Base Class: Sorcerer
Every living creature has it's own Aura, but only Nen users know how to harness it. Wheater they use their aura to silence their footsteps or project flame from their hands, each Nen user is a master of Aura. -LordPretzel
osu or ora?
* below is some nerd stuff about the thought process. Skip to the Big Bold Words if not interested.
I previously made a nen user subclass with monk because... monks are anime characters. But after thinking about how varied nen users are, I decided to scrap the monk Idea and reframe how to portray a nen user. Spellcasting should be charisma because every hxh character is charming in one way or another. I dont want to use any half casters because they already have other gimmicks attached. Number of Spells should be limited to reflect having 1 or very few nen abilities. These spells should be able to be modified and used creatively. It would be nice to portray Potential Aura Power(PAP) and Actual Aura Power(AAP). For these reasons I chose Sorcerer. Sorcerer uses charisma, already has some of the fewest known spells for a full caster, and can Portray PAP and AAP if I use sorcery points as the fuel for casting. Other than that, sorcerer is a blank slate to allow the character to be made in a myriad of ways.
Aura Type/Aura type options: A Fundamental and Iconic Part of the Nen system is the Aura wheel, so making a sub-sub-class was kind of unavoidable. Adding a set of new features wouldn't allow the feeling creativity associated with the nen system, but allowing a combination of lots of different options would.
Nen ablility: Giving access to all spells Allows a lot of different nen ability options that are already balanced in game.
The 4 Major Principles: Really just here for flavor and to establish the PAP and AAP casting system
Ten: Cant get more flavor than changing the water's flavor. The Font of Magic as an action is just an option if for whatever reason a combo is too bonus action dependent.
Ren: The best way to express a rush of energy
Zetsu: the flavor of zetsu, and a way to offset the exhaustion from ren.
Hatsu: the important part; establishing the PAP and AAP casting system and an alternative from spell slots due to Strenuous Slots. Limiting the spell levels with the proficiency bonus encourages multiclassing(nen users tend to also be capable at something else) and imposes some restrictions on the subclass, which otherwise is a little strong.
Strenuous Slots: The part of the subclass that balances it and turns it into a half caster that has the option to seriously buff lower level spells, rather than a Full caster.
Advanced Principles: Put for similar reasons as Aura types.
Empowered Hatsu: Limiting the player to 6th level spells felt weird, so letting them go up to 8th at later levels seemed like it wouldn't affect
Genius: the whole subclass revolves around the proficiency bonus. boosting that seemed like an elegant yet massive buff. (the Title "Genius" is a reference to what Wing calls people who unknowingly use nen on skills they are already skilled at)
The goal was to allow the player to play as if they had a nen ability that they created and was original. Although I tried, this may not really be balanced. If you see any glaring flaws: I would appreciate you commenting so the 3rd adaptation may be an improvement. (I know )
Warning: The following subclass should be thought of as a half caster that has the option to seriously buff lower level spells, rather than a Full caster.
Aura Type
At 1st level, you choose an Aura type that will grant features from among: Enhancement, Transmutation, Conjuration, Specialization, Manipulation, or Emission. You Gain Features relating to the aura type as you gain levels.
*The Distance between your original Aura type and any different aura types is significant. Each Aura type option states how far it is from another option.
Conjurer
Your Original Aura type is Enhancement. You can still learn skills from other aura types, however they will be less effective depending on its distance from Conjuration.
*Specialization and Transmutation are both 1 point away from Conjuration. Enhancement and Manipulation are both 2 points away from Conjuration. Emission is 3 points away from Conjuration. Conjuration is 3 points away from Conjuration.
Emitter
Your Original Aura type is Emission. You can still learn skills from other aura types, however they will be less effective depending on its distance from Emission.
*Enhancement and Manipulation are both 1 point away from Emission. Specialization and Transmutation are both 2 points away from Emission. Conjuration is 3 points away from Emission. Emission is 0 points away from Emission.
Enhancer
Your Original Aura type is Enhancement. You can still learn skills from other aura types, however they will be less effective depending on its distance from enhancement.
*Emission and Transmutation are both 1 point away from Enhancement. Conjuration and Manipulation are both 2 points away from Enhancement. Specialization is 3 points away from Enhancement. Enhancement is 0 points away from Enhancement.
Manipulator
Your Original Aura type is Manipulation. You can still learn skills from other aura types, however they will be less effective depending on its distance from Manipulation.
*Specialization and Emission are both 1 point away from Manipulation. Enhancement and Conjuration are both 2 points away from Manipulation. Transmutation is 3 points away from Manipulation. Manipulation is 0 points away from Manipulation.
Specialist
Your Original Aura type is Specialization. You can still learn skills from other aura types, however they will be less effective depending on its distance from Specialization.
*Specialization Options can only be learned by Natural Specialists, or by Conjurers and Manipulators who are under Special Circumstances(DM Decides what constitutes "Special Circumstances"). Additionally, Conjurers and Manipulators must also add a Condition on top of any restrictions already attached to casting their Special Hatsu Spell. This condition can range from needing to be under the effects of the Barbarian's Rage feature, or needing to be under the frightened condition, or needing to be unconscious. Work with your DM to decide the additional condition.
Transmuter
Your Original Aura type is Transmutation. You can still learn skills from other aura types, however they will be less effective depending on its distance from Transmutation.
*Enhancement and Conjuration are both 1 point away from Transmutation. Emission and Specialization are both 2 points away from Transmutation. Manipulation is 3 points away from Transmutation. Transmutation is 0 points away from Transmutation.
Nen Ability
Your Aura can be express in almost any way through Applications of your Aura Type.
Your Spell list is Expanded to to all spells
The 4 Major Principles
You apply your life force, known as aura, in different ways using the the 4 major principles: Ten, Ren, Zetsu, and Hatsu.
Ten: Control and contain your aura as a foundation for all other principles. You can choose to use your Font of magic feature as an action instead of a bonus action.
Additionally, As a separate action, you can display your Aura type by choosing an area of water you can touch and that fits within a 1-foot cube. You Affect it in one of the following ways depending on your Aura Type:
Enhancer: Negligibly change the volume of the water
Transmuter: Change the taste of the water
Conjurer: Create non-organic impurities in the water
Manipulator: Change the flow of the water
Emitter: Change the color of the water
Specialist: a completely different change appears(Talk with your DM)
Ren: Output a larger amount of aura than usual to fuel more abilities. As a free action, You can convert any number of Spell slots into Sorcery points. If you do this during your turn: You can cast a spell as a bonus action and a spell as an action this turn. You can use this feature once per long rest. You can use this feature additional times per long rest, but each time you do, gain 1 level of exhaustion.
Zetsu: Halt all outflow of your aura, hiding and storing your life force. As an action, you can enter a state of Zetsu. While in a state of Zetsu: You cannot cast any spells, you cannot benefit from any other features from this subclass, you gain vulnerability to all damage, you gain advantage on stealth checks. If you remain in a state of Zetsu throughout a short rest, you can expend 1 hit die to reduce your exhaustion level by one. You can exit your state of Zetsu as an action.
Hatsu: Safely Project your aura to carry out a certain function. When you later gain access to the Font of magic feature, you can cast spells using sorcery points by expending a number of sorcery points equal to the level of the spell, so long as the level the spell is cast at is lower than your proficiency bonus.
Aura Type Options
You learn 1 aura type feature at 1st level, and another aura type feature at 4th, 6th 10th, 14th, and 17th levels.
* Note: when selecting an option from an aura type other than your original, record it's distance from your original aura type and double check any modifiers made due to that difference. this will help you from having to look at references every time you use the feature.
Argumentative Aura (Manipulation)
When a creature is already under the effects of one of your Enchantment spells and attempts a save to end the spell's effects, You can expend a number of Sorcery points equal to Manipulation's distance from your original Aura Type +1; impose disadvantage on that save.
Coercive Type (Manipulation)
When you cast an enchantment spell with your Hatsu Feature, you can expend any number of Sorcery points to increase the first DC save of that spell by: the number of expended points minus Manipulation's distance from your original Aura Type.
Deceitful Aura (Transmutation)
When you cast a spell, you can expend a number of sorcery points equal to Transmutation's Distance from your original Aura Type to temporarily replace its damage type with a type that appears in another spell you know, which magically alters the spell's makeup for this casting only. The latter spell must be of the same level as the level you casted the previous spell at (0 for cantrips).
Determined (Enhancement)
As a reaction when you fail a Saving throw, you can expend a number of sorcery points equal to twice Enhancement's distance from your original Aura Type, Reroll the saving throw. You can use this feature a number of times equal to your Proficiency Bonus, per long rest.
Durable (Enhancement)
While you are not wearing any armor, your Armor Class equals (10 + your Dexterity modifier + your Charisma modifier - Enhancement's distance from your original Aura Type).
Durable Constructs (Conjuration)
When you cast a Conjuration spell: any creature or object that you summon Gains temporary hit points equal to the spell's level x (5 minus Conjuration's distance from your original Aura Type).
Enhanced Athlete (Enhancement)
You can add 3 minus Enhancement's distance from your original Aura Type, to any Strength, Dexterity, or Constitution checks you make.
Fickle Play (Transmutation)
When you cast a spell using your Hatsu Feature that requires a saving throw, you can expend a number of sorcery points equal to Transmutation's Distance from your original Aura Type to change the saving throw from one ability score to another of your choice. You can use this feature a number of times per long rest, equal to your Proficiency Bonus.
Good Boi (Emission)
You can add 5 minus twice Emission's distance from your original Aura Type, to any Charisma checks or saves you make.
High-strung Aura (Conjuration)
As a reaction, when your Concentration on a Conjuration spell would be broken(by taking damage or by other means), you can expend a number of sorcery points equal to Conjuration's distance from your original Aura Type, it is not broken.
Inanimate Medium (Manipulation)
You learn the Animate Objects spell, but can only select 1 Type of object (A "Type of Object" can be Spinning tops or Pieces of paper or Puppets. Decide with your DM). If you cast the spell with your Hatsu Feature, you can cast it at a level lower than 5 and when you do, animate a number of objects equal to twice the level of the spell minus Manipulation's distance from your original Aura Type.
Mastered Materialization (Conjuration)
When you cast a Conjuration spell that does not require any attack rolls or saving throws when casted and has a casting time of 1 action, you can expend a number of sorcery points equal to Conjuration's distance from your original Aura Type to cast it as a bonus action.
When you cast a Conjuration spell that does not require any attack rolls or saving throws when casted and has a casting time of 1 minute, you can expend a number of sorcery points equal to twice Conjuration's distance from your original Aura Type + 3 to cast it as an action.
When you cast a Conjuration spell that does not require any attack rolls or saving throws when casted and has a casting time of 10 minutes, you can expend a number of sorcery points equal to quadruple Conjuration's distance from your original Aura Type +6 to cast it as an action.
Ranged Casting (Emission)
The range of any spell with a range of touch becomes 5 x (3 minus Emission's Distance from your original Aura Type) ft. Additionally when you cast a spell with a range, You can expend any number of sorcery points: multiply the range of the spell by twice the number of expended sorcery points minus Emission's Distance from your original Aura Type.
Special Hatsu (Specialization)
You Create and Learn 1 Home-brewed Spell(Approved by your DM). Your DM can adjust the spell at any point if they find it necessary.
Special Loophole (Specialization)
If you already know the other 2 Specialist options and are a Natural Specialist, You can recreate your Special Hatsu spell. DMs can still adjust this spell at any point, but it is recommended to allow this new spell to be a little bit broken.
Super Special Hatsu (Specialization)
You can cast your Special Hatsu spell at any level using your Hatsu Feature. (Even above level 9)
Synthesized Casting (Transmutation)
When you cast a Spell with a range of self and a casting time of 1 action, you can expend a number of sorcery points equal to twice Transmutation's Distance from your original Aura Type to cast another Spell with: a range of self, deals no damage, has no concentration, and has a casting time of 1 action or 1 bonus action; as the same action as the initial spell(still expend spell slots or Sorcery points as normal).
You can use this feature a number of times per long rest, equal to your Proficiency Bonus.
Volatile Aura (Emission)
Whenever you cast a spell of 1st level or higher to deal damage or restore hit points to a creature(s), Creatures other than you take extra damage/regain additional hit points equal to the spell's level x (3 minus Emission's Distance from your original Aura Type).
Strenuous Slots *Mandetory*
You cast magic with your life force as the fuel, making the casting of spells a delicate process and dangerous until you apply the 4 major Principles. (Flavor it that the spells you know, but don't cast though Hatsu, are like abilities that are still in development. You cannot reliably cast them without risk.)
If you cast a spell using a spell slot, you must succeed a constitution saving throw, DC: 8 + twice the level of the spell. If you fail: choose between gaining 1 level of exhaustion or forfeiting the casting of the spell (spell slot is still consumed).
Advanced principles
At 6th level, you learn 1 Advanced principles of Nen, chosen from the following options: Gyo, In, En, Shu, Ko, Ken, Ryu.
You learn 1 additional option at 10th, 14th and 17th levels.
En
An application of both Ten and Ren; Extend your aura a distance around you to feel anything coming in contact with it. You gain blindsight of 10ft. Within that range, you can effectively see anything even if you're blinded or in darkness. Moreover, you can see an invisible creatures and objects within that range, unless the creature successfully hides from you.
As an action, you can spend 1 sorcery point to expand this range to number of feet equal to your Sorcerer level times 5, for 1 minute. When you do, you can also see through solid objects.
Gyo
An application of Ren; focus your aura into your Eyes to enhance your abilities, or into other body parts to enhance other functions. You can cast detect magic, Identify, Darkvision(on yourself) or Enhance Ability(on yourself), at will. These spells only last for 1 minute. These do not count as known spells. Charisma is your spellcasting modifier for these spells.
In
An application of Zetsu; Hide your aura from detection. When you cast a spell with your Hatsu Feature that summons a creature or object, you can expend additional sorcery points equal to the level of the spell; the conjured object/creature becomes [condition]invisible[condition] for the duration.
Ken
An application of Ren and Ten; Maintaining the strain of Ren for long periods of time. You gain an additional number of uses of your Ren feature, equal to your Proficiency Bonus, per long rest, before gaining exhaustion.
Ko
An application of Ten, Ren, and Zetsu; Putting all of your aura into a single function, while shutting off all others. Before you make an attack roll, you can expend sorcery points equal to the level of the spell(or 2 if not applicable) to treat the attack roll as a 20. Then you are put into a state of Zetsu (Exiting Zetsu still requires an action).
Ryu
An application of Gyo and Ken; adjusting aura ratios in real time to gain benefits when you need them.
When you hit a creature with a weapon attack, you can, as a reaction, expend a number of sorcery points(up to your Proficiency bonus) to deal force damage to the target, in addition to the weapon’s damage. The extra damage is 1d6 for each sorcery point spent.
When you take Damage, you can, as a reaction, expend a number of sorcery points(up to your Proficiency bonus) to reduce the damage taken by 5 for each sorcery point spent.
Shu
As a bonus action, you can expend any number expend a number of sorcery points(up to your Proficiency bonus) to imbue one weapon you’re holding with your aura, for 1 minute. You gain the following benefits with this weapon, proportional to the number of sorcery points expended.
- The weapon can be used as your spellcasting focus and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- The weapon gains a +1 bonus to attack and damage rolls
- You can attack with this weapon twice, instead of once, whenever you take the Attack action on your turn.
- The weapon's attacks score a critical hit on a roll of 19 or 20
- The weapon's attacks score a critical hit on a roll of 18 to 20
- The weapon's attacks score a critical hit on a roll of 17 to 20
- You can attack with this weapon three times, instead of twice, whenever you take the Attack action on your turn.
Empowered Hatsu
At 14th level, When you cast spells using your Hatsu Feature, the maximum level the spell can be cast at becomes equal to your proficiency bonus. This increases to 1+ your Proficiency bonus when you reach 15th level, and 2+ your proficiency bonus when you reach 17th level.
Genius
Beginning at 18th level, Your Aura enhances abilities you are already capable of. Your proficiency bonus Becomes 7.
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