Nen User (Killua) (5e Class)

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Nen User[edit]

Mastery of Will[edit]

Nen is a technique that allows a living being to use and manipulate their own life energy (known as aura). Transmuters are unique in the use of nen because they are able to manipulate the properties of their aura to replicate certain effects. (E.g. Lightning). One’s aura grows in strength depending on the users’ willpower and Constitution.

Creating a Nen User[edit]


Quick Build

You can make a nen user quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the Far traveler background. Third, choose the finesse weapon, and the Dungeoneer's pack.

Class Features

As a Nen User you gain the following class features.

Hit Points

Hit Dice: 1d10 per Nen User level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Nen User level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, Finesse Weapons
Tools: None
Saving Throws: Dexterity, Constitution
Skills: Choose four from Acrobatics, Athletics, Perception, Stealth, History, Investigation, Persuasion, and Intimidation

Equipment

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

Table: The Nen User

Level Proficiency
Bonus
Aura Points Features
1st +2 0 Spellcasting, Unarmored Defense
2nd +2 5 Nen
3rd +2 8 Cunning Action, Archetype
4th +2 10 Ability Score Improvement, Unarmored Movement
5th +3 13 Archetype Feature
6th +3 15 Evasion, Extended Control
7th +3 18 Endurance
8th +3 20 Ability Score Improvement, Archetype Feature
9th +4 23 Archetype Feature, Unarmored Movement Improvement
10th +4 25 Extended Control Improvement
11th +4 28 Archetype Feature
12th +4 30 Ability Score Improvement, Endurance Improvement
13th +5 33 Unarmored Movement Improvement
14th +5 35 Archetype Feature
15th +5 38 Advanced Gyo,Endurance Improvement
16th +5 40 Ability Score Improvement
17th +6 45 Archetype Feature
18th +6 50 Unarmored Movement Improvement
19th +6 55 Ability Score Improvement
20th +6 60 Nen Mastery, Unarmored Movement Improvement

Spellcasting[edit]

Beginning at 1st Level, your ability to harness the defensive and offensive parts of nen called Ten grants you the ability to cast the blade ward and true strike cantrips. Spells that contain the option to cast using a higher spell slot you can still use by adding a quarter of the Aura point cost to the base up to a maximum of 2. At 9th Level you gain the ability blindsight allowing you to be aware of the location of any invisible or hidden creature within 20 feet of you.

Spell attack modifier = Your proficiency bonus + your Constitution modifier.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier.

Unarmored Defense[edit]

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Nen[edit]

Beginning at 2nd level, you gain the ability to use Nen (A technique that allows a living being to use and manipulate their life energy (known as aura). The word "Nen" can also be used in conversation to refer to aura). Your nen is represented by your amount of Aura Points which the maximum is determined by your level in Transmuter. You spend aura points in order to fuel various Nen features. Running out of Aura points results in your life force being drained further than your limitations causing you to take Xd4 damage with the X being aura points you expend at 0. As a Transmuter, you can convert your Aura create various effects. (Similar to Monks Ki). You can regain all of your Aura points from a Long or short rest, but you must spend at least 30 minutes of that time meditating.

Cunning Action[edit]

Starting at 3rd level, your quick thinking and agility allow you to move and act quickly. You can take an extra bonus action on each of you turns in combat. This action can be used only to take the dash, disengage, or hide actions.

Archetype[edit]

At the 3rd level, you chose an archetype. Choose between lightning transmuter, and nen enhancer, both detailed at the end of the class description. Your choice grants you features at 3rd, and again at 5th, 8th, 9th, 11th, and 17th level.

Ability Score Increase[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.

Unarmored Movement[edit]

Starting at 4th level, your speed increases while not wearing armor or wielding a shield:

  • +10 at level 4
  • +15 at level 9
  • +20 at level 13
  • +25 at level 18
  • +30 at level 20

Evasion[edit]

Beginning at 6th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Extended Control[edit]

At 6th level, your control over the use of nen allows you to exceed your mental and physical control allowing you to gain the Uncanny Dodge ability and at 10th level, you gain advantage on single target spell saving throw.

Endurance[edit]

Covering your body with your Ten allows you to speed up your body’s natural healing function. Beginning at 7th level, you can expend 5 aura points and your action to heal yourself or another person healing 1d8 + your Constitution modifier. This healing increases to 2d8 + Constitution modifier at 12th level, and 3d8 + Constitution modifier at 15th level

Advanced Gyo[edit]

Starting at 15th level, you can extend your aura so that your aura extends to great distances, granting you true sight and general knowledge of your environment within the range of your aura. The range of this ability is 10X feet with the X representing the number of aura points you expend to a maximum of 8. Your vision past this amount is considered the normal vision. This ability lasts for 1 minute and you must maintain concentration.

Nen Mastery[edit]

Beginning at 20th level, during combat or when you roll for initiative and have less than a quarter of your maximum Aura points, you regain 3 aura points per turn for 4 turns. After using Nen mastery, you must wait to complete a long rest to use this ability again.

Lightning Transmuter Archetype[edit]

Lightning Acclimation

Beginning at 3rd Level, The Lightning running through your veins keeps your quick on your feet: Gain a +10 bonus to movement speed and a +5 to your initiative. You now have resistance to all lightning forms, and complete immunity to lightning that is emitted from your body. Your ability to transmute aura into electricity grants you the shocking grasp cantrip and the thunderwave spells. Using thunderwave costs 2 aura points. You also gain the ability to create arcs of lightning between your fingertips which can ignite small flames. Additionally, beginning at 4th level you gain the ability to cast lightning arrow spending 6 aura points. At the 7th level, u gain the ability Lightning surge using this skill costs 4 aura points. If you are hit with a lightning type attack u gain 5 aura points

Extra Attack

Beginning at 5th level, your ability to control lightning around your body enables you to push yourself above your limits allowing you to attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.

Lightning Intensity

Beginning at 8th level, enemies that are immune to your lightning are now resistant, and you ignore lightning resistance. You may also spend an action and 9 aura points at level 11 to Cast lightning bolt as well as gain the ability to cast call lightning at 13th level. Chain Lightning Beginning at 14th level, gain the ability to cast chain lightning without using material components. Using this requires 12 aura points.

Lightning Mode

At 9th level, the user can use their bonus action and spend 8 Aura points to turn their aura into electricity and run it through their body, making themselves more reactive to danger, effectively casting Blur. You also gain an additional action and lightning that arcs around you and your gear causing creatures that touch you or hit you with a melee attack to take 1d10(d12) lightning damage. Once Per attack action, you can also deal 1d8 Lightning Damage as Lightning damage plus an additional d10 per 2 Aura points expended to a maximum of 6d10 whenever you attack with a melee weapon. The Base damage increases to 2d10 damage at 14th level. This power stays active for 3 minutes.

Godspeed (Kanmaru)

At 14th level, you can cast Godspeed. Godspeed is the precipice of a lightning transmuters ability to use Nen. During Lightning mode, you can heighten your focus on outputting a high amount of aura and keeping it on the body, expanding the size, reactivity, and intensity of it.

As a bonus action, you activate Godspeed which in turn, your movement speed is Quadrupled, you gain an additional action, a +3 bonus to AC and Dexterity and you gain a temporary immunity to lightning, effects that make you move away from a hostile, and advantage on attack rolls for the duration. All the benefits of Lightning Mode are also gained while in Godspeed. Godspeed requires 4 aura points per turn and lasts until you disable it, however, this is very dangerous because you could effectively take 20 points of Force damage every turn you are in Godspeed with negative aura points.

In addition, when you use your aura to flow lightning through your blades to damage an enemy, you can spend 5 aura points to attempt a stunning strike by pooling your lightning aura to them. If the target fails the Constitution saving throw, the enemy is stunned until the end of your next turn. This ability has advantage if the target is wearing armor made of metal.

You can also spend a bonus action to focus your Aura while out of combat to cause you to embody the form of lightning and passively cause you to get the Dash effect. Additionally, you are able to use the dash action/bonus action on top of this, however, you may only move in a straight line, using an action to change direction or to stop. In this state, you cannot use the offensive abilities of Godspeed and you can use an action to disable this state. (Example: 45 Move speed (Mobile Feat) x 4 (Godspeed) = 180 x 2 = 360 x 2 = 720 Feet per 6 Seconds or 80 MPH). In this state, you appear to others as a Flash of lightning.

Additionally, you can expend 20 of your Aura points to force all your aura into your palms. Doing this allows you to fire a huge explosion of lightning in a line to deal massive damage to a single target causing them to take 15d10 + 10 lightning damage to the target enemy. (Range 300 feet). The target must succeed a Dexterity saving throw or become paralyzed until your next turn. Godspeed can be used 2 times before the user must complete a short or long rest to be able to activate this ability again due to the immense toll it takes on the body.

When you activate Godspeed, your body starts to intensely become covered in arcs of lightning causing your body to have a blue outline. This causes your hair to stand up and have a very apparent blue tint as your lightning aura is covering your entire body.


Godspeed (Kanmaru) Mastery

At 17th level, Godspeed can be activated an infinite number of times and takes only 2 Aura points every 2 turns. You cannot use Godspeed again unless it has been a minimum of 3 rounds since you have been in that form.

Nen Enhancer Archetype[edit]

Enhancement is the ability to use aura to increase the natural abilities of an object or one's own body. Therefore, Enhancers can greatly increase their physical attack and defense and are best suited for close-range melee combat. Enhancement is the most balanced category, allowing users to spread themselves evenly between offense and defense and become very strong using only simple abilities

Enhancer Acclimation

Beginning at 3rd level, being an enhancer grants you immense offensive and defensive abilities. Enhancers are the most balanced in terms of offensive and defensive of all nen users. Your enhancer abilities grant you the ability to passively increase physical abilities. Increase your passive Perception by +3 and you gain proficiency in Strength saving throws.

Extra Attack

Your enhancer abilities have allowed you to excel past your physical limitations. Starting at 5th level, you can push yourself beyond your normal limits and attack twice instead of once whenever you take the attack action on your turn. The number of attacks increases to three when you reach 11th level.

Rock, Paper, Scissors

You are able to concentrate your aura into your fists to create varying effects: Beginning at 8th level, you can use the aura in your fists to cast Paper which is the weakest ability of an enhancer. You are able to cast chromatic orb without the need for material components. Chromatic orb from this archetype deals force damage. 5 Aura points.

Beginning at 10th level, you can cast scissors. Using 4 Aura points, Scissors creates an extension of your index and middle finger which you use your aura creates a long blade of aura extending from the two fingers. It's a middle-range attack, and not as powerful as rock. This ability deals 4d8 piercing damage for a single hit but can be cast as a bonus action for an additional 3 Aura points.

Beginning at 14th level, you can use the concentrated aura in your first to cast Rock, which is a devastating short-range unarmed melee attack using Aura points. This ability deals Xd10 to a maximum of 8d10 bludgeoning damage. The X stands for a d10 for every 2 aura points expended towards Rock.

Healing Factor

Beginning at 9th level Due to your ability to increase the efficiency of certain parts of your body, you can also multiply the efficiency of your body’s ability to heal itself. On your turn, you can spend 5 Aura points to heal 3d10 + Your Nen User. You may not use this ability during Limited Transformation as your body is already at its limit to massively increase your physical capabilities. Endurance becomes a bonus action once you reach level 9.

Limited Transformation

Immense rage allowed him to create a new ability. Your aura visibly turns into a dark black color that envelops your entire body. You transform in an older version of himself with enough power to defeat your opponent, your aura, fighting skills, and physical abilities immensely increase. Before dying, the Royal Guard remarked that such a power can be obtained only if an exceptionally gifted individual is willing to sacrifice not only his talent but their life itself.

Beginning at 14th level, you can spend 30 Aura points to cast Limited transformation. During this transformation, you can use an unlimited number of Rock, Paper, Scissors without the need to use Aura points and gain a +3 bonus to AC and increased movement speed by +10. You may not use Rock, Paper, Scissors consecutively on Additional actions or attacks. The transformation lasts for 1 minute and when it ends, you become unconscious but are stable for 5 minutes as well as being reverted to your original form. You cannot recast Limited Transformation for at least 3 days as the effects require you to drain your life force to such an extent that your body cannot handle.

Limited Transformation Mastery

Beginning at 17th level, Limited Transformation costs 20 Aura points to use and can be used your Constitution modifier+1 times per day and no longer makes you unconscious once it ends. You cannot use Limited Transformation again unless it has been a minimum of 3 rounds since you have been in that form.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the nen user class, you must meet these prerequisites: 15 Dexterity, 15 Constitution

Proficiencies. When you are multiclassing into the nen user class, you gain the following proficiencies: Finesse Weapons


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