Anima is the essence of the earth, the life force that permeates the multi-verse. Animancers specialize in utilizing this life force in many different ways. They use anima to manipulate the earth and the plants that grow from the earth. They are also given a different form, allowing them to deepen their bond with mother earth.
Animancers are very similar to druids in that both regard nature very fondly. While both druids and animancers believe in the protection of nature and life, animancers also believe that sacrificing nature for the greater good is acceptable. The ki of monks and the anima of animancers is similar in form and nature. Animancers look down on monks, believing that ki is a lower form of anima. They think that monks are closing themselves off from the true source of the energy they use, the earth. Animancers often respect and worship earth or nature gods and are looked upon favorably in return.
Level
Proficiency Bonus
Anima
Points
Features
Unarmed Strike
1st
+2
---
Golem
1d6
2nd
+2
2
Anima, Upgrade
1d6
3rd
+2
3
Anima Focus
1d6
4th
+2
4
Ability Score Improvement
1d6
5th
+3
5
Extra Attack
1d8
6th
+3
6
Anima Focus, Anima Conversion
1d8
7th
+3
7
Earth Manipulation, Plant Manipulation
1d8
8th
+3
8
Ability Score Improvement
1d8
9th
+4
9
Magic Form
1d10
10th
+4
10
Anima Focus
1d10
11th
+4
11
Healing
1d10
12th
+4
12
Ability Score Improvement
1d12
13th
+5
13
Camouflage
1d12
14th
+5
14
Anima Focus
1d12
15th
+5
15
Hardy
1d12
16th
+5
16
Ability Score Improvement
1d12
17th
+6
17
Projectile
2d6
18th
+6
18
Anima Focus
2d6
19th
+6
19
Ability Score Improvement
2d6
20th
+6
20
Projection
2d6
Class Features
As an animator you gain the following class features
Hit Points
Hit Dice: 1d8 per Animator level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Animator level
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons and crossbows
Tools: Two of any artisan’s tools
Saving Throws: Intelligence, dexterity
Skills: Choose two from Arcana, History, Insight, Investigation, and Perception
Golem
At the first level, you gain the ability to use the spell Golem as an action. When you cast this spell, there must be an available source of dirt or sand. You are enveloped in earth, becoming a construct. You retain all of your ability modifiers and you can still cast spells if you know any. All armor and weapons are lost, becoming a part of you. Your AC remains the same, despite the loss of any armor and shields. As a construct, you are immune to poison and exhaustion. You gain proficiency with unarmed strikes and your carrying weight is doubled. Your unarmed strike damage is determined by your level, as shown in the Anima Point column of the Animator table. You can maintain this form for 3 minutes. You can use this a number of times equal to your proficiency bonus. You regain all uses by taking a short or long rest.
Anima
At the second level, you gain the ability to use anima. Anima is the life force of the earth, it is what allows trees and plant to grow from the ground. You have found ways to manipulate anima and change the world around you. Your anima points are determined by your level, as shown in the Anima Point column of the Animator table.
Upgrade
At the second level, you can use your anima to manipulate your Golem form, giving it different abilities Some of the abilities require you to be a certain level before you can use them. The abilities are listed in alphabetical order below.
Caked Earth: By spending 1 Anima point, you increase your time as a golem by 3 minutes.
Earthen Body: As an action and for 2 Anima points, you can increase your AC by 4 for 1 minute.
Magic Replacement: At the cost of 1 Anima Point, you can replace your dexterity or strength score with your wisdom score, so long as your wisdom score is higher. All changes relevant to your dexterity or strength, such as your AC, are applied. This lasts for as long as your Golem body lasts.
Malleable Hands: You can spend 4 anima points to change your hands into any melee weapon without the finesse property, you gain proficiency in this weapon. You cannot throw the weapon even if it could be thrown. You add the weapon damage to the damage you deal with unarmed strike. This lasts as long as your Golem body lasts.
Nature Armor: You can spend 6 anima points to grow thorns all over your body. Any creature within five feet of you that attacks you takes 1d4 piercing damage. This lasts for as long as your Golem body lasts.
Stone Body: You can spend 6 anima points to gain Stoneskin. This lasts for as long as your Golem body lasts.
Stone Fists: By spending 2 Anima points, you can add your wisdom modifier to attacks made in your golem form, in addition to your strength modifier. This lasts as long as your Golem body lasts
Anima Focus
There are different paths to power. Which path you choose shall affect you in a manner that you can never go back from. Once you choose, your focus will grant you special abilities at the 3rd, 6th, 10th, 14th, and 18th levels. The details for the paths are at the end of the class description.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Anima Conversion
At the 6th level, you have understood the principle that anima is life’s essence. By using your bonus action you may convert your health points into anima. 1 HP is 1 Anima point. Conversely, you may use your action to drain the plants around you, causing them to wither and die as you take their anima. You gain 1 anima point per tree trained, 1 anima for 3 shrubs drained, and 1 anima point for draining a 5ft by 5ft patch of grass or flowers. For magical plants, consult your DM.
Earth Manipulation
Starting at the 7th level, you can use your anima to manipulate the earth around you. By spending two anima points, you may change a 20ft by 20ft cube of earth that you can see in any way you want. This includes making columns, creating a ditch, spanning a gulf, or turning difficult terrain such as a marsh into regular land. These changes happen slowly, so it cannot be used to attack or trap a creature if it can move. You may also spend anima points to do some of the following
Boulder Smash: You can spend 2 anima to cause a rock to strike the opponent, dealing 1d10 bludgeoning damage. For every additional anima point you invest, you can increase the damage by 1d10.
Earthly Assist: Increase movement speed for you or a friendly creature by 20ft for 1 anima point.
Tripping Hazard: A creature you see must succeed on a dexterity save or be knocked prone. Costs 1 anima point
Earth Hand: At the cost of 2 anima points, a hand of earth grabs a creature you see. The creature must make a strength check or be restrained. The creature takes 1d6 bludgeoning damage at the end of each turn as the hand squeezes the creature. The creature can use their action to attempt another strength check.
Plant Manipulation
Starting at the 7th level, you can use your anima to manipulate the plants around you. By spending two anima points, you may cause plants in a 40ft radius to change in a manner you see fit. You can create difficult terrain, cause plants to shrivel or grow, or make plants provide food. You may also spend anima points to do some of the following
Poisonous Plants: You can spend 3 anima to cause a poison to spray at your enemies from nearby plants. This means that it requires the presence of plants for this spell to work. All creatures in a fifteen feet radius that you can see must make a constitution check (Spell save DC is 8+Proficiency+Wisdom Modifier) or be poisoned. The creatures takes 1d12 poison damage at the end of each turn. The poison continues until the creature succeeds on a constitution check.
Entangle: Plants grow around a creature you can see for 1 mana. The creature is restrained unless it succeeds on a strength check. The creature can use its action to attempt another strength check.
Ability Score Improvement
When you reach 8th level, and again at the 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Magic Form
Starting at the 9th level, when you are in Golem form your attacks now count as magical for the purpose of overcoming immunity and defense against non-magical attacks.
Healing
Starting at the 11th level, you may spend 1 anima point to make a plant grow ten berries. There must be a plant nearby and the ten berries are considered to be a form of the Goodberries spell. This may be used twice. You regain all uses after a short or long rest.
Ability Score Improvement
When you reach 12th level, and again at the 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Camouflage
Starting at the 13th level, you may camouflage yourself when in golem form. By spending 2 anima points, you grow vegetation on your body to blend in with your surroundings. So long as you are up against a flat surface and not moving, such as a wall or tree, or laying down, you receive +10 to dexterity (Stealth)
Hardy
Starting at the 15th level, you are considered a creature one size bigger than yourself in Golem form. While in Golem form, you have advantage on strength and constitution checks.
Ability score Improvement
When you reach 16th level, and again at the 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Projectile
At the 17th level, you learn how to detach parts of your Golem form to attack. Using your action, your hand becomes a spike that you throw with range 80/120. The spike does 8d10 damage and you use your strength modifier. You may use this a number of times equal to your proficiency bonus. You regain all uses after a short or long rest.
Ability score Improvement
When you reach the 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Projection
Your mastery of anima has truly reached its peak at the 20th level. At the cost of 10 anima points, you may now cast the Golem spell on another creature friendly to you. You may also use Upgrade on the creature, but at twice the cost of the upgrade. All conditions and effects apply.
Individual Focus
All around us is anima, the energy of the earth and life itself. By drawing in that energy and concentrating it, great power can be obtained. The animators that choose to focus their energy on themselves in order to be given greater power
Anima Body
Starting at the 3rd level, you can concentrate anima inside your body. Using your action and 3 anima points, heal yourself of damage equal to your level + proficiency. When you use this, all plant life around you will shrivel and die. If you heal more than your Maximum HP, it is added on as temporary HP which lasts for the next ten minutes. You can only use this feature twice. You can regain all uses after a short or long rest.
Advanced Body
You have learned to channel anima better at the 6th level. You are no longer restricted to an earthen Golem body, allowing you to make your body out of stone and metal. By making your Golem body out of stone, you gain +2 to damage and +1 AC when in golem form. By making your Golem body out of metal, you gain +6 damage and +1 AC when in golem form, though you become vulnerable to lightning damage. There must be enough metal or stone in the vicinity to completely cover your body.
Earth Meld
At the 10th level, you become more intune with the anima in your body and the anima around you. You can now meld with the ground for 5 anima points.You may now travel through the ground and reappear in another area within 500 feet instantly, provided it is connected by earth, rock, or metal. This costs 5 movement speed to enter or exit the ground.
Anima Drain
At the 14th level, you learn how to take anima from others and use it to strengthen yourself. Everytime you deal more than ten damage to a living creature in golem form, you receive 1 anima point. If you deal more than forty damage, you receive 2 anima points.
Focused Anima
At the 18th level, your experience with channeling anima through your body has left you permanently imbued with it. You now retain Golem form until your next short or long rest.
Group Focus
Anima is the gift of life. It is meant to be shared with the world and with other people. The animators that choose to focus on helping those around them choose this path. Your focus grants you special abilities at the 3rd, 6th, 10th, 14th, and 18th levels.
Aura
Starting at the 3rd level, emanate an aura from one of the choices below. This costs one anima point per round. Once a creature leaves your aura they will lose any affects they gained unless otherwise stated. At level 3, your aura extends thirty feet from you in all directions. Your aura’s range increases to 60ft at the 6th level and to 90ft at the 10th level,
Stone Aura: All friendly units gain +1 to AC
Lightened Earth Aura: All friendly units gain +5 movement speed while they are inside your aura and 1 additional turn after they exit the aura.
Bogged Earth Aura: All enemy units lose 5 movement speed while they are inside your aura and 1 additional turn after they exit the aura.
Sharpened Metal Aura: All friendly units gain +2 to damage with weapons while they are inside your aura and 1 additional turn after they exit the aura.
Dulled Metal Aura: All enemy units lose 2 damage with weapons while they are inside your aura and 1 additional turn after they exit the aura.
Stone Shielding Aura: All friendly units gain temporary HP equal to your Animator level for one minute when they enter your aura. This aura can only affect a creature one time. In order to affect the same creature again, you must take a short or long rest.
Numerous Aura
At the 14th level, your aura becomes stronger. At the cost of 2 anima points per round, you may now choose to have two aura’s active at one time or have the same aura’s effects double.
Strengthened Aura
At the 18th level, your aura’s become stronger. The effects of your aura are tripled when they are activated. For example Sharpened Metal Aura now gives +6 damage with weapons while Dulled Metal Aura causes enemies to do -6 damage with weapons.
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Animancer
Anima is the essence of the earth, the life force that permeates the multi-verse. Animancers specialize in utilizing this life force in many different ways. They use anima to manipulate the earth and the plants that grow from the earth. They are also given a different form, allowing them to deepen their bond with mother earth.
Animancers are very similar to druids in that both regard nature very fondly. While both druids and animancers believe in the protection of nature and life, animancers also believe that sacrificing nature for the greater good is acceptable. The ki of monks and the anima of animancers is similar in form and nature. Animancers look down on monks, believing that ki is a lower form of anima. They think that monks are closing themselves off from the true source of the energy they use, the earth. Animancers often respect and worship earth or nature gods and are looked upon favorably in return.
Level
Proficiency Bonus
Anima
Points
Features
Unarmed Strike
1st
+2
---
Golem
1d6
2nd
+2
2
Anima, Upgrade
1d6
3rd
+2
3
Anima Focus
1d6
4th
+2
4
Ability Score Improvement
1d6
5th
+3
5
Extra Attack
1d8
6th
+3
6
Anima Focus, Anima Conversion
1d8
7th
+3
7
Earth Manipulation, Plant Manipulation
1d8
8th
+3
8
Ability Score Improvement
1d8
9th
+4
9
Magic Form
1d10
10th
+4
10
Anima Focus
1d10
11th
+4
11
Healing
1d10
12th
+4
12
Ability Score Improvement
1d12
13th
+5
13
Camouflage
1d12
14th
+5
14
Anima Focus
1d12
15th
+5
15
Hardy
1d12
16th
+5
16
Ability Score Improvement
1d12
17th
+6
17
Projectile
2d6
18th
+6
18
Anima Focus
2d6
19th
+6
19
Ability Score Improvement
2d6
20th
+6
20
Projection
2d6
Class Features
As an animator you gain the following class features
Hit Points
Hit Dice: 1d8 per Animator level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Animator level
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons and crossbows
Tools: Two of any artisan’s tools
Saving Throws: Intelligence, dexterity
Skills: Choose two from Arcana, History, Insight, Investigation, and Perception
Golem
At the first level, you gain the ability to use the spell Golem as an action. When you cast this spell, there must be an available source of dirt or sand. You are enveloped in earth, becoming a construct. You retain all of your ability modifiers and you can still cast spells if you know any. All armor and weapons are lost, becoming a part of you. Your AC remains the same, despite the loss of any armor and shields. As a construct, you are immune to poison and exhaustion. You gain proficiency with unarmed strikes and your carrying weight is doubled. Your unarmed strike damage is determined by your level, as shown in the Anima Point column of the Animator table. You can maintain this form for 3 minutes. You can use this a number of times equal to your proficiency bonus. You regain all uses by taking a short or long rest.
Anima
At the second level, you gain the ability to use anima. Anima is the life force of the earth, it is what allows trees and plant to grow from the ground. You have found ways to manipulate anima and change the world around you. Your anima points are determined by your level, as shown in the Anima Point column of the Animator table.
Upgrade
At the second level, you can use your anima to manipulate your Golem form, giving it different abilities Some of the abilities require you to be a certain level before you can use them. The abilities are listed in alphabetical order below.
Anima Focus
There are different paths to power. Which path you choose shall affect you in a manner that you can never go back from. Once you choose, your focus will grant you special abilities at the 3rd, 6th, 10th, 14th, and 18th levels. The details for the paths are at the end of the class description.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Anima Conversion
At the 6th level, you have understood the principle that anima is life’s essence. By using your bonus action you may convert your health points into anima. 1 HP is 1 Anima point. Conversely, you may use your action to drain the plants around you, causing them to wither and die as you take their anima. You gain 1 anima point per tree trained, 1 anima for 3 shrubs drained, and 1 anima point for draining a 5ft by 5ft patch of grass or flowers. For magical plants, consult your DM.
Earth Manipulation
Starting at the 7th level, you can use your anima to manipulate the earth around you. By spending two anima points, you may change a 20ft by 20ft cube of earth that you can see in any way you want. This includes making columns, creating a ditch, spanning a gulf, or turning difficult terrain such as a marsh into regular land. These changes happen slowly, so it cannot be used to attack or trap a creature if it can move. You may also spend anima points to do some of the following
Plant Manipulation
Starting at the 7th level, you can use your anima to manipulate the plants around you. By spending two anima points, you may cause plants in a 40ft radius to change in a manner you see fit. You can create difficult terrain, cause plants to shrivel or grow, or make plants provide food. You may also spend anima points to do some of the following
Ability Score Improvement
When you reach 8th level, and again at the 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Magic Form
Starting at the 9th level, when you are in Golem form your attacks now count as magical for the purpose of overcoming immunity and defense against non-magical attacks.
Healing
Starting at the 11th level, you may spend 1 anima point to make a plant grow ten berries. There must be a plant nearby and the ten berries are considered to be a form of the Goodberries spell. This may be used twice. You regain all uses after a short or long rest.
Ability Score Improvement
When you reach 12th level, and again at the 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Camouflage
Starting at the 13th level, you may camouflage yourself when in golem form. By spending 2 anima points, you grow vegetation on your body to blend in with your surroundings. So long as you are up against a flat surface and not moving, such as a wall or tree, or laying down, you receive +10 to dexterity (Stealth)
Hardy
Starting at the 15th level, you are considered a creature one size bigger than yourself in Golem form. While in Golem form, you have advantage on strength and constitution checks.
Ability score Improvement
When you reach 16th level, and again at the 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Projectile
At the 17th level, you learn how to detach parts of your Golem form to attack. Using your action, your hand becomes a spike that you throw with range 80/120. The spike does 8d10 damage and you use your strength modifier. You may use this a number of times equal to your proficiency bonus. You regain all uses after a short or long rest.
Ability score Improvement
When you reach the 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Projection
Your mastery of anima has truly reached its peak at the 20th level. At the cost of 10 anima points, you may now cast the Golem spell on another creature friendly to you. You may also use Upgrade on the creature, but at twice the cost of the upgrade. All conditions and effects apply.
Individual Focus
All around us is anima, the energy of the earth and life itself. By drawing in that energy and concentrating it, great power can be obtained. The animators that choose to focus their energy on themselves in order to be given greater power
Anima Body
Starting at the 3rd level, you can concentrate anima inside your body. Using your action and 3 anima points, heal yourself of damage equal to your level + proficiency. When you use this, all plant life around you will shrivel and die. If you heal more than your Maximum HP, it is added on as temporary HP which lasts for the next ten minutes. You can only use this feature twice. You can regain all uses after a short or long rest.
Advanced Body
You have learned to channel anima better at the 6th level. You are no longer restricted to an earthen Golem body, allowing you to make your body out of stone and metal. By making your Golem body out of stone, you gain +2 to damage and +1 AC when in golem form. By making your Golem body out of metal, you gain +6 damage and +1 AC when in golem form, though you become vulnerable to lightning damage. There must be enough metal or stone in the vicinity to completely cover your body.
Earth Meld
At the 10th level, you become more intune with the anima in your body and the anima around you. You can now meld with the ground for 5 anima points.You may now travel through the ground and reappear in another area within 500 feet instantly, provided it is connected by earth, rock, or metal. This costs 5 movement speed to enter or exit the ground.
Anima Drain
At the 14th level, you learn how to take anima from others and use it to strengthen yourself. Everytime you deal more than ten damage to a living creature in golem form, you receive 1 anima point. If you deal more than forty damage, you receive 2 anima points.
Focused Anima
At the 18th level, your experience with channeling anima through your body has left you permanently imbued with it. You now retain Golem form until your next short or long rest.
Group Focus
Anima is the gift of life. It is meant to be shared with the world and with other people. The animators that choose to focus on helping those around them choose this path. Your focus grants you special abilities at the 3rd, 6th, 10th, 14th, and 18th levels.
Aura
Starting at the 3rd level, emanate an aura from one of the choices below. This costs one anima point per round. Once a creature leaves your aura they will lose any affects they gained unless otherwise stated. At level 3, your aura extends thirty feet from you in all directions. Your aura’s range increases to 60ft at the 6th level and to 90ft at the 10th level,
Numerous Aura
At the 14th level, your aura becomes stronger. At the cost of 2 anima points per round, you may now choose to have two aura’s active at one time or have the same aura’s effects double.
Strengthened Aura
At the 18th level, your aura’s become stronger. The effects of your aura are tripled when they are activated. For example Sharpened Metal Aura now gives +6 damage with weapons while Dulled Metal Aura causes enemies to do -6 damage with weapons.