Mantra Asura (5e Class)

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Mantra Asura

Introduction

The Mantra Asura have fantastical powers hidden deep within them, but not many mortals have seen the Asura's true capabilities because they live for so long. Asura who completely master the power of Mantra can become so powerful, that some are mistaken for the gods that originally granted them these powers. They are often idolized as guardian angels, or even in rare scenarios, heroes if they do not hide the good they are doing. Beings who are not a member of the Asura race can obtain this power as well, if they learn to control Mantra.

Creating an Asura

Asura from Asura's Wrath


Quick Build

You can make an Asura quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity or Strength. Second, choose the Soldier background.

Class Features

As a Asura you gain the following class features.

Hit Points

Hit Dice: 1d12 per Asura level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Asura level after 1st

Proficiencies

Armor: None
Weapons: Simple and Martial Weapons
Tools: None
Saving Throws: Constitution and Wisdom
Skills: Choose 3: Acrobatics, Athletics, Arcana, History, Insight, Intimidation, Perception, Religion, or Sleight of Hand

Ability Save DC = 8 + your proficiency bonus + your Constitution modifier

Equipment

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

  • 1 Martial Weapon
  • Explorer's Pack or Dungeoneer's Pack
  • Symbol of Divine Status
  • If you are using starting wealth, you have 2d8 x 10 GP in funds.

Table: The Asura

LevelProficiency
Bonus
FeaturesDemi-God Fist
1st+2Demi-God Fist, Unarmored Defense1d6
2nd+2Mantra Bolt1d6
3rd+2Heavy Swing1d6
4th+2Ability Score Improvement1d6
5th+3Extra Attack, Mantra Powered Strikes1d8
6th+3Unwavering Will1d8
7th+3Limit Burst1d8
8th+3Ability Score Improvement1d8
9th+4Massive Strike1d8
10th+4Steps to Enlightenment1d8
11th+4Mantra Affinity1d10
12th+4Ability Score Improvement1d10
13th+5Mantra Affinity Feature1d10
14th+5Mantra Affinity Feature1d10
15th+5Mantra Affinity Feature1d10
16th+5Ability Score Improvement1d10
17th+6Mantra Affinity Feature1d12
18th+6Mantra Affinity Feature1d12
19th+6Ability Score Improvement1d12
20th+6Mantra Affinity Feature1d12

Demi-God Fist

At 1st level, you learn to channel Mantra directly into your fists and unleash its power.

You gain the following benefits while you are unarmed or wielding only martial weapons and you aren’t wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain Asura levels, as shown in the Demi-God Fist column of the Asura table.
  • When you use the Attack action with an unarmed strike or martial weapon on your turn, you can make one unarmed strike as a bonus action.

Unarmored Defense

Mantra has caused your body to evolve and become far more durable than most mortals. At 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Constitution modifier + either your Strength or Dexterity modifier.

Mantra Bolt

Starting at 2nd level, you can fire Mantra bolts of magical energy from your hands.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity or Strength modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d6. This die changes as you gain Asura levels, as shown in the Demi-God Fist column of the Asura table.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action and your bonus action attack.

Heavy Swing

At 3rd level, you put everything you have into your next strike. Before you use an attack, you can declare a Heavy Swing. Once declared, all unarmed attacks you make this turn deal one extra die of the damage it would normally do. All attacks against you have advantage until the start of your next turn.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Mantra Powered Strikes

Starting at 5th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Unwavering Will

At 6th level, when you start your turn with zero hit points, you regain one hit point. You can do this once per long rest.

Limit Burst

Starting at 7th level, you push your body past its limit and become an unstoppable force of pure power. As an action, you can supercharge yourself with Mantra and become resistant to all damage. This lasts for 1 minute, but can end early if your are knocked unconscious or if you use a bonus action to do so. You can only use this feature once before needing a long rest.

Massive Strike

At 9th level, when you declare Heavy Swing, you can choose to have one of your attacks hit all hostile creatures within 5ft of you. When you do this, make a melee attack role against each creature within range. This ability's range increases to 10ft at 15th level.

Steps to Enlightenment

At 10th level, you begin to truly master how to use Mantra to its full potential. Taking you one step closer to Enlightenment. You can add half your proficiency bonus, rounded down, to any Saving Throws you make that doesn’t already include your proficiency bonus.

Mantra Affinity

Unbeknownst to most mortals, there are different types of Mantras. These different types of Mantra are most often associated with different emotions. Wrath, Sadness, Happiness, etc. When you reach 11th level, you choose your Mantra affinity.

Wrath Affinity

Anger is not inherently evil. Anger can drive one to noble causes: protecting the innocent, avenging injustice, or simply keeping one going through troubling times. Asura who have an affinity to Wrath Mantra are some of the fiercest warriors throughout the entire multiverse. If there is someone, or something that threatens humanity, be it physical or metaphysical, the Asura of Wrath will be the first to charge into battle. To destroy whatever evil plagues the world.

Vajra Form

At 11th level, you get your first real taste of what the Asura are truly capable of. Your Limit Burst is upgraded to a form more befitting of your Mantra Affinity. When you activate your Limit Burst, you grow two additional sets of arms to use in combat. While you have them, you gain one additional use of your Extra Attack per turn.

Mantra Bomb

At 13th level, you learn you condense and release the hurricane of power inside you. As an action, you can fire a ball a Mantra at a point you can see within 120ft and force each creature within a 20ft radius of that point to make a Dexterity saving throw. Each creature takes 8d6 radiant damage on a failed save, and half as much on a successful save. You may do this as many times equal to your Strength modifier.

Unstoppable Rage

At 14th level, your anger fuels you to a point where you become a nigh unstoppable whirlwind of destruction. You have advantage on all saving throws caused by hostile creatures you can see. You do not have advantage if surprised. To gain this benefit, you can’t be incapacitated.

Berserker Form

The next level of your Limit Burst is unlocked, you are now one step closer to achieving your true power. At 15th level, in addition to the previous upgrades of your Limit Burst, you now gain additional benefits. The fire inside you burns even brighter, charring your very flesh. While in this form, your arms appear coated in a black metal-like substance and all your unarmed strikes have advantage.

Fury Blaster

At 17th level, you put all your rage into one powerful attack, to burn evil away once and for all. As an action, you can fire two 100ft long beams from your hands in any two directions, forcing each creature within the 5ft wide beams to make a Constitution saving throw. Each creature takes 8d8 radiant damage on a failed save, and half as much on a successful save. You can do this a number of times equal to half you Strength modifier rounded down. The beams cannot overlap. If a creature is large enough to be hit by both beams, they can only be affected by one of them.

Vengeful Spirit

You need to stand and fight. You have a duty to fulfill. Your will and resolve are so potent, that even death itself cannot stop you now. At 18th level, if you fail 3 death saving throws your body becomes cloaked in an indestructible field of Mantra and you will get back up as if you had finished a long rest after 5 full rounds of combat. Should you die outside of battle, it will take a full day for your body to recover. You can do this once a week.

Ultimate Mantra Form

This is an Asura's true power. Not many have survived long enough to behold the majesty of this form for long. When you reach 20th level, your Limit Burst is upgraded once more. When you transform, hundreds of limbs burst out from your back, coalescing into two mighty arms that can devastate even the most powerful of opponents. In addition to all previous upgrades to your Limit Burst, you now have a flying speed equal to your walking speed. You can use Enlarge/Reduce on yourself, but the effects end when you exit this form. Your Strength Score becomes 30 as long as you are in this form.

Pride Affinity

There is nothing wrong with being prideful. Being prideful comes naturally to most civilized beings, and the Asura are no different. Asura with Pride Mantra often aim to become leaders and guide the material plane as best they can to times of ultimate peace and prosperity. While these types of Asura can often come across as self-righteous or act like they know more than their compatriots, they usually have knowledge and overall worldly understanding to back it.

Vajra Form

At 11th level, you get your first real taste of what the Asura are truly capable of. Your Limit Burst is upgraded to a form more befitting of your Mantra Affinity. When you activate your Limit Burst, you become cloaked in a field of Mantra that can repel attacks. While you are in this form, all melee attacks that hit you inflict 5 + your Wisdom modifier lighting damage back at the creature that attacked you.

Mantra Storm

At 13th level, you control the crackling power of your mantra into a powerful attack. As an action, you fire a stroke of lightning from your hand, forming a line 100 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw. Each creature in the line of fire takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. You may do this a number of times equal to your Wisdom modifier.

Eternal Wisdom

You now understand the world around you perfectly. Nothing gets past you. At 14th level, your proficiency is doubled for all Wisdom based skill checks that you are proficient in.

Perfect Battle Strategy

The next level of your Limit Burst is unlocked, you are now one step closer to achieving your true power. At 15th level, in addition to the previous upgrades of your Limit Burst, you now gain additional benefits. While in this form, all hostile creatures have disadvantage on saving throws against your attacks that require them.

Brilliant Sky Strike

At 17th level, the sky itself obeys your commands. As an action, choose a point you can see within 100ft. A bolt of Mantra lightning flashes down from the sky on that point. This can work indoors. Each creature within 5 feet of that point must make a Constitution saving throw. Each creature takes 6d10 lightning damage on a failed save, or half as much damage on a successful one. You may do this a number of times equal to half your Wisdom modifier, rounded down.

Inspiring Leader

You know just what to do to boost your allies' spirits. At 18th level, as an action, you can grant 1d10 inspiration to all friendly creatures within 10ft. You can do this a number of times equal to half your Wisdom modifier rounded down.

Ultimate Mantra Form

This is an Asura's true power. Not many have survived long enough to behold the majesty of this form for long. When you reach 20th level, your Limit Burst is upgraded once more. When you transform, your body glows with a bright white light, and a floating mask of Mantra hovers in front of your face. In addition to all previous upgrades to your Limit Burst, you gain a fly speed equal to your walking speed. You gain an additional use of Mantra Storm and Brilliant Sky Strike. Your Wisdom Score becomes 30 as long as you are in this form.

Multiclassing

Prerequisites. To qualify for multiclassing into the Mantra Asura class, you must meet these prerequisites: 14 in Strength and 16 in Constitution.

Proficiencies. When you multiclass into the Mantra Asura class, you gain the following proficiencies: Martial Weapons

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