Energy Manipulator (5e Class)

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Transferer


What is a Transferer

Transferer's are beings that have the ability to transfer a multitude of things from one location to another. This include themselves, objects, others, and even energy. A Transferer should stay with the frontline fighters but can be built to follow as a midline ranged fighter.

Creating a Transferer


Quick Build

You can make a Transferer quickly by following these suggestions. First, dexterity should be your highest ability score, followed by intelligence. Second, choose the urchin background. Third, choose any martial weapon that would complement your fighting style.

Class Features

As a Tranferer you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor & Medium Armor
Weapons: Simple & Martial Weapons
Tools: None
Saving Throws: Dexterity & Intelligence
Skills: Choose two from Acrobatics, Sleight of Hand, Stealth, Survival, Perception, Investigation, or History

Equipment

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

  • (a) One Martial weapon & a shield or (b) Two Martial Weapons
  • (a) Explorer's Pack or (b) Scholar's Pack
  • (a) Studded Leather Armor or (b) Scale Mail
  • If you are using starting wealth, you have 3d4*10 in funds.
  • If you are using starting wealth, you have If you are using starting wealth, you have 3d4*10 in funds. in funds.

Table: The Tranferer

LevelProficiency
Bonus
Features
1st+2Object Transfer, Energy Absorbstion
2nd+2Kinetic Boost, Thermal Boost
3rd+2Switch, Fighting Style
4th+2Ability Score Improvement, Energy Shot
5th+3Extra Attack
6th+3
7th+3
8th+3Ability Score Improvement, Shuffle, Life Transfer
9th+4Sensory Boost
10th+4Enhanced Energy Absorbtion, Frozen Lotus
11th+4
12th+4Ability Score Improvement, Mass Transfer
13th+5Energy Recovery
14th+5
15th+5
16th+5Ability Score Improvement,
17th+6
18th+6Crimson Dragon
19th+6Ability Score Improvement,
20th+6Full Potential

Object Transfer

As an action, you can replicate one of the following properties

  • Take 2 objects of small or tiny size within 30 ft that you can see, and that is not being worn or carried and switch their positions.
  • Transfer one object of small or tiny size within 30 ft that you can see, and that is not being worn or carried into an open hand.
  • Transfer an Item of small or tiny size to an allies open hand within 30 ft that you can see.


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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.

Energy Absorbtion

Whenever you take damage from non-magical slashing, piercing, or bludgeoning damage you can use your reaction to gain resistance to the damage and absorb the other half of the damage you would have taken. You keep this energy stored until you choose to use it for the following features. You can store up to your level in this class*3 energy but can use as much of it as you wish you can do this up to your Intelligence modifier, regaining all uses on a long rest.

Energy Shield

You can expend absorbed energy to gain a defensive barrier, You can expend 3 energy to gain 1 temporary hit point, you lose these temporary hit points after a minute.

Energy Recovery

As an action, you can spend 10 Energy points to restore a hit dice.

Energy Redirection

As a bonus action, you can take your stored energy and add it to either a damage roll but not both, you can spend up to 5 energy at a time. This increases to 6 at 5th, 7 at 9th, 8 at 13th, and 10 at 17th.

Kinetic Boost

Starting at 2nd Level you can expend 5 energy to enter Kinetic Boost, While in kinetic boost you enhance your body with stored energy you gain advantage on dexterity save and increase movement speed by 10ft. Kinetic Boost lasts for one minute but you can extend this by another minute by spending 3 energy.

Thermal Boost

Starting at 2nd level you can expend 5 energy to Enter Thermal Boost for one minute. While in thermal boost you can expend energy to deal additional fire or cold damage equal to the amount of energy spent.

Switch

You learn how to switch not only objects but people as well. As a bonus action, you can choose to switch places with an object within 30 ft that you can see that is neither being worn nor carried. You may also switch places with a willing creature that is within range. You can use this feature equal to your Intelligence modifier, you regain all expended uses on a short or long rest.

Energy Shot

At 4th level, you learn to condense your stored energy into a projectile and fire it at blinding speeds. you can expend up to 5 energy to fire a projectile made of pure energy at a target within 60ft this projectile deals 2d6+intelligence mod lightning damage and use your intelligence modifier for attack rolls. This counts as an attack action when dealing with the extra attack feature.

Extra Attack

Starting at 5th level whenever you take the attack action you can attack twice.

Shuffle

Starting at 8th level, you can use your action to shuffle people on the battlefield, you and up to 5 willing creature within 30ft can switch places, you control who trades places. All creature who try and attack a switched creature has disadvantage due to the confusion of new opponents and people moving around randomly until the end of your next turn. you can use this feature once per long rest, you gain an additional use at 15th level.

Life Transfer

Starting at 8th level you learn to transfer your own life energy to another creature, once per long rest you can transfer your hit die to another creature during a short rest.

Sensory Boost

Starting at 9th level, you learn to apply your energy to your sensory organs enhancing them. you can expend 5 energy points to gain advantage on perception and investigation that relly on the senses. additionally, as an action, you can spend 10 energy points to gain 30ft of blindsight for one minute. using energy to sense other creature energy around you.

Enhanced Energy Absorbtion

Starting at 10th level, you now can absorb all forms of damage except necrotic, radiant, poison, and force.

Frozen Lotus

Starting at 10th level, you can expend 15 energy to cast Ice storm, you can cast Ice storm one level higher for every 10 energy spent past 15.

Mass Transfer

Starting at 12th level you learn to transfer mass between 2 willing creatures. you can add the mass of one creature to another, lowering its size category of one and increasing the size category of the other. This lasts 1 hour but a creature can only be affected once. you can use this feature once per long rest.

Energy Recovery

Starting at 13th level if you don't have any energy you can use a reaction to expend your hit dice to gain energy. You can use this feature once per long rest.

Crimson Dragon

Starting at 18th level you can use 20 energy to cast fireball at 5th level. you can expend 10 energy to cast it at a higher levels.

Full Potential

Starting at 20th level you can use an action to enter Full Potential, while in full potential you can use the absorb energy feature without expending uses, While in Full Potential your energy limit is raised by 40 energy. if you have more than your allowed amount when full potential ends the excess energy immediately leaves your body as harmless light. And you gain 4 levels of exhaustion.

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Spell List

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

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing


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