The Augmenter (5e Class)

From D&D Wiki

Jump to: navigation, search

The Augmenter[edit]

His arms clad in lightning, and elf charges at a giant, pulverizing his knee. As the giant stumbles and falls, he allows himself a smug grin before unleashing a blast of pure destruction. An Elf crouches on the mountainside, silently watching as some slave traders pass by. The moment they are about to pass them, he rushes into their midst, and with a wave of his sword, he decapitated the leader and engulfs the entire caravan in vines. A Dwarf charges into battle and slams his mace into the ground. Immediately, everything is slowly drawn towards it, pulled towards its gravity. They resist, but it is futile. Their screams pierce the air as they are squished to death and shot away, as if flung from a catapult.

Mana Manipulators[edit]

Augmenters, users who enhance their bodies using mana, allowing them to possess incredible strength, defense, and agility. However, their weakness lies in their limited range. An augmenter's talent is measured by the strength of the mana channels in their body. This measures their speed and efficiency to relocate their mana from their mana core into various parts of their bodies. When Augmenters awaken, they form a pushing force around the barrier, signifying that they have dominant mana channels in their body; the degree of the force depends on their innate talent.

Augmenters utilize speed and precision in the use of one's mana core to properly distribute mana into different parts of the body. Being able to utilize the mana channels efficiently requires years of both mental and physical practice. Since augmenting involves extracting mana in its purest form, there are no highly notable signs or distinctions of an elemental sense at an early stage. However, augmenters are able to control their mana more freely, allowing them to fight through various different forms of augmentation.

Creating an Augmenter[edit]

1168263.png
Arthur Leywin, an Augmenter able to control Fire, Water, Earth, Wind, Lightning, Ice, and Gravity.

As you build your Augmenter, think about the following questions. How did they learn mana manipulation, instead of traditional magic, were they taught by a master, or are they pioneering a new method of magic? Maybe your character discovered the ruins of an ancient clan who knew the secrets of mana manipulation, or were they recruited by an active group, eager to spread their knowledge? Is mana manipulating the only magic where they come from, or are they an anomaly, with unknown magic?

Quick Build

You can make an Augmenter quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength or Dexterity. Second, choose the Sage background. Third, choose a Hand Crossbow and 20 Bolts.

Class Features

As a Augmenter you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, Medium armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose 2 from Athletics, Arcana, Intimidation, Perception, Stealth, or Survival

Equipment

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

  • (a) 2 Martial Weapons or (b) a Martial Weapon and a Shield or (c) any Martial Weapon
  • (a) Scholar's Pack or (b) Explorer's Pack
  • (a) A Hand Crossbow and 20 Bolts or (b) 2 Handaxes
  • If you are using starting wealth, you have 5d4 x 10 GP in funds.

Table: The Augmenter

Level Proficiency
Bonus
Mana Pool Mana Core Limit Features
1st +2 - - (Black Core) Spellcasting, Augmentation
2nd +2 4 1st (Red Core) Fighting Style, Backlash
3rd +2 6 1st (Red Core) Elemental Affinity
4th +2 6 1st (Red Core) Ability Score Improvement
5th +3 14 2nd (Orange Core) Extra Attack
6th +3 14 2nd (Orange Core) Augmentation Improvement
7th +3 17 2nd (Orange Core) Elemental Affinity Feature
8th +3 17 2nd (Orange Core) Ability Score Improvement
9th +4 27 3rd (Yellow Core)
10th +4 27 3rd (Yellow Core) Augmentation Improvement
11th +4 32 3rd (Yellow Core) Elemental Affinity Feature
12th +4 32 3rd (Yellow Core) Ability Score Improvement
13th +5 38 4th (Silver Core)
14th +5 38 4th (Silver Core) Augmentation Improvement
15th +5 44 4th (Silver Core) Elemental Affinity Feature
16th +5 44 4th (Silver Core) Ability Score Improvement
17th +6 57 4th (Silver Core)
18th +6 57 5th (White Core) Flight
19th +6 64 5th (White Core) Ability Score Improvement
20th +6 64 5th (White Core) Elemental Affinity Feature

Spellcasting[edit]

For some reason or another, you are blessed by mana and have managed to form a Mana Core. This Mana Core is the source of your mana and powers your spells

Cantrips

At first level, you know 2 cantrips of your choice. You learn additional Augmenter cantrips at higher levels. Which cantrips you learn depends on which Elemental Affinities you lean.

Mana Pool and Casting Spells

The Augmenter table shows how many Mana points you have to cast your Spells of 1st level and higher. To cast one of these Augmenter Spells, you must expend mana equal to the cost of the spell. A 1st level spell costs 2 mana points, a 2nd level spell costs 3 mana points, a 3rd level spell costs 5 mana points, a 4th level spell costs 6 mana points, and a 5th level spell costs 7 mana points. You regain all expended mana points after a long rest.

You know all spells on the Augmenter spell list.

You can only target yourself with spells that state, "Choose a willing creature you can see within range."

Mana Core

A mana core is an organ just like any other. As you strengthen and grow your mana core, it will grow. A Mana Core is classified into six colors: black, red, orange, yellow, silver, and white. One's mana color starts off as black, due to the body's blood and other impurities mixed with the mana particles as they form together into a mana core. In general, the lighter the mana core color, the purer one's mana core was. The Core Limit table shows the highest level spell your mana core can handle casting. Black Cores can only cast cantrips, red cores can cast 1st level spells, orange cores can cast up to 2nd level spells, yellow cores can cast up to 3rd level spells, silver cores can cast up to 4th level spells, and white cores can cast up to 5th level spells.

Spellcasting Ability

Charisma is your spellcasting ability for your Augmenter spells since you learn your spells through your innate understanding of magic. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an Augmenter spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier


Augmentation[edit]

As someone who innately understands mana, and is blessed by it, you can do things that others can't seem to figure out, no matter how hard they try.

Spellcasting Focus

You know how to manipulate mana in ways that nobody else can. You can use any weapon you are proficient with as your spellcasting focus for your Augmenter spells. Alternatively, you can ignore the material components of spells if it has no specified cost.

Channel Spell

Starting at 6th level, when you use your action to cast an Augmenter spell, you can replace the spell attack with a single attack using that weapon. On a hit, the target is affected by the spell and takes weapon damage as normal. You must choose to Channel Spell before you roll to attack. If you are using a firearm, you cannot use channel spell.

Augmented Defense

Also at 6th level, you gain the ability to subconsciously put a thin mana barrier around your body. This gives you +1 to your AC. At 10th level, this is increased to +2 to your AC. At 14th level, this is increased to +3 to your AC.

Killing Intent/King's Force

Beginning at 10th level, you learn to put out an aura of intimidation, known as Killing Intent, or King's Force. As a bonus action, you can trigger this aura, which has a range of 30ft, centered on you. You have advantage on Intimidation checks against any creature in your aura. Starting at 10th level, creatures with your aura have their movement speed reduced by 10ft.


Backlash[edit]

The phenomenon known as backlash occurs from the depletion of the mana core, resulting in extreme physical pain for augmenters. Depending on how strenuous the damage to the mana core is, the heavier and more intense the pain is.

Partial Backlash

Partial Backlash occurs when an Augmenter only has 10% of your mana remaining (rounded up). For example, if an Augmenter had a mana pool of 10 mana points, partial backlash would trigger when they had only 1 mana point remaining.

When you are affected by partial backlash, you are unable to use your Augmented Defense, Killing Intent/King's Force, and Flight until you regain mana points above 10% of your total mana pool. In addition, if you cast a spell while affected by partial backlash, you take force damage equal to your proficiency bonus + the spell's level, which is then multiplied by your proficiency bonus. This damage cannot be negated or lessened in any way and ignores Immunities, Resistances, and Vulnerability.

Total Backlash

Total Backlash occurs when an Augmenter has 0 mana left in their mana pool. In addition to the effect of partial backlash, you immediately take force damage equal to half your maximum hp. For example, if you have 20hp, you immediately 10 force damage. This damage cannot be negated or lessened in any way and ignores Immunities, Resistances, and Vulnerability.


Elemental Affinity[edit]

At 3rd level, you chose an Elemental Affinity. Choose between Fire, Water, Earth, and Wind, all detailed at the end of the class description. You're granted another choice at 3rd and again at 7th, 11th, 15th, and 20th.


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.

fighting style[edit]

Whenever you reach 2nd level your hard work and training leads to you developing a fighting style. Choose one of the following fighting style options

-archery: gain a +2 to attack rolls made with a bow or crossbow

-two weapon fighting: whenever you use a weapon in your off-hand you can add your proficiency bonus

-great weapon fighting: When you roll a 1 or 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 a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

-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.

-Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

-Defense: While you are wearing armor, you gain a +1 bonus to AC.

-Interception: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

-Protection (PHB). When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

-Superior Technique (TCE). You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

-Thrown Weapon Fighting (TCE). You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

-Unarmed Fighting (TCE). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

White Core[edit]

You now have a White Core and are at the pinnacle of your strength as a mage. As such, you receive a fitting reward: Flight. Beginning at 18th level, you gain a fly speed of 30ft.

Elemental Affinities[edit]

Augmenters are differentiated by the different elements they control. At 3rd level, you learn one elemental affinity that you meet the prerequisites for. You gain an additional choice at 7th, 11th, 15th, and 20th level.


Fire[edit]

The control of fire gives you an expanded spell list. The following spells are added to the Augmenter Spell List:

Fire Spells
Spell Level Spell
Cantrips fire bolt
1st burning hands
2nd flame blade
3rd Elemental Weapon
4th fire shield
5th Immoloation

Water[edit]

The control of water gives you an expanded spell list. The following spells are added to the Augmenter Spell List:

Water Spells
Spell Level Spell
Cantrips Shape Water
1st create or destroy water
2nd misty step
3rd Wall of Water
4th control water
5th maelstrom

Earth[edit]

The control of earth gives you an expanded spell list. The following spells are added to the Augmenter Spell List:

Earth Spells
Spell Level Spell
Cantrips Mold Earth
1st Earth Tremor
2nd Maximilian’s Earthen Grasp
3rd Erupting Earth
4th stoneskin
5th wall of stone

Wind[edit]

The control of wind gives you an expanded spell list. The following spells are added to the Augmenter Spell List:

Wind Spells
Spell Level Spell
Cantrips Gust
1st feather fall
2nd gust of wind
3rd wind wall
4th locate creature
5th Steel Wind Strike

Lightning[edit]

Prerequisite: Fire

The mastery of fire gives you insights into lightning, which gives you an expanded spell list. The following spells are added to the Augmenter Spell List:

Lightning Spells
Spell Level Spell
Cantrips shocking grasp
1st witch bolt
2nd Dragon's Breath
3rd lightning bolt
4th Storm Sphere
5th destructive wave

Ice[edit]

Prerequisite: Water

The mastery of water gives you insights into ice, which gives you an expanded spell list. The following spells are added to the Augmenter Spell List:

Ice Spells
Spell Level Spell
Cantrips Frostbite
1st Frost Fingers
2nd Snilloc's Snowball Swarm
3rd sleet storm
4th ice storm
5th cone of cold

Gravity[edit]

Prerequisite: Earth

The mastery of earth gives you insights into gravity, which gives you an expanded spell list. The following spells are added to the Augmenter Spell List:

Gravity Spells
Spell Level Spell
Cantrips Gravity Force (HB)
1st Magnify Gravity
2nd Immovable Object
3rd Pulse Wave
4th Gravity Sinkhole
5th Gravitational Anomaly (HB)

https://www.dandwiki.com/wiki/Gravity_Force_(5e_Spell)

https://www.dandwiki.com/wiki/Gravitational_Anomaly_(5e_Spell)


Sound[edit]

Prerequisite: Wind

The mastery of wind gives you insights into sound, which gives you an expanded spell list. The following spells are added to the Augmenter Spell List:

Sound Spells
Spell Level Spell
Cantrips minor illusion
1st thunderwave
2nd silence
3rd slow
4th confusion
5th Synaptic Static


Plant[edit]

Prerequisites: Earth, Water

The mastery of wind gives you insights into sound, which gives you an expanded spell list. The following spells are added to the Augmenter Spell List:

Plant Spells
Spell Level Spell
Cantrips thorn whip
1st entangle
2nd spike growth
3rd plant growth
4th Grasping Vine
5th Wrath of Nature

Augmenter Spell List[edit]

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

Cantrips

Blade Ward

Mage Hand

Resistance

Thaumaturgy

True Strike


1st Level

Detect Magic

Expeditious Retreat

Heroism

Jump

Longstrider


2nd Level

Darkvision

Enhance Ability

Invisibility

Magic Weapon

See Invisibility


3rd Level

Counterspell

Dispell Magic

Glyph of Warding

Haste


4th Level

Freedom of Movement

Greater Invisibility

Raulothim's Psychic Lance


5th Level

Hold Monster

Bigby's Hand


Multiclassing[edit]

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

Proficiencies. When you multiclass into the Augmenter class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons

4.00
(5 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: