Metaphysicalist (5e Class)

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Metaphysicalist[edit]

An Elf kneels down, wearing a long overcoat, she places her hand on a scroll dropped by her bounty, her eyes emanate a strange blue aura as she gathers information on her target. Suddenly she drops the scroll, as she learns the true intentions of her mark through the purpose of this simple scroll, she shreds the scroll with her claws, she then begins to sprint at an unnatural pace in a desperate attempt to save her home town, from her long lost brother.
A Half-Orc brandishing a great sword overlooks a battle, his kin being slaughtered, he sheds a single tear, knowing his art is forbidden and shall bring great shame to his name, he slowly walks away from the cliff, wiping his face, he then runs and jumps off, leaping an enormous distance, his body begins to expand, he lands creating a massive crater, he rises, looking at the dragon, both the same size, his sword the size of a city, he swings with massive force as he takes on the foe, toe to toe.
Running from an angry mob a halfling stumbles and falls to the ground, the mob surrounds her, panic seeping in, a man strikes her, and the illusion vanishes. From the shadows, the halfling is transformed into just a normal human, she walks away, the town no wiser to her trickery, she knew this would happen, so she came prepared, she pulls a jeweled crown from her clothing, disguised as a simple rock, and smiles.

Children Of The Mind[edit]

Warriors of the mind, a metaphysicalist combines the power of the mind with the sturdiness of their body and train both equally, they are outsiders, and usually hide their gifts from society and prefer to masquerade as wizards or fighters, until they release their true abilities. Typically the children of psionicists, metaphysicalists do not have the raw control of psions and their powers typically do not manifest until they come of age. Metaphysicalists are quite rare and usually they don't even know what to call themselves once their powers begin to manifest.

A life Of Secrets[edit]

Their abilities unknown to them, many metaphysicalists travel the world searching for scraps of knowledge of what exactly they are, not quite a psion, yet not like anything else, these questions can lead them to become experts on arcane knowledge, equal to that of wizards. Beyond uncovering secrets they tend to create more secrets than they solve, typically paranoid they prefer to erase all knowledge they find as to keep what they are secret from all.

Creating a Metaphysicalist[edit]

When creating a metaphysicalist, the following questions may help you define your character's origin: When and how exactly you have awakened your powers, what event of your life have pushed your mind to reveal its powers? How did you learn to control your powers? Did you have a master, or you have to master your powers by yourself? You received your martial training from the same source of your psyonic training? Do you find your powers a blessing and embrace then, or a curse and are afraid of them?

You could be part of a secret order of psyonic warriors. Maybe you have a master who have the same powers as you, and who teach you how to control them, using it in synchrony with your martial techniques. Maybe you have learned how to control your powers by trial and error, alone. Do you expose your powers or keep them in secret, to give you a upper hand in fights against foes who may underestimate you? You may now wander alone seeking to improve your powers, or you could be hiding them, traveling as a regular armsman.

Quick Build

You can make a metaphysicalist quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score followed by Intelligence then Constitution . Second, choose the sage background. Third, choose the scale mail, a longsword for the martial weapon and a shield, and the scholar's pack.

Class Features

As a Metaphysicalist you gain the following class features.

Hit Points

Hit Dice: 1d8 per Metaphysicalist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Metaphysicalist level after 1st

Proficiencies

Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose 2 from Acrobatics, Arcana, Athletics, History, Investigation, Nature, Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Scale Mail or (b) Leather Armor and a Component Pouch
  • (a) A martial weapon or (b) Two Simple Weapons
  • (a) A Shield or (b) A Battleaxe
  • (a) A Scholar's Pack or (b) An Explorer's pack and a Light Crossbow with a quiver of 20 bolts

Table: The Metaphysicalist

Level Proficiency
Bonus
Features Power
Points
Spells
Known
Max Spell
Level
1st +2 Fighting Style, Mental Acuity - - 0
2nd +2 Spellcasting, Manifestation 4 2 1
3rd +2 Adaptation 4 3 1
4th +2 Ability Score Improvement 6 3 1
5th +3 Extra Attack 6 4 2
6th +3 Manifestation Feature, Improved Adaptation 14 4 2
7th +3 Psychometry 14 5 2
8th +3 Ability Score Improvement 17 5 2
9th +4 17 6 3
10th +4 Manifestation Feature 27 6 3
11th +4 Visions 27 7 3
12th +4 Ability Score Improvement 32 7 3
13th +5 32 8 4
14th +5 Manifestation Feature 38 8 4
15th +5 Forceful Strikes, Extra Attack 38 9 4
16th +5 Ability Score Improvement 44 9 4
17th +6 44 10 5
18th +6 Neurocognitive Deficit 57 10 5
19th +6 Ability Score Improvement 57 11 5
20th +6 Metaphysical Alteration 64 11 5

Fighting Style[edit]

At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Mental Acuity[edit]

Beginning at 1st level, you have innate psionic spellcasting. you can cast any spell you know through your mental acuity a number of times equal to your Intelligence modifier + the number of levels you have on this class (minimum 2). You regain all your uses after complete a long rest. You can use your mental acuity to cast the following cantrips:

blade ward, fire bolt, light, mage hand, mending, message, minor illusion, prestidigitation, ray of frost, shocking grasp, thunderclap, or true strike

Intelligence is your spellcasting ability to cast these spells.

Spellcasting[edit]

When you reach the 2nd level, your control over your psionic powers have granted you the ability to cast spells.

Manifestations

You are capable of expending power points to cast spells, the amount of power points per spell level are shown on the power point table.

Power Point Cost
Left Table
Spell Level Power Points Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Spells Known of 1st Level and Higher

You know two 1st level spells from the metaphysicalist's spell list. Additionally when you gain a level in this class you may choose one known spell and replace it with another spell you can cast.

Spellcasting ability

Intelligence is your spellcasting ability for metaphysicalist powers:

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Manifestations[edit]

At 2nd level you choose your manifestation type: Body, Mind, or Soul, detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Adaptation[edit]

Starting at 3rd level, you gain the ability to adapt your body to suit your needs. As a bonus action, you can cast alter self twice, not requiring concentration to maintain the effects.

Once you expend all your uses of this feature, you can't do it again until you complete a long rest. When you reach the 6th level, you regain your uses of this feature after a short or a long rest.

Ability Score Improvement[edit]

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[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Psychometry[edit]

At 7th level you gain advantage on all Intelligence (Investigation) checks related to a target, while wielding one object that had been in his possession in the last hour. In addition, you may expend 1 power point when you find an object or tracks to discern what type of creature made the tracks or held the item last.

You can also use this feature to make an Intelligence check to learn a piece of information about the creature that last came in contact with the object from the list below, the result determines the information discerned.

Left Table
DC Result
5 How long ago the creature made physical contact and what they look like.
10 Age of the creature and the amount of hit dice/levels the creature had at the time.
15 You see what happened when the object lost contact with the creature in a window of 5 minutes prior and after, and learn the alignment of the creature.
20 Creature's name and current location and what the object's purpose or use was (if it had one).

Visions[edit]

Starting at 11th level, you are afflicted with visions, while sleeping you dream of the future, if you trance you see fractures of the future. After a long rest, roll three d20s and record the numbers rolled. When a creature within 30 feet of you make a attack, saving throw or ability check, you can use your reaction to replace the number rolled by that creature by one of the numbers you have recorded. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each recorded roll can be used only once. When you finish a long rest, you lose any unused recorded rolls.

Forceful Strikes[edit]

At 15th level, you can improve your melee strikes with psychic energy. Once in each of your turns, you can chose to apply one of the between one of the following benefits to your melee weapon attacks:

  • You can add 1d4 force damage to your damage rolls with melee attacks.
  • You can increase the reach of your melee attacks by 10 feet.

Neurocognitive Deficit[edit]

At 18th level, you gain the ability to completely shut down a creature's higher brain functions causing it to fall unconscious for a full day. As a reaction, you can touch a creature within 5 feet. The creature must make an Intelligence saving throw. On a failed save, it falls unconscious and is unable to awaken for 24 hours. On a success, the target takes 10d6 psychic damage. You may use this ability once, regaining the ability to do so after you complete a long rest.

Metaphysical Alteration[edit]

At 20th level you are capable of altering existence and change what existence actually is, once per day as an action you may cast True Polymorph, you may change an object into another object even if the original is magical and you are capable of affecting shapechangers. Additionally you may use this as though it was an alter self on another creature and may make the change permanent as well. You may make the change permanent when you cast this spell without having to concentrate the full hour.

Manifestations[edit]

A metaphysicalist manifests their powers in several ways and their abilities are set when they first begin to manifest. The manifestation you choose grants you abilities related to your manifestation type. Your manifestation is how your body processes your psionic abilities, through physical discipline, mental ferocity, or spiritual refinement.

Body[edit]

A metaphysicalist that manifests from the body is focused on powers that focus on themselves, capable of changing their body composition to a more advanced degree then other metaphysicalists. Body metaphysicalists are known for their unbreakable trances while casting and their awe inspiring transformation capabilities, with the most advanced able to shift their body instantaneously between the the size of a pixie to the tremendous bulk of an ancient dragon.

Enhanced Concentration

At 2nd level, when you lose concentration on a spell you may use your reaction to spend 1 power point to maintain the spell, when you use this ability you automatically succeed holding concentration until the end of your next turn.

Expansion and Decompression

Starting at 6th level, you gain the ability to increase or decrease the size of your body. You add the enlarge/reduce spell to your known spells, and you learn improved ways of using this spell.

As a bonus action on your turn, you can cast this spell targeting yourself. When you do this, you can chose to cast this spell with a higher level spell slot. When you do this, your size increase or reduce (depending on what version of the spell you cast) by one additional category for each spell slot above the 2nd. For instance, if you cast this spell using a 4th level spell slot, you increase or reduce in size by three categories. The maximum size you can reach using the spell in that manner is gargantuan, and the minimum is tiny.

Each size increment also modify the damage improvement or reduction, adding or reducing (depending on the version of the spell you cast) 1d4 to your damage rolls for each spell level higher than 2nd.

Regeneration

When you reach the 10th level, you begin to heal while you are concentrating on a spell. At the end of your turn, while concentrating on a spell, you regain a number of hit points equal to 1d6 + your Constitution modifier.

Stone Form

Beginning at 14th level, you learn how to change the density of your skin, flesh and bones, making you more durable. You can use a bonus action to cast stoneskin on yourself, without expending any of the components and without requiring concentration. You must finish a long rest before you can use this feature again.

Mind[edit]

Mind manifesters focus on mental energies and attack a foes mind, rather than their body. Their attacks are said to leave their enemy's bodies completely in tact, with no trace as to how they died. There are no records of the Mind metaphysicalist, seeming to disappear from history they are easily forgotten if they so wish.

Psychological Warfare

Starting at 2nd level, when you cast a spell that does damage, you may alter the spell to deal an equal amount of psychic damage instead (in which all designated targets perceive an illusion of you crafting and casting your spell). If a target takes damage this way, you may expend an additional power point to cause all targets that took damage this way to make a Wisdom saving throw or become Frightened of you until the end of their next turn.

Mental Hole

When you reach your 6th level, people and creatures tend to forget you were ever even there, and as long as you did not take any hostile action directly against them they simply forget about you and will not engage you. If a creature tries to remember you it must make an Intelligence save, and they must make this save every time they wish to engage you. You may choose who remembers what.

Psychic Weaponry

Starting at 10th level, when you take the Attack action you may attack the target's mind instead of their body (in which a designated target mentally sees you attacking). Make your attack as usual, but instead of attacking their AC, they make an Intelligence saving throw with the DC set at your attack roll. You deal your regular damage as psychic damage; success on a saving throw takes half damage (psychic).

Mind Control

At 14th level you may use an action to try to take hold of a creature's mind, they must make an intelligence saving throw or be taken over. If you take over the creature, you act as the creature on its turn; saving throws deal psychic damage instead (see Psychic Weaponry). At the end of its turn, it makes another Intelligence saving throw, and if it fails 3 attempts you may control the creature for 1 hour before it starts making saves again. You may use this ability a number of times equal to your intelligence modifier and refreshes after a long rest.

Soul[edit]

A Soul manifester is capable of manipulating spiritual energy that all living beings possess, they are fearsome and feared and are thought to exist only in legend, they are said to steal the souls of their foes. Manifestors of the soul posses the ability to create eerily false shapes that resemble weapons and equipment, these horrifying constructs are said to whisper to the wielder and have been known to drive the wielders mad.

Spiritual Construct

Starting at 2nd level, you are able to manipulate your own soul into fearsome spiritual weapons. As an action, you can spend 1 power point to create one spiritual construct. Doing so is painful, and causes you to lose 1d6 hit points each time they are made. The weapons created by this feature have the same properties of your regular mundane counterpart, plus the features described bellow, and any non hostile creature with proficiency with the weapon can use it.

Eternal Wind Song: Creates a translucent, pulsating, magical greatsword, that lasts for 10 minutes. The attacks with this sword create a 15-foot cone of wind, and everyone in the cone must make a Strength saving throw, being pushed 10 feet away of the wilder on a failed save.

Obsidian Dagger: Creates twelve magical daggers made of blackish energy, that last for 10 minutes. Each dagger give the user advantage on attacks made with them. On a hit, the dagger breaks, and every creature within a 10-foot radius must make a dexterity saving throw against your spell save DC, or take a 1d8 of force damage.

Sword of the Blind War God: Creates a scimitar that lasts for 5 minutes. This scimitar is a magical weapon, and grants a +1 bonus to attack and damage rolls with it. While wielded, the wielder gains blindsight, out to range of 60 feet.

Savage Bow of Desolation: Creates a shortbow that lasts for 1 minute. As a bonus action, the wielder can make an additional attack with the bow. This bow creates its own magical ammunition when the string is pulled.

Shattered Hammer: Creates a magical maul or warhammer, that is made of broken pieces, and it lasts for 1 minute. While wielding the hammer, you can use it to hit the ground as an action, causing tremors. Every creature other than the wielder within a 15-foot radius must make a Constitution saving throw, taking 3d6 bludgeoning damage on a failed save or half as much on a successful one.

Create Object: You create an ordinary object out of spiritual energy, it lasts for 1 hour. The item must fit within a 5-foot cube, and can take any shape you want. To create complex objects, your DM may require an specific skill or tool proficiency check.

Aura Of Spiritual Flame

At 6th level, a white flame like aura forms around you. You can use an action to suppress this aura, and a reaction to release it. When a hostile creature ends its turn within 10 feet of you they are burned with spiritual power and take 1d6 radiant damage.

Soul Forging

Starting at 10th level, you are capable of stealing souls, while your Aura Of Spiritual Flame is released and a creature dies within 30 feet of you, you may use your reaction to steal the creature's soul, you may have a number of souls equal to your intelligence modifier, you may release a soul at any time. While creating a Spiritual Construct you may create the construct with the soul, doing so adds a property and a side effect based on the soul's properties, side effects only affect someone holding the object, these souls orbit your aura while it is released and they are not in use.
Soul Type:
Innocent: Object sparkles, all creatures that are not hostile toward you in a 30 foot radius become immune to fear. Warns you of danger, granting you +1 AC.

Caring: Object becomes blunt, weapons deal bludgeoning damage, when you deal damage with the object against a creature you are healed for 1d4. Encourages you, granting you 5 temporary health at the start of your turn.

Devilish: Object radiates a blood red color, weapons grant an additional 5 feet of reach and deals an additional d4 of necrotic damage. Mocks you constantly, imposing disadvantage to perception checks.

Carefree: ''Object turns a dark blue, and you gain advantage on dexterity ability checks. Tells you about all the beautiful things around it, granting you advantage on perception checks.

Masochist: Object gains spikes and chains, weapons deal an additional d10 of necrotic damage. Inflicts you with painful wounds, causes you to take 1d4 damage at the start of your turn.

Soul Form

At 14th level you are capable of transforming yourself into spiritual energy, your skin and muscles erupt from your body in an explosion, then disappear and your bones and organs have a blue aura surrounding it, entering this form requires an action and lasts for 1 minute, while in this form you become immune to critical attacks and resistant to bludgeoning, piercing, and slashing damage. Additionally you may attack using your free flowing souls, as an action you may send each soul to a target, you make a ranged spell attack with each one against a creature within 120 feet, they each deal 1d8 + your Intelligence modifier force damage. You may use this ability once after you finish a short or long rest.

Spell List[edit]

You know all of the spells on the basic Metaphysicalist spell list and additional spells based on your subclass.

1st

bane, burning hands, charm person, comprehend languages, cure wounds, detect magic, disguise self, dissonant whispers, faerie fire, false life, heroism, grease, jump, illusory script, longstrider, mage armor, magic missile, shield, silent image, sleep, thunderwave

2nd

blindness/deafness, blur, calm emotions, cordon of arrows, crown of madness, detect thoughts, enhance ability, enthrall, hold person, levitate, mirror image, suggestion

3rd

blink, counterspell, dispel magic, fear, fireball, lightning bolt, major image, sending, tongues

4th

compulsion, confusion, dimension door, ice storm, polymorph, wall of fire

5th

animate objects, cone of cold, dominate person, dream, hold monster, legend lore, mass cure wounds, mislead, modify memory, telekinesis, wall of stone

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Metaphysicalist class, you must meet these prerequisites: Dexterity or Strength 13, Intelligence 13

Proficiencies. When you multiclass into the Metaphysicalist class, you gain the following proficiencies: Simple Weapons, Light Armor



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