Mantra Warrior (5e Class)

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Mantra Warrior[edit]

A group of bandits stops a man with animal characteristics, assuming he is weak, the four bandits advance on the man to make their loot, but the man quickly assumes a more animal appearance and releases an aura around his body, with a quick turn he cuts the throat of the first bandit, Soon after he disappears in a movement that releases a pressure of air and appears behind two of the bandits, cutting their necks and piercing their backs, hitting their hearts, the last bandit in shock asks for forgiveness, but the animal-like being simply swallows the bandit's head and throws his body towards the bush, while returning to his path humming a lively song

A child is lost in the forest, after hours of wandering around lost, cold and hungry, he meets a woman with rabbit ears and tail, the child is scared and crying but quickly calms down with the woman's aura, the child has his wounds healed by the woman, by a kind of greenish light that floats up to the child and makes the pain go away, and is picked up in her arms by the rabbit woman while listening to her saying "Let's go find your mommy and daddy, is that ok? "the child nods and its smile opens as the rabbit woman pulls fruit for them both to eat while the woman leads the child towards the nearest town

(note, this is a racial class and only Animajin can use it, however your DM may allow you to use it without being one, but it must be very well justified how you do this)

Naturally Powerful[edit]

You are the son of a race that is naturally adapted to control the natural energy that all living beings possess, in your culture it is called Mantra, but some may know it as Ki/Chi

Naturally you use these abilities without knowing it, they are in your DNA and not using them is almost impossible, but you decided to go deeper into this ability and now you are able to do things that even for your race are impossible

Creating a Mantra Warrior[edit]

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A Female Animajin at her Ascended State (I could not find the artist that created this, but credits to the creator, i do not own or anything like that this image. if you know the creator that made this, i'll glady add the correct credits and copyrights)

How do you learn to control your Mantra as a Animajin? was with the training that all Animajin pass? you are a Animajin born out of the Animajin society and learn all by yourself or another fellow Animajin or even a monk has taught you how to control your inner energy? it's all up to you!

Quick Build

You can make a Mantra Warrior quickly by following these suggestions. First, Dextery should be your highest ability score, followed by Constitution. Second, choose the Outlander background. Third, choose Shortsword, Explore's kit and choose the Animajin Armor

Class Features

As a Mantra Warrior you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons and Martial Weapon
Tools: One of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three

Equipment

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

  • (a) Martial Art Gi or or (b) Common Clothes or (c) Animajin Armor (studded leather)
  • (a) any two simple weapons or or (b) A Martial Weapon and a Dagger
  • (a) A dungeoneer's pack or or (b) An explorer's pack
  • If you are using starting wealth, you have If you are using starting wealth, you have 2d4 x 10 gp in funds in funds.

Table: The Mantra Warrior

Level Proficiency
Bonus
Features Animal Style MP
1st +2 Animal Style,Mantra Control,Natural Survivor 1d6 1 + Con Mod
2nd +2 Mantra Impact,Animal Nature 1d6 2 + Con Mod
3rd +2 Mantra Style,Enhanced Senses 1d6 3 + Con Mod
4th +2 Ability Score Improvement 1d6 4 + Con Mod
5th +3 More Pressure 1d8 5 + Con Mod
6th +3 Predator's Moviment 1d8 6 + Con Mod
7th +3 Mantra Style,Ascended State 1d8 7 + Con Mod
8th +3 Ability Score Improvement, Mantra Meditation 1d8 8 + Con Mod
9th +4 Moon's Blessing 1d8 9 + Con Mod
10th +4 Mantra Style 1d10 10 + Con Mod
11th +4 Nature's Favor 1d10 11 + Con Mod
12th +4 Ability Score Improvement 1d10 12 + Con Mod
13th +5 Mantra Style 1d10 13 + Con Mod
14th +5 Ascension Above Ascension 1d10 14 + Con Mod
15th +5 Sun's Gift 1d12 15 + Con Mod
16th +5 Ability Score Improvement 1d12 16 + Con Mod
17th +6 Mantra Style 1d12 17 + Con Mod
18th +6 Nature's Gift 1d12 18 + Con Mod
19th +6 Ability Score Improvement 2d6 19 + Con Mod
20th +6 Legendary Ascension 2d6 20 + Con Mod

Animal Style[edit]

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes. You gain the following benefits while you are unarmed and you aren’t wearing armor or wielding a shield:

You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain Mantra Warrior levels, as shown in the Animal Style column of the table. This is something that is inside your very being, you can't explain how, but you naturally equate yourself to martial artists with your blows

At 1st level while not wearing armor your AC equals 10 + Constitution Modifier + Wisdom Modifier. Because of your keen instincts, you naturally try to dodge all attacks and when you are hit, you don't show so much that you are hurt

Natural Survivor[edit]

You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
You ignore difficult terrain.
you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

Difficult terrain doesn’t slow your group’s travel.
Your group can’t become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Mantra Control[edit]

Starting at 1st level, your training allows you to harness your Mantra. Something that is impregnated in your DNA and in your very soul, because of this you are able to use this energy to do things beyond what your body would normally do, as you level up, you may unlock more Mantra features, you have many Mantra Power as As shown in the MP Colum, but it's your Level + your Constituiton modifier. you will recieve your Animal Style Dice + Cons in a 30 minutes rest of MP, but in a long rest, your MP is always back to its maximum

Hard to Hit as a Snake - You can spend 1 MP point to take the Dodge action as a bonus action on your turn. Due to your readiness to dodge your enemies have disadvantage on attacking you until your next turn.

Mighty of the Bear - You can spend 1 MP point to guard as a bonus action on your turn. While guarding you receive half damage from all those that hit you, however you cannot move from that spot until your next turn.

Bite Back as a Wolf - When you are attacked, you can spend 2 MP as a reaction to make an unarmed attack.

Mantra effect save DC = 8 + your proficiency bonus + your Constitution modifier
Mantra attack modifier = your proficiency bonus + Constitution modifier

Mantra Impact[edit]

At Level 2 you can manifest your mantra in a physical form, when you use the Attack action, you can attack with a ranged attack use the air pressure that your mantra make (if you do this in a underwater or some place without air, you actually punch a wave of your own mantra at your target), the range of this attack is 30 fts and under 10 fts is made at disadvantage, the damage of this attack is Force Damage and the damage dice is your Animal Style Dice + Constitution Modifier (to Roll attack and Damage).

Animal Nature[edit]

Beginning at 2rd level, your Mastery at your Animal Nature made you understand what is mean to be a animal.

You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Additionally, you can try to unleash the predator inside you, using all yours natural capabilities, In 1 minute you can analyze the terrain and find out if there is a civilization or animal nest in an area equal to your constitution in miles, you don't know exactly what these civilizations or nests are and whose they are or where they are perfectly, but you know if they are inhabited and if they are dangerous to you and your allies, you also find out the safest way to get to them or pass through them without being seen.

If there are multiple Civilization/Nest within range, you learn this information for each civilization/Nest.

Enhanced Senses[edit]

At Level 3, Now your Senses are at their maximum for now, you have advantage in perception tests using one of the options of your choice:
Sight
Hearing
Smell

Furthermore your body is much better for hunting, you are now able to eat raw food and drink dirty water without suffering any problems and your tongue can gain a sandpaper texture that can be used to scratch or cut things harder than bones, but you can't cut metal like that, you can choose to not have the sandpaper texture in your tongue as a bonus action and so on

Mantra Style[edit]

At level 3 , you chose a Mantra Style . Choose between Bloody Warrior or Helper Explorer, all detailed at the end of the class description. Your choice grants you features at Lv3 and again at lv7, lv10, lv13 and lv17.

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.

More Pressure[edit]

at Level 5 you can attack twice, instead of once, whenever you take the Attack action on your turn. You can make a third attack at 10th level. (This can be used with Mantra Impact), furthermore, all your unarmed attack and class features that deal damage, are counted as Magical Damage, for the sake ignoring resistance and imunity

Predator's Moviment[edit]

At 6th level, your skill and practice with your Mantra and your own body, allows you to move faster that the eye can see. as a bonus action and spending your moviment for 1 MP points, instantly moving you up to 60 feet away. if you spend 1 more MP, This movement does not provoke opportunity attacks. you can make the Hide action for another +1MP (if you can hide in something).

Ascended State[edit]

At 7th level, you gain the Ascended State transformation. You can expend 2 MP points to transform as a bonus action to enter this form and every turn pay another 1 MP to keep this Transformation. While a Ascended State, you now have your fur running your body, your hair become sharp and you get a hybrid look, that reminds a lycantrope but your face and front chest is normal and showing your normal skin, your mantra is now golden and it's really looks like fire. Optionally, you may talk with your DM on how you unlock this transformation, even with the possibility of gaining it earlier than level 7, to unlock early, you need to pass something like that the legendary animajin passed in his legend (look in the animajin race). While transformed, you gain the following features:

Your unarmed strikes deal +1 damage die for every base existing die.
Your size increases to large.
You gain blindsight out to a range of 15 feet.
You can make a Extra attack using bonus action, but it can only be Unarmed.
Your Dexterity, and Constitution increases by +2 as does its maximum.
You may only use this transformation once, regaining use at the end of a long rest. At 10th level, you master the transformation and no longer need MP to transform into it and to maintain, nor does it have a time limit

This transformation lasts for 5 minutes, or until you dismiss it as a bonus action. The transformation ends automatically if you are reduced to 0 hit points or MP points, or go unconscious.

Mantra Meditation[edit]

At lv8, you can spend your full turn to recharge some of your mantra, as you close your eyes and pull a energy from deep withing you and deep withing the world. you receive your Animal Style Dice + Your level in MP points. (this can be done in battle)

Moon's Blessing[edit]

At lv9, The Moon blessed you with it's grace, you can choose a target that you can see (even a photo or draw with precision of the target) and that target have it's location revealed to you at every night, as long as both of you are in the same plane of existance.
Furthermore, you can choose one type of creature, you will have advantage at any roll of getting information about that type and you can feel when one of them is looking at you. choose from: beasts, fey, humanoids, monstrosities, or undead

Nature's Favor[edit]

At Lv11, the Nature itself is made of Mantra, and now you understand that. you can control plants near to you (Your auras of range) to do things like picking up things, hiding your party, growing it's life in one day and they can talk to you, you can talk back asking questions and they will respond you saying the most truth they know, if the nature around you is under control of other thing or effect, you will know, BUT don't know what they are and where they are, only know that if you are in the range of they power,

Ascension Above Ascension[edit]

At 14th level, you can transcend the power of your Ascension State. You can transform from Ascension State to Ascension Above Ascension for 1 MP point as a bonus action. Leaving your Ascension State form no longer requires a bonus action. Your fur now is bigger, your legs transform to more animal apearence, your body is more muscular and your mantra looks like the flames of the sun or the moon calm waves. This form lasts for 1 minute, after which you return to Ascension State. While in this form, you gain the following benefits in addition to those of Ascension State.

Your aura increases by 5 feet.
You blindsight is now 30fts.
Your Movement increase by 5 feet.
Your Rangeds attacks recieve a extra die of your unarmed damage level as bonus damage.

Sun's Gift[edit]

At lv15, the Sun is now at your side, choose one of thoses: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. to that type of creature you choose you get the effects of Moon's Blessing Furthermore, you now know the intentions of thoses creatures under the effect of Moon's Blessing when talking or fighting you. and you hear the general toughts of them (simples ideias as if they REALLY want to kill you or if they are forced to do that and things alike)

Nature's Gift[edit]

At lv19, now Nature bows to you with pleasure, you can twice a day change the entire Nature of a area, making a desert rain or fall snow, make a tundra hot as a desert, Plains become swanps, it's possibly and you and people of you choosing are not affected by the negative sides of thoses areas, even if you are in natural version of that area. the range of your power is 3 x Cons Modifier in miles

Legendary Ascension[edit]

At 20th level, Now you trule reached the power of the legends that your people stated. While in this form, You finally became one with the animal withing you, your apearance is now near at your first Ascencion, but your face show a more cented and calmed mind, you act more calmly and a little melancoly, your fur assume the color of the gods, not only your aura is now red or green as the destruction or creation, you fur mimics that and your hair too. You can enter the Legendary Ascension form as an action for 3 MP point if you are already in Ascension Above Ascension. You must spend 2 MP points every round after to maintain this form. You can not enter this form while below half of your total MP, but it can be maintained past this limit. You return to Ascension Above Ascension as a bonus action or when you are reduced to 0 MP points. While in this form, you gain the following benefits in addition to those of Ascension Above Ascension.

All abilities that use MP deal +1 damage die.
Your aura increases by 15 feet.
Your Movement increase by 5 feet.
Your Dexterity, and Constitution increases by +2 again (+4 in total) as does its maximum.

Bloody Warrior[edit]

You have become a powerful warrior, using everything your DNA has to offer, those who look at you feel the air pressure you emanate and your mere presence shows your origin, people who see you for the first time will know that you come from a war oriented race, but not that you are an Animajin

Gaia's Rage

At Lv3, When you use your Mantra Impact ability, you may sacrifice the next turn by putting your two hands to the heavens, making two claws with your hands, joining them while charging a strong red energy with a black colored coating. After charging for the next turn, you with a bonus action can unleash a wave of power with a range of 120ft, but only 15ft thick, this wave of power deals 4d10 Force damage, the target must make a Dextery Save , (costs 5 MPs but you can pay +1MP to increase the damage by 1d10 to a maximum of 6d10) Furthermore, you can spend your reaction to make an explosion at the end of the power wave for targets up to 20ft from the original target to also take damage (also by making a test to take half or all of it)

Mantral Total Ofense

At Lv7, Now your mantra goes beyond just being your battle tool, you are able to change the damage type of your strikes to Fire, Ice, Acid, Poison, or Electric. Furthermore, your strikes when using another damage type, you can cause effects on things you touch, such as starting a fire using your mantra, powering a machine with eletricity, melting a brittle metal plate with Acid touch, or anything else your DM allows (you must spend 1MP to change and use the new Damage type)

Aura Of Power and Pride

At Lv10, your aura is not only able to improve your offensive, but it is also able to make your enemies lose their defensive, in an aura up to 15fts from you, your targets are slightly frightened, giving you advantage in intimidation, moreover, within this aura you and your allies are under the influence of the pride of your race, you can spend 1 + per ally in party MP, to all gain advantage in the first attack of the turn. when your party takes a short rest, you can choose to exchange the damage of one of your allies' weapons for the ones available to your mantra

Ascension of Pride

At Lv13, When you activate your Ascension, any enemy in the area of your aura is automatically intimidated by the power of your form and your allies gain advantage for the next attack. moreover, when you transform you can choose a new damage for your unarmed attacks from the previous options

The Final Pride

At Lv17, you can fire your maximum. It must charge for one turn. This attack fires out a massive ki blast that is 120ft long and 60ft wide. This attack costs 10MP points. Every creature in range must make a Dextery saving throw. On a fail, they take 20d20 Force damage. On a success, they take half. This circumvents features that reduce all/half effects to half/none.Furthermore you can choose to make a explosion at the end, making a near nuclear level of destruction in a range of 120fts + 10fts per MP spend,you end all life in the area for the next 100 years. you can use this feature once per long rest, even if somehow you manage to get more MP

Helper Explorer[edit]

Going against the grain of your race, but still many Animajins have chosen a more peaceful path, but that doesn't mean that you can't fight, your mantra now transmits a gentle and friendly energy, people who see you assume that you're a kind of good-hearted doer like a cleric or a good-hearted monk.

Gaia's Wave

At Lv3, When using your Mantra Impact ability, you can sacrifice the next turn chargin it, you extend your arms forward and slowly pull it towards your waist, as you do so the air pressure condenses and takes on an emerald green coloration. after charging this skill you with a bonus action will release a radius of 60ft range and 30ft width in a straight line, but it can curve with you spending your reaction. the target must make a test against your difficulty on a constitution saving throw to take half or all damage of 4d10 force damage and be pushed for the rest of the range (It costs 5 MP + 1 MP for each extra die you want to a max of 6d10)

Mantra Total Defense

At Lv7, Defending your group is something that is not only in your mind, but also in your mantra, you can use your Mantra Impact to heal your allies or a target of your choice, you have a value of healing dice equal to your level in d6s, they can be used up to your constitution modifier times and can be spent in any amount to heal a target (you must pay 1 MP to do this and use an action)

Aura Of Purity and Peace

At Lv10, Your aura is now not only able to heal a target, but is able to heal the plants around you, in an area of 15ft from you, the plants will grow faster and pass on friendly energy, you and your allies when you take a short rest always regenerate the maximum on your life dice and lose one point of exhaustion, furthermore by spending 5 MP these plants growing around you are fruitful and can yield enough for you and your party not to starve and dehydrate. If you are in a place that normally wouldn't have these kinds of plants, you magically make them appear

Ascension of Self-Sacrifice

At Lv13, Your heart filled with good intentions made your ascension something different than normal, when you activate your Ascended form you can affect all your allies in your aura area by taking away one point of exhaustion from them and regenerating HP by your unarmed die + constitution modifier and causing any negative effects to be taken away from them

Positive Mantra Bomb

At Lv17, Spending your full turn you beg the world to give you energy, to the gods and to all living beings that inhabit the plane you are on, your energies are gathered into you and with that you become a Positive Mantra Bomb, you get a dice value of D10s equal to your raw constitution value (not the modifier, the raw value), each time you are hit, 1d10 is taken from your stack, you can spend your bonus action to recover 1d10 you have left. thoses D10s can be used in any feature you have (healing, dealing damage, unarmed damage and others), using you attack action, you will condense all thoses d10s in your unarmed damage, dealing your unarmed damage + Xd10s and make a nuclear level of explosion, but its made from a good energy, the area of 120fts + 10 for every D10 spend became full of life and living things start to grow in that place for the next 100 years. you can choose creatures to be not affected by the explosion, but constructions and the landscape is not affected by the explosion

Multiclassing[edit]

Prerequisites. You can only multiclass into Mantra Warrior if you somehow become a Animajin

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