Nen User (5e Class)

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Nen User

Mastery of Will

Nen is a technique that allows a living being to use and manipulate their own life energy (known as aura). There are 6 types of nen users: enhancers, who use nen to strengthen both objects and themselves; transmuters, who use nen to replicate certain effects; emitters, who are able to detach their nen; conjurer's, who create objects with their nen; manipulators, who control objects with nen; and specialists, who defy any other form of nen user classification. One’s aura grows in strength depending on the users’ willpower and Constitution.

Creating a Nen User

Various nen users, [Source]


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

Proficiencies

Armor: Light armor
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:

  • (a) Two simple weapons or (b) one martial finesse weapon

Table: The Nen User

LevelProficiency
Bonus
Aura PointsFeatures
1st+20Spellcasting, Unarmored Defense
2nd+25Nen
3rd+28Cunning Action, Archetype
4th+210Ability Score Improvement, Unarmored Movement
5th+313Archetype Feature
6th+315Evasion, Extended Control
7th+318Endurance
8th+320Ability Score Improvement, Archetype Feature
9th+423Archetype Feature, Unarmored Movement Improvement
10th+425Extended Control Improvement
11th+428Archetype Feature
12th+430Ability Score Improvement, Endurance Improvement
13th+533Unarmored Movement Improvement
14th+535Archetype Feature
15th+538Advanced Gyo,Endurance Improvement
16th+540Ability Score Improvement
17th+645Archetype Feature
18th+650Unarmored Movement Improvement
19th+655Ability Score Improvement
20th+660Nen Mastery, Unarmored Movement Improvement

Martial Arts

Beginning at 1st Level, your natural use of nen manifests as an enhanced understanding and application of physical force. Your unarmed strikes' damage die becomes 1d4, and you may use Dexterity instead of Strength.

The damage dice of your unarmed strikes increases at level 5th (d6), 11th (d8), 17th (d10).

Unarmored Defense

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

Beginning at 2nd level, you gain the ability to use nen. Your nen is represented by your amount of Aura Points which the maximum is determined by your nen user level. You must spend aura points in order to fuel various 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 nen user, you can convert your aura create various effects. You regain all of your Aura Points at the end of a long or short rest, but you must spend at least 30 minutes of that time meditating. Certain features will call for a saving throw or nen attack. Use the following to calculate:

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

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

Cunning Action

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

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

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

Starting at 4th level, your movement speed increases while not wearing armor or wielding a shield, your movement speed increases by +10 ft. This bonus increases to 15 at 9th, 20 at 13th, 25 at 18th, and 30 at 20th levels.

Evasion

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

At 6th level, your control over the use of nen allows you to exceed your mental and physical control. When you are hit by an attack, you may spend 1 Aura Point as a reaction to halve the damage, or spend 5 to do so without spending your reaction. At 10th level, you may spend 5 Aura Points to gain advantage on single saving throw as a reaction.

Endurance

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

Advanced Technique

Starting at 15th level, you gain 1 advanced technique from the following:

  • Gyo - you focus your Aura into your eyes as a bonus action for 3 Aura Points. You are able to see invisible objects and magical manifestations. This lasts for 1 minute and you must maintain concentration.
  • In - you hide your aura without completely stopping it as a bonus action for 3 Aura Points. You can not be detected by magical means, and any ranged nen attacks you make have advantage for 1 minute or until you lose concentration.
  • En - you generate a sphere of aura a bonus action for 3 Aura Points. This sphere has a radius equal to twice the Aura Points spend ft. You are aware of the locations of any creatures within this sphere for 1 minute or until you lose concentration.
  • Shu - you coat an object you are holding in aura. When you make a melee weapon attack, you may spend 2 Aura Points to increase its damage die by 1 size (i.e. 1d4 -> 1d6 -> 1d8 -> 1d10 -> 1d12 -> 2d6 -> 2d8).
  • Ko - you concentrate your aura into one part of your body, cutting the flow to anywhere else. When you make a melee weapon attack, you may spend 2 Aura Points to increase its damage die by 2 sizes, but all attacks against you deal twice as much damage until the beginning of your next turn.
  • Ken - you concentrate aura in all directions. As an action for 5 Aura Points, you can not move and all damage you take is halved until the beginning of your next turn.
  • Ryo - you balance the concentration of aura used in Ko and Ken. When you make a melee weapon attack, you may spend 4 Aura Points to make its damage unable to be reduced, even from immunity.

Nen Mastery

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 5 aura points. After using Nen mastery, you must complete a long rest to regain use of this feature.

Lightning Transmuter Archetype

Lightning Acclimation

Beginning at 3rd Level, the lightning running through your veins keeps you quick on your feet. While you have at least 5 Aura Points, your movement speed increases by +10 ft. and you gain a +5 bonus to your initiative. You gain resistance to lightning damage, and immunity to lightning damage you deal. Your unarmed strikes deal lightning damage while you have at least 1 Aura Point remaining.

As an action for 2 Aura Points, you may create a small blast of electricity. Every creature in a 15 ft. radius originating from you must attempt a Constitution saving throw. On a failure, they take 2d8 lightning damage. On a success, they take half as much.

Lightning Enhancement

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 while you have at least 1 Aura Point. Additionally, when you make a ranged or thrown attack, you may spend 6 Aura Points to convert it into a nen attack by imbuing it with lightning. On a hit, it deals an additional 4d8 lightning damage. Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.

Lightning Intensity

Beginning at 8th level, when you deal lightning damage, you may spend 3 Aura Points to treat immunity as resistance, and ignore resistance. As an action for 4 Aura Points, you may release a powerful arc of electricity. Each creature caught within a 30 ft. cone originating from you must make a Dexterity saving throw. A creature takes 3d6 lightning damage and is stunned until the end of its next turn on a failed save. On a successful save, a creature takes half damage and isn't stunned.

Lightning Mode

At 9th level, as a bonus action for 12 Aura points, you can turn your very aura into electricity and run it through your body, making themselves more reactive to danger for 1 minute. Any attacks that rely on sight against you have disadvantage, you gain an additional action on each of your turns, and any creatures that touch you or hit you with a melee attack take 1d6 lightning damage. As part of a melee attack for 2 Aura Points while this is active, you may deal an additional 1d8 Lightning Damage. You may do so up to your nen attack bonus times on a single attack.

As an action for 9 Aura Points, you may throw a bolt of lightning. Each creature in a 100 ft. line must attempt a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

Godspeed (Kanmaru)

At 14th level, you can cast Godspeed; the precipice of a lightning transmuter's ability to use nen, heightening 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 while Lightning Mode is active. Your movement speed is quadrupled, you gain an additional action on each of your turns, a +3 bonus to AC and Dexterity saving throws, and you gain immunity to lightning damage and effects that force you move move against your will. You must spend 4 Aura Points at the end of each of your turns to maintain this effect.

As a bonus action, you may focus your aura to embody the form of lightning, doubling your movement speed. While this effect is active, you must only travel in a straight line, you may only change directions at the beginning of each of your turns (once every 6 seconds), and you may not spend your action, bonus action, or reaction to directly deal damage (i.e. you may use Godspeed, but not Lightning Intensity's lightning arc).

Additionally, as an action for 12 Aura Points, you may create a massive arc of lightning. One creature within 150 ft. of you, and up to 3 creatures within 30 ft. of the initial target, must make a Dexterity saving throw. Creature takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

Godspeed (Kanmaru) Mastery

At 17th level, you have mastered Godspeed. You must spend 1 Aura Point at the end of each of your turns to maintain Godspeed. As an action for 20 Aura Points, you may force all your aura into your palms, firing a huge explosion of lightning. One creature within 300 ft. must attempt a Dexterity saving throw. On a failure, they take 15d10 + 10 lightning damage and are paralyzed until your next turn. On a success, they take half as much damage and are not Paralyzed.

Nen Enhancer Archetype

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.

Enhancer Acclimation

Beginning at 3rd level, your enhancer abilities grant you the ability to passively increase physical abilities. Your passive Perception increases by +3 and you gain proficiency in Strength saving throws while you have at least 3 Aura Points.

Extra Attack

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 while you have at least 3 Aura Points. The number of attacks increases to three when you reach 11th level.

Rock, Paper, Scissors

Beginning at 8th level, you may enhance your fists to make either a Rock, Paper, or Scissors attack.

  • Paper - as an action for 5 Aura Points, you release a long-range blast of aura from your fist. You make a nen attack with disadvantage against one creature within 30 ft. of you. On a failure, they take 4d8 force damage.
  • Scissors - as an action for 4 Aura points or a bonus action for 7 Aura Points, you create two long blades of aura as extensions of your index and middle finger. You make a nen attack against one creature within 15 ft. of you. On a failure, they take 4d8 piercing damage.
  • Rock - as an action, you focus your aura into one massive punch. Make a nen attack against a creature within 5 ft. of you. On a hit, you deal 1d10 bludgeoning damage for every 2 Aura Points expended up to a number of d10 equal to your nen attack bonus.
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. As a bonus action for 5 Aura Points, you may heal 3d10 + your nen user level hit points. You may not use this feature during Limited Transformation as your body is already at its limit to massively increase your physical capabilities.

Limited Transformation

Beginning at 14th level, as an action for 30 Aura Points, you become a much older, much more powerful version of yourself for 1 minute. During this transformation, Rock, Paper, Scissors no longer costs Aura Points, you gain a +3 bonus to your AC, and your movement speed increases by +10 ft. You become unconscious but are stable for 5 minutes as well as being reverted to your original form at the end of this duration. You cannot recast Limited Transformation until the end of your next 3 long rests 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 no longer makes you unconscious once it ends.

Kurta Conjurer Archetype

Beyond the normal abilities of a nen conjurer, you have been blessed with the crimson eyes of the Kurta clan, a trait as coveted as it is feared.

Crimson Eyes

Beginning at 3rd level, while you are below 1/3 of your maximum hit points, get extremely angry, or if you are aware of a hostile creature with a CR at least 2 higher than your level, your eyes glow crimson red. You gain darkvision for 60 ft., a +1 bonus to your Strength, Dexterity, Constitution and Wisdom scores, and your movement speed increases by +10 ft. This lasts for 1 minute, after which you must finish a long rest before using this feature again.

Chains

Starting at 5th level, you can conjure various chains from your fingertips. These chains may be used in a variety of ways:

  • Dowsing Chain - as a bonus action for 3 Aura Points, your unarmed strikes gain +5 ft. of reach and may be made as nen attacks, and you are aware of whether or not one creature of your choice is lying until the end of your next turn.
  • Chain Jail - as an action for 5 Aura Points, you make a nen attack against a creature within 45 ft. of you. On a hit, they are restrained for 1 minute. You must make this attack as a bonus action without spending Aura Points on each of your turns to maintain this effect.
  • Steal Chain - as an action for 5 Aura Points, you make a nen attack against a creature within 45 feet of you. On a hit, they take 1d4 + your Constitution modifier piercing damage, and you gain 1 feature that costs a currency to use (i.e. spell slots, ki). Features that cost ki cost 3 times as many Aura Points. Features that cost spell slots cost 5 times as many Aura Points as their level. Features that cost psi points cost x1.5 as many Aura Points, rounded up. Features that use chakra points cost 2/3 as many Aura Points. Any features gained with Steal Chain have disadvantage to hit, or creatures have advantage on its saving throw.
Emperor Time

Beginning at 8th level, you may temporarily gain complete access to your stolen abilities. While your crimson eyes are active, you may spend 2 Aura Points at the beginning of each of your turns to negate the negative effects of using a feature stolen by Steal Chain. Doing so also reduced your remaining lifespan by 6 hours per round.

Holy Chain

Beginning at 9th level, you may use one of your chains to heal a creature. As a bonus action for 5 Aura Points, you may heal a creature within 30 ft. of you for 3d8 + your Constitution modifier hit points.

Mastered Crimson Eyes

Beginning at 14th level, you may activate crimson eyes as a bonus action for 2 Aura Points without fulfilling the activation criteria. While activated in this manner, you must spend 2 Aura Points at the end of each of your turns to maintain this effect. You may use this feature even if you have no uses of Crimson Eyes remaining. While your crimson eyes are active by either feature, you gain darkvision for 120 ft., a +2 bonus to your Strength, Dexterity, Constitution and Wisdom scores, and your movement speed increases by +20 ft.

Judgement Chain

Beginning at 17th level, you may execute a creature using one of your chains. When you hit a creature with an unarmed strike, you may wrap a chain around the target's heart for 24 hours. As an action for 9 Aura Points, you may command the chain to pierce their heart. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 Hit Points. If it succeeds, it takes 10d10 necrotic damage. You can have only one creature under the Effect of this feature at a time. You can remove the chain without using an action.

Multiclassing

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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