Enhanced (5e Class)

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The Enhanced (Little Witch)


Being The Enhanced

agreed to undergo experiments with the Scepter that contains a very powerful stone thats power is cosmic and only matched by the other 5 stones of its kind, under the supervision of a scientist who is now imprisoned, and receiving superpowers as a result, attaining various abilities including telekinesis, telepathy, and energy manipulation.

Creating a The Enhanced


Quick Build

You can make a The Enhanced quickly by following these suggestions. Intelligence should be your highest ability score, followed by Dexterity. The preferred background would be as an Orphan willing to protect their home town and those they may consider family. https://www.dandwiki.com/wiki/Orphan_(5e_Background)

Class Features

As a The Enhanced (Little Witch) you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light
Weapons: simple, Martial
Tools: {{{tools}}}
Saving Throws: Intelligence and Dexterity
Skills: pick any 4, Acrobatics, Sleight of Hand, Stealth, Insight, Perception, Deception, Intimidation, Persuasion

Equipment

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

  • dagger
  • Rope, Hempen (50 feet)
  • If you are using starting wealth, you have 200 gold in funds.

Table: The The Enhanced (Little Witch)

LevelProficiency
Bonus
Features
1st+2Psionic, Psionic Energy Manipulation, Psionic Energy Pool
2nd+2Telepathy, Telekinesis
3rd+2Levitation
4th+2Ability Score Improvement, Mental Manipulation
5th+3Psionic Force-Field Generation, Psionic Combatant
6th+3Psionic Energy Manipulation (energy streams)
7th+3Psionic Energy Manipulation (energy waves), Psionic Grasp
8th+3Ability Score Improvement
9th+4Psionic power increase (energy blasts)
10th+4Ability Score Improvement
11th+4Psionic power increase (energy streams)
12th+4Ability Score Improvement, Psionic Energy Manipulation (energy bolts)
13th+5Psionic power increase (energy waves)
14th+5Emotional Manipulation
15th+5Psionic power increase (Psionic Grasp)
16th+5Ability Score Improvement
17th+6Psionic power increase (energy bolts)
18th+6
19th+6Ability Score Improvement
20th+6Rewriting Reality


Ability Score Increase

When you reach 4th level, and again at 8th, 10th, 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.

Psionics

As a result of exposure to the cosmic energies from the Scepter, which contained the Mind Stone, You acquired an array of psionic powers which manifest themselves as reddish, glowing energy currents and mist-like shapes from her hands. They can be described as a "neuro-electric interfacing" actually manipulates molecular polarity, allowing you to alter reality. Your power signature is similar to that of the Mind Stone, as you gained her powers from it. Your powers are reliant on movement and focus, which means enemies or opponents can stop you from using your powers by disrupting your focus or restricting your movements. you use Dexterity to make your attack rolls


Psionic Energy Pool

You have an energy pool that you use to use an ability or increase the power of an ability. You start with energy points equal to your Intelligence modifier and gain points equal to the roll of 1d4 every level.

Psionic Energy Manipulation

You can project energy blasts, streams, waves and bolts of her own psionic and telekinetic energy, allowing you to hit, push/pull or blow away your targets, potentially exerting enough force to destroy them. This energy manifests in any shape or form, outlining your telekinetic spheres of influence, as the energy is visible in a reddish color. When your energy hits a target, you can use your telekinesis to inflict further damage.

energy blasts deal 1d4 damage and increases to 1d6 at level 9, range is 30ft and by spending energy from the pool to add 1 die of damage can only add a max of your proficiency bonus plus your intelligence modifier

energy streams gain this ability at 6th level costs 1 energy point and deals 1d6 damage and increases to 1d8 at level 11, range is 15ft andby spending energy from the pool to add 1 die of damage can only add a max of your proficiency bonus plus your intelligence modifier

energy waves gain this ability at 7th level costs 2 energy points to create a 15ft long wave of energy that deals 1d8 damage and increases to 1d10 at level 13, range is 100ft and by spending energy from the pool to add 1 die of damage can only add a max of your proficiency bonus plus your intelligence modifier

energy bolts gain this ability at 12th level costs 1 energy point and deals 1d10 damage and increases to 1d12 at level 17, range is 60ft and by spending energy from the pool to add 1 die of damage can only add a max of your proficiency bonus plus your intelligence modifier

push/pull push or pull a target based off a roll of 1d6 times 10 for the maximum distance living targets make a challenged Constitution save if they win your attack misses

Telekinesis

costs 1 energy point

the ability to move, levitate and otherwise manipulate objects using her psionic energy in a remote manner without the need for her energy to first be projected from her hands. You use this energy to affect and control molecules and particles, allowing her to fully control matter and energy. when used to increase damage you can add 1d6 for every 3 levels in The Enhanced, this can only be done once every 4 rounds till level 9 then it can be done twice every 4 rounds and once again increaces to three times every 4 rounds at level 15 the max weight of the objects you can move is 1,500 lbs till level 10 then its 3,000 lbs and at level 20 its 5,000 lbs

Telepathy

For 1 energy point you can read minds, communicate telepathically, and experience the memories and thoughts of others. your irises sometimes glow a dark reddish color, especially when you concentrates it on specific targets

AT 6th level This power can be hypnotic in nature placing a target in a sort of trance while you view their memories. When using this power.

At 9th level You can also project her own thoughts through the neuro-electric interface that is the basis for your telepathy. Targets have to make a Constitution save with the DC Equal to your level plus a Constitution roll by you target has to be within 20ft

Levitation

costs 1 energy point.

You are able to use this power to move through the air and simulate flight, in order to hover and safely float back to the ground. The use of this power manifests as a blast of psionic energy expelled from your hands onto the ground to propel yourself up in the air, with a second blast used to slow your momentum as you approach ground allowing you to land safely. upto 30ft high and 40ft far

At 6th level you can go even higher and futher than before increasing to 50ft high and 60ft far

At 9th level you no longer needing to actively project energy from your hands to levitate yourself. there is no longer a limit to how high you can go and triples your movement speed

Mental Manipulation

costs 3 energy points.

Often as a type of illusory hypnosis, using the same neuro-electric interface that is the basis of your telepathic powers. You ares able to use this ability to cripple targets, forcing them each to recall events of their past and placing them inside daydream-like visions that renders them nearly helpless. When this ability is in use, Your reddish energy takes a more mist-like form, floating into the head of the victim in the form of neurons. The effects also distort the victim's iris coloration, causing them to shine a dark reddish color.

At 10th level and for an extra energy point This also allows her to control other people's actions. Targets have to be within melee range Targets have to make a Constitution save with the DC Equal to your level plus a Intelligence roll by you

Psionic Force-Field Generation

You are able to create a highly durable barrier of energy for 2 energy points that you can shape and conform as needed. use it to grab and break apart targets, protect others from enemy fire, contain a target or to cover and deflect attacks from enemies. Like any physical barriers, the barrier could be broken with extreme brute force. project her energy around herself, constructing a close-to-the-body psionic armor to protect herself from extreme impacts, such as falls from great heights or blows from superhuman strong combatants, increasing her durability to a significant degree. If you choose not to wear any Armor after you get this ability your AC is determined by 20 + Con modifier, if you are wearing armor it adds +5 to your AC. This increases every 5 levels by a 5 every time.

if used to protect others from enemy fire it stops all projectiles for 3 rounds as long as you don't lose concentration, the target or targets of your protection have to be within at least 20ft

grabbing a target requires them to make a Constitution save with the DC Equal to your level plus a Intelligence roll by you if they fail they can try to break free once a round. While they are being held you can strip the of armor and equipment one item per round. if you desire you can try to rip a target apart limb from limb contesting your Intelligence check vs their Strength save.

Psionic Combatant

originally a poor fighter, having no combat skills or formal training. Now extensive training in hand-to-hand combat so that you could handle herself without having to always rely on your powers. You developed a fighting style in which you would infuse your psionic energy into your hands and or feet to greatly enhance her hand-to-hand combat skills and allow her to parry attacks from bladed weapons without suffering any harm due to your psionic energy protecting you from damage.

Parry to preform a parry you need to make a Dexterity save that beats or ties the attack roll, can only be used as a reaction and once per round. costs 2 energy points

Unarmed Attack You can strike an enemy without using a weapon and still use your Dexterity modifier as the bonus instead of Strength. A successful attack deals 2d6 damage you can increase the number of die by 1 by spending energy from the pool to add 1 die of damage can only add a max of your proficiency bonus plus your intelligence modifier

Psionic Grasp

costs 2 energy point to make an energy field around one target holding them in place. this is your Intelligence vs their Strength. At 15th level you can use your action to spend an extra 2 energy points and squeeze your target dealing 1d4 damage this can be increased by spending energy from the pool to add 1 die of damage can only add a max of your proficiency bonus plus your intelligence modifier

Emotional Manipulation

costs 4 energy points.

With your mental powers you can make a target feel anything you want targets need to beat a Constitution save with the DC Equal to your level plus a Intelligence roll by you

Rewriting Reality

At 20th level you have the ability to rewrite reality although you are the only one aware that it has changed. There are however consequences to your action not all good but not all bad either and if you choose to set reality back the consequences could be even worse. in using this you use all you energy points and need 2 long rests to recharge. to use this ability you need to do two things first spend half a day preparing to do so and second you have to have at least 5 minutes of uninterrupted time to complete this action. when doing this explain to the DM what you want to change, the DM also decides consequences to your action also in changing back keep in mind people can die although you may be trying to save your party from a mistake in your past by changing reality you could make things worse in the long run with out realizing it.

Multiclassing


Prerequisites. INTELLIGENCE and CONSTITUTION have to be 14 or better

Proficiencies. When you multiclass into the The Enhanced (Little Wtich) class, you gain the following proficiencies: Insight and Persuasion



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