th||+6||Psionic Discipline feature||4||10||5|
|19th||+6||Ability Score Improvement||4||10||5|
Each manifester unlocks the power of their mind in their own unique way, and at the start of your journey you unlock yours. Choose one of the available psionic disciplines, which dictates which ability score you use for your manifestation class feature, as well as additional benefits at 6th, 11th, and 18th levels.
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
You can sense the waves of thought emanated by sentient creatures by opening yourself up to the cacophany of the world by spending an action. Until the end of your next turn, you know the location of any creature with more than 3 Intelligence who knows at least one language within 30 feet of you that is not behind total cover.
You can use this feature a number of times equal to 1 + your Manifesting ability modifier. When you finish a long rest, you regain all expended uses.
At 7th level this ability improves, allowing you to instead know the location of any creature within 60 feet of you, even if they are behind total cover, and extending the duration to 3 rounds.
Starting at 14th level this ability improves again, allowing you to sense the creature's type but not its identity; furthermore, you can attempt to skim the surface thoughts of a creature you can see detected by this ability while it lasts, learning the surface thoughts of the creature-—what is most on its mind in that moment. You can switch to a different creature while this ability lasts as an action. Alternatively, you can probe deeper into a creature whose thoughts you are skimming as an action, forcing the creature to make a Wisdom save with a DC equal to your manifestation DC. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, it is immune to further probing by this ability until you finish a long rest. Either way, the target knows that you are probing into its mind.
Beginning at 5th level, you can metabolize some of your body's energy to fuel your psionic energy. At the end of a short rest you can spend any number of Hit Dice to regain the same number of Psionic Energy dice, though this does not allow you to have more than twice your proficiency bonus in Psionic Energy dice.
At 10th level, you regain twice the number of Hit Dice you spent in Psionic Energy dice.
Starting at 15th level, your mind is a well of psionic power that cannot be quelled. If you start your turn with less Psionic Energy dice than half of your proficiency bonus, you regain one.
Beginning at 20th level, you can unleash the true powers of your mind by spending a bonus action. After doing so, for the next minute whenever you manifest a psionic power, it is augmented as though you had spend twice the original number of Psionic Energy dice. You regain the use of this feature at the end of a long rest.
|Hit Die||1d6 +|
|Identifier||5e Class +|
|Skill||Arcana +, Deception +, History +, Insight +, Intimidation +, Perception + and Persuasion +|
|Summary||Users of psionics to force their reality upon the world. +|