User:Ghostwheel/Manifester (5e Class)
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- 1 Manifester
- 2 Class Features
- 3 Psionic Disciplines
A kalashtar male calmly raises his hand towards a group of bugbears, and upon closing his fist, a thunderous blast sends the bugbears flying off to their demise.
The old gnome quickly looks around as he spots a barrel, and with a swift flourish of the wrist, the barrel gains a translucent purple aura as it lifts up and flies towards one of the thugs, knocking him unconscious.
An elven woman locks her eyes on her next victim. As the ogre runs towards her companions, she grins and mutters some words before watching the Ogre crumble to the ground, grasping at his head in pain.
These are examples of what can be achieved by unlocking the hidden power of the mind. Those are all manifesters, using the influence of their psionic potential to bend the world around them. Unlike magic users, manifesters use psionics, a power that comes from within, controlled by their focus or by powerful emotions.
Manifesters can focus on their ability to affect others' reasoning, move objects, deflect attacks, or deal damage, but they all are focused on expanding the power of their minds to achieve greater effects.
While magic relies on causing a reaction in the Weave or the inherent magical energy which suffuses the atmosphere around the caster, psionic powers use the hidden potential of the mind to alter reality. Through intense focus, emotions that overflow to the point that they warp the universe, or pure faith rather than channeling the energy of some divine being, the manifester can reach into the thoughts of reasoning beings and change them, or enforce their will upon the world. They can move objects with a thought, or use their very force of will to to disorient and confuse the minds of the weak willed. A manifester is deeply connected to their mind and taps into the hidden potential therein, allowing them to control the world and impose their will upon reality through their mental exertions.
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Creating a Manifester
<- creating a member of this class section ->
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: 1d6 per Manifester level
Hit Points at 1st Level: d6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 + your Constitution modifier
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
|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||4||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|
The power of your mind, through sheer training, overflowing emotions, or pure faith has crossed the bounds of the normal and allowed you to tap into its secrets. See the psionics handbook for the powers you can choose from.
At 1st level, you know two talents of your choice from the manifester power list. You learn an additional manifester talent of your choice at 4th level and another at 10th level.
Powers Known of 1st Level and Higher
You know one 1st-level power of your choice from the manifester spell list.
You learn an additional manifester power of your choice at 2nd level, and every two levels afterwards (4th level, 6th level, 8th level, and so on). A power you choose must be of a level no higher than what's shown in the table's Power Level column for your level. When you reach 5th level, for example, you learn a new manifester power, which can be 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the manifester powers you know and replace it with another power from the manifester power list, which also must be of a level you could acquire.
Your manifestation ability score is dictated by the psionic discipline you choose at 1st level, since different manifesters tap into their psionic power in various ways. You use that ability score whenever a power refers to your manifestation ability. In addition, you use that ability score's modifier when setting the saving throw DC for a manifester power you manifest and when making an attack roll with one.
Power save DC = 8 + your proficiency bonus + your manifestation ability modifier
Power attack modifier = your proficiency bonus + your manifestation ability modifier
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).
Beginning at 2nd level, 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.
At 3rd level your expanding powers unlock your ability to create mnemonic suggestions that assist you in surviving and expanding what your psionic powers can do. You can gain psionic focus by making a Constitution check as an action (DC 5) or as a bonus action (DC 10). While psionically focused, you may expend your focus on one of the following options:
- Gain advantage on a saving throws against being frightened as a reaction until the end of your next turn.
- Gain advantage on saving throws against poison, and you have resistance against poison damage until the end of your next turn.
- Ignore the reduction in speed from caltrops for one minute as a bonus action.
- Memorize a long string of numbers or words as an action.
- Reduce the number of Psionic Energy dice expended on a power by one (minimum one die expended).
- Upon reaching 0 hit points, spend a reaction to become stable.
If you die or become incapacitated, your psionic focus is expended though you gain no benefit.
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. You require twice as much food as normal on any day you use Body Fuel.
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 spent twice the original number of Psionic Energy dice. You regain the use of this feature at the end of a long rest.