Metaphysicalist (5e Class)
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- 1 Metaphysicalist
- 2 Creating a Metaphysicalist
- 3 Class Features
- 4 Manifestations
- 4.1 Body
- 4.2 Mind
- 4.3 Soul
- 4.4 Multiclassing
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
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
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
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.
As a Metaphysicalist you gain the following class features.
- Hit Points
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Saving Throws: Constitution, Intelligence
Skills: Choose 2 from Acrobatics, Arcana, Athletics, History, Investigation, Nature, Perception
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
|Max Spell |
|1st||+2||Fighting Style, Mental Acuity||-||-||0|
|4th||+2||Ability Score Improvement||6||3||1|
|5th||+3||Extra Attack, Mental Acuity||6||4||2|
|6th||+3||Manifestation Feature, Improved Adaptation||14||4||2|
|8th||+3||Ability Score Improvement||17||5||2|
|10th||+4||Manifestation Feature, Mental Acuity||27||6||3|
|12th||+4||Ability Score Improvement||32||7||3|
|15th||+5||Mental Acuity, Forceful Strikes, Extra Attack||38||9||4|
|16th||+5||Ability Score Improvement||44||9||4|
|19th||+6||Ability Score Improvement||57||11||5|
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.
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.
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.
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. The spells are cast always at its lowest level, but you can cast a spell using your power points. You can choose four of the following cantrips:
or two of the following spells, which you can cast at the lowest level, without limitation:
Intelligence is your spellcasting ability to cast these spells.
You can learn another spell or other two cantrips from the list at 5th level, 10th level and 15th level.
When you reach the 2nd level, your control over your psionic powers have granted you the ability to cast spells.
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
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.
Intelligence is your spellcasting ability for metaphysicalist Powers
1st: bane, burning hands, charm person, cure wounds, detect magic, dissonant whispers, faerie fire, heroism, illusory script, magic missile, shield, silent image, sleep, thunderwave'
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.
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.
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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.