Manifester (MoMT)

> *Wanderer of the forgotten realm, show them the truth of what has been lost. ~* Someone
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> The Manifesters use the remaining strands of the Fade to aid themselves in life and battle. The masters have long been forgotten but there may still be time to rediscover and rebuild what has been lost...
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* **Hit Dice:** 1d8
* **Saving Throws**: Dexterity, Wisdom
* **Proficiencies:** Light Armor, Medium Armor, simple weapons, martial weapons
* **Skills:** Choose two from Acrobatics, Athletics, Stealth, Survival, Arcana, Perception, History, Persuasion, Intimidation

[Class is limited to those with Elvhen Ancestry]

### **Equipment**

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

* (a) a dungeoneer's pack or (b) an explorer's pack
* Leather armor
* (a) 3 throwing knives or (b) a Dagger
* (a) A gaming set or (b) An Artisan's tools of your choice

## **Manifest Weapon**

You are able to manifest a weapon of your choice as a free action at the beginning of combat but to switch between weapons or resummon weapons it would require a standard action until level 7. Weapons that are thrown always return and Weapons that require ammo have infinite ammo. Choose one of the following ***or*** roll a 1d7 at level 1, 1d6 at level 4, and so on. *[see: Manifester Weapon List]*

## **Vigilance**

You make sure to keep a vigilant eye out for enemies, spotting them before they spot you. You gain a +2 to initiative.

## **Specialized Expertise**

Choose one of the skills you are proficient in, you apply double your proficiency bonus to the skill.

## **Increased Weapon Damage**

With every weapon you obtain, you gain more power. You gain +1d6 damage die at level 4, +2d6 at level 8, and so on…

## Somnia

During a long rest, you may enter the fade and do either of the following:

1- Follow strands of the fade to wherever (or whenever) it leads you.

2- Attune to one of your weapons and get advantage on your attack rolls the next day using that weapon.

*\*Using this ability is heavily campaign-based and left to DM discretion, be sure to ask your DM about how this ability works, if it is used at all.*

## Insightful

Once per day, with the help of the remaining magic in the fade, you may try to understand languages that have been long forgotten, as long as the scripts are either:

**Elvhen**

**Qunlat**

**Dwarven**

**Orlesian**

**Tevene**

**Antivan**

**Rivaini**

## Warpstrike

Once per day, using a bonus action, close the distance with an enemy within 60 ft by throwing yourself and your weapon through the strands of the fade and into the enemy.

At level 11, you can use this ability twice per day and the range increases to 90 ft and at level 16, thrice per day with the range up to 120 ft.

## **Swift Switch**

At Level 7, you may use a move action instead of a standard action to switch between weapons or to resummon them.

At level 18, you may use a free action instead of a move action to switch between weapons or to resummon them.

## Barrier

At level 9, you get a permanent +1 increase to your AC. You may also use a reaction to halve any ranged damage against you. (This does not include AOE spells/attacks)

At level 19, you get another +1 increase to your AC. All damage from ranged attacks against you are rendered to 0. (This does not include AOE spells/attacks)

## Turn the Clock

Once per long rest, you may use a bonus action to undo any HP reducing damage that was inflicted upon you during the last round. (Ailments cannot be reversed, You cannot use this ability if your HP brought down to 0 or below)

## Extra Saving Proficiency

Using multiple weapons has made you more versatile. Choose another saving throw to be proficient in. (Intelligence, Strength, Charisma, Constitution)

## Fate's Luck

Once per day, if you roll 9 or below on an ability check, you may change that to a 20 and treat it as a natural 20.

## Army of One

Once per long rest, for one turn, You may summon all your weapons and unleash a devastating attack to a single target. Additionally, you may choose to exhaust your powers (take 5 levels of exhaustion) and gain an automatic critical on this attack.