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Manifestor

The third Placement. Manifestors are connected to life, aiding them with their endeavors.
hit dice: 1d6
hit points at 1st level: 6 + CON
hit points at higher levels: 1d6 + CON per level after 1st
armor proficiencies: Light
weapon proficiencies: *backstory*
tools: *backstory*
saving throws: Wisdom, Dexterity
skills: *backstory* + Animal Handling and Nature proficiency
starting equipment:
*backstory*
spellcasting:
*backstory*
class features:
Loves salad.
subclass options:
Water: Specializes in creatures that reside in the water.
You gain underwater vision and improved underwater movement.
Second Level: Gain water breathing when near an aquatic creature (Manifested or not).
Final Level: Gain advantage on INT/WIS and attack rolls against an underwater creature.

Earth: Specializes in creatures that roam the ground.
Gain Darkvision and improved ground movement.
Second Level: Attacks you or your character make have the chance to Bleed the enemy.
Final Level: Gain advantage on INT/WIS and attack rolls against an earth creature.

Sky: Specializes in creatures that soar the sky.
Gain improved flight speed and movement.
Second Level: DEX of a Manifested creature can be borrowed for 5 rounds.
Final Level: Gain advantage on INT/WIS and attack rolls against a sky creature.
LevelAbilities

1
Life Knowledge: Choose a creature to Manifest, amount depends on your Wisdom modifier

2
Manifest Control: Gain the ability to control your Manifestiation.

3
Subclass

4
Manifest Attack: Gain the ability to attack using your Manifestation. Ability Score Improvement

5
Racial Awakening: You feel your body change. Hidden race attributes are unlocked. Second Level of Subclass unlocked.

6
Agile: Your walking and running speed greatly increases. Climbing walls are easier for you.

7
Advanced Life Knowledge: Increases the amount of creatures to Manifest by your Wisdom modifier multiplied by two.

8
Ability Score Improvement

9
Hydrodynamic: Movement underwater is easy for you. You swim considerably faster than a normal person. You gain water breathing.

10
Aure Awakening: The energy flows through you. Your understanding of nature has grown. Increase WIS and INT by two, gain expertise on Animal Handling and Nature. Gain the ability to appraise living objects, finding out their stats and weaknesses. Manifestable creatures have somewhat evolved.

11
Aerodynamic: You gain the ability of flight. Flight speed is normal. Last Level of Subclass has been unlocked.

12
Ability Score Improvement

13
Manifest Traits: Receive the traits of a Manifestable creature (your choice). It lasts the whole session. Can be used WIS per long rest.

14
-

15
Manifest: You transform into a creature of choice, receiving its stats for 1d6 + WIS rounds. When HP drops to 0 in your transfomation, you go back to your normal body. Usable WIS per long rest.

16
Ability Score Improvement

17
-

18
-

19
Ability Score improvement

20
Gain expertise on all nature-related skills. Permanent advantage on Manifestation. You do not age. Resistance to elemental damage. Receive all second level Subclass bonuses.

Created by

clodia.

Statblock Type

Class Features

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