Manus
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Tactician | 1 | 2 | 1 | — | — | — | — |
2nd | +2 | Manus Archetype | 1 | 2 | 1 | — | — | — | — |
3rd | +2 | Runic Bombs | 1 | 3 | 2 | — | — | — | — |
4th | +2 | Ability Score Improvement | 1 | 3 | 2 | — | — | — | — |
5th | +3 | Manus Archetype | 2 | 4 | 3 | 1 | — | — | — |
6th | +3 | Enchanced Bombs | 2 | 4 | 3 | 1 | — | — | — |
7th | +3 | Tools of the Trade | 2 | 5 | 4 | 1 | — | — | — |
8th | +3 | Ability Score Improvement | 2 | 5 | 4 | 2 | — | — | — |
9th | +4 | The Path: Asperant | 2 | 6 | 4 | 2 | 1 | — | — |
10th | +4 | Ability Score Improvement | 2 | 6 | 4 | 2 | 1 | — | — |
11th | +4 | Manus Archetype | 3 | 7 | 4 | 3 | 1 | — | — |
12th | +4 | The Path: Dedication | 3 | 7 | 4 | 3 | 2 | — | — |
13th | +5 | Versitile Tooling | 3 | 8 | 4 | 3 | 2 | 1 | — |
14th | +5 | Ability Score Improvement | 3 | 8 | 4 | 3 | 2 | 1 | — |
15th | +5 | ─ | 3 | 9 | 4 | 3 | 3 | 1 | — |
16th | +5 | The Path: Sanguine | 3 | 9 | 4 | 3 | 3 | 2 | — |
17th | +6 | Manus Archetype | 4 | 10 | 4 | 3 | 3 | 2 | 1 |
18th | +6 | Ability Score Improvement | 4 | 10 | 4 | 3 | 3 | 2 | 1 |
19th | +6 | Manus Principles | 4 | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | The Path: Conclusion | 4 | 11 | 4 | 3 | 3 | 3 | 2 |
Class Features
As a Manus, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Manus level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Manus level after 1st
Proficiencies
- Armor: Light Armor
- Weapons: Simple Weapons
- Tools: one artisan tool of your choice
- Saving Throws: Dexterity, Intelligence
- Skills: Choose two from Arcana, Deception, History, Investigation, Persuasion, Sleight of Hand, Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a simple weapon or (b) a martial weapon (If Proficient)
- (a) Leather Armor or (b) Scale Mail (If Proficient)
- (a) a Dungeoneer’s Pack or (b) a Burglar’s Pack
Spellcasting
You can weave magic together with some combination of arcane knowledge, rune work, and careful chemistry. The spells and cantrips the Manus can take are listed at the end of this class page. You learn new spells as listed in the class table and may swap out one known spell (or cantrip) for a different spell every time you level up. You regain all expended spell slots after a short or long rest.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Tactician
At first level, you gain one of the following tactics bonuses. You may select a second bonus at level 6.
- Healthy Caution: All allies within 30 feet of you who can see and hear you can not be surprised at the start of combat.
- Silver Tongued: All allies within 30 feet of you who can see and hear you may add your proficiency bonus to persuasion and deception checks.
- Canny Leadership: All allies within 30 feet of you who can see and hear you may add your proficiency bonus to perception and insight checks.
- Inconspicuous: All allies within 30 feet of you who can see and hear you may add your proficiency bonus to Stealth and Slight of Hand checks.
- Always Ready: All allies within 30 feet who can see and hear you at the start of combat may add your proficiency bonus to there initiative roll.
Manus Archetype
At 2nd level, you select the Arcanist, Magic Weaver, or Veteran. The details of these Archetypes are listed at the end of the class description.
Runic Bombs
Starting at 3rd level, you can craft runic bombs to bring powerful affects onto the battlefield. You gain a number of bombs equal to your Intelligence bonus with them resetting on a short or long rest. They have a range of 60 feet and affect a 10 foot radius costing a bonus action to use.
- Heart: All creatures heal for 2d4 + your intelligence modifier.
- Edge: All creatures must make a dexterity saving throw taking 3d4 + your intelligence modifier in slashing damage on a failure or half as much on a success.
- Lantern: All creatures must make a constitution saving throw, and on failure be blinded until the start of there next turn.
- Moth: All creatures must make a wisdom saving throw, and on failure be charmed by you for 1 minute or until you harm them.
- Forge: All creatures gain a 1d4 bonus on there next roll as long as it occurs within 1 minute.
- Grail: All creatures take 2d4 force damage and may immediately reroll the save for a status affect that they are suffering from.
- Winter: All creatures must make a constitution save, and on failure lose concentration on any spells or have one temporary magical buff removed. (your choice)
- Knock: All creatures must make a strength saving throw, and on failure be knocked prone, drop there weapon, and take 2d4 bludgeoning damage. On a success the creature takes half damage and is not knocked prone nor disarmed.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 14th, and 18th 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.
Enhanced Bombs
At 6th level, your bombs that use d4 increase there die d6; at levels 9, 12, and 15 the die increase further to d8, d10, and d12 respectively.
Tools of the Trade
At 7th level, you gain proficiency in two additionally artisans tools. You may select a tool you are already proficient in gaining expertise in that tool.
The Path
You have begun your great task-- now none can turn you away. At level 9, you decide upon an Artifact of awesome power you will begin to craft, the item progresses in stage and power as you increase your level in this class.
-
Asperant (Level 9): A mostly mundane item, but a foundry of what is to come.
-
Dedication (Level 12): Some promise is starting to show, some power is beginning to bloom. Roughly equivalent to a rare magic item.
-
Sanguine (Level 16): The work nears completion, already it thrums with power, what more could it become? Roughly equivalent to a very rare magic item.
-
Conclusion (Level 20): All fades away... the work is done. An artifact is made.
Versitile Tooling
At 10th level, if you start combat with no bombs left, you regain 1 bomb. Additionally, you gain half proficiency in all artisan tools you are not proficient in.
Manus Principles
At 19th level, you master the principles of being a Manus. You gain 4 additional bomb slots.
Arcanist
You specialize in the craft of powerful trinkets and baubles. Whatever you create serves as a boon for your allies or deadly trap for your foes.
Quick Crafting
The time and cost of producing magical items is halved for you. Additionally you can create a number of items from the list below equal to your intelligence modifier per long rest. These items can be made at the end of a long rest or as an action. They are quickly made and become unusable after a long rest.
- Healing Potion (Common)
- Holy Water
- Alchemist Fire
- Antitoxin
- Acid Vial
- Caltrops
- Ball Bearings
- Rope (50 feet)
- Crowbar
- Hammer
- Pitons
- Healer’s Kit
- Hunting trap
- Oil
- Lock
- Poison (Basic)
- Torch
- Manacles
- Chain (25 feet)
Ingenious Bombs
At 5th level, Your runic bombs gain 30 feet of range to a total range of 90 feet and their radius increases by 5 feet to a total of a 15 foot radius. Additionally, you may increase your number of bomb uses per short or long rest by your proficiency bonus.
Masterwork Bombs
At 11th level, you may expend two uses of a bomb to use one of the following masterwork bomb options below. Additionally, when you use a bomb you may select one creature to be excluded from its affect.
- Mallery: You combine the effects of two Runic Bombs, they may be the same or different bombs.
- Tarantellist: All creatures must make a constitution saving throw, and on failure be stunned until the start of your next turn.
- Cyprian: All creatures gain immunity to one damage type of your choice until the start of your next turn.
- Nostrum: All creatures must make a dexterity saving throw, and on failure take 8d4 elemental damage of your choice. On a success a creature takes half damage.
Controlled Chaos
At 17th level, the radius of your bombs increases by 5 feet to a total radius of 20 feet. You can set your bombs at a delay to detonate after an amount of time passes or after a specific phrase or action is taken. (these held bombs expire after a short or long rest). Finally, the first time in a day you are reduced to 0 HP, a bomb of your choice detonates centered on you.
Magic Weaver
Your magical power has deepened, allowing you to lead your allies to victory with enhanced arcane might.
Practiced Magic
At 2nd level, you gain 2 additional cantrips and increase your spells known by your intelligence modifier. You may now swap two known spells after every level. Additionally, your damaging cantrips deal extra damage equal to your intelligence modifier.
Added Knowledge
You may select spells from the extended list below in addition to the Manus spell list.
Spells
Spell Level | Spell Name |
---|---|
0 | Toll the Dead, Fire Bolt, Prestidigitation |
1 | Grease, Shield, Magic Missile |
2 | Shatter, Misty Step, Heat Metal |
3 | Fear, Slow, Sleet Storm, Revivify |
4 | Polymorph, Wall of Fire, Raulothim’s Psychic Lance |
5 | Danse Macabre, Greater Restoration |
Diffusing Magic
You may stop the casting of a spell targeting you or a creature within 30 feet of you as a reaction beginning at 5th level. The spell must be of a level equal to or below your proficiency bonus, and you can only do so a number of times equal to your proficiency bonus per long rest.
Siphoning Spells
At 11th level when you dispel a magical affect with dispel magic, counter spell, or Diffusing Magic you regain a spell slot equal to the level of the diffused spell. If the spell level is higher than your highest spell slot or your highest spell slots are full, you regain the highest available empty spell slot.
Word of Woe
At 17th level, once per short or long rest, as a reaction, you may attempt to briefly control a creature during there turn. They must make an intelligence saving throw, on a failure you can control either there movement, bonus action, or action. If they pass there is no effect, and if they fail by more than 5 you can control there whole turn.
Veteran
You are a skilled adventurer; you know your way around more weapons than most. Relying on experience and cunning, you can change the tide of battle.
Experinced Armaments
Starting at 2nd level, you gain proficiency in martial weapons, medium armor, and shields. Additionally, you may chose a fighting style from the fighter list.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Superior Stratagem
Starting at 11th level, you have advantage to hit creatures that have an ally within 5 feet of them.
Battle Fervor
At 17th level, the first bomb you throw on a turn costs no action.
Manus Spells
Level 0
Blade Ward, Light, Mending, Message, Minor Illusion, Guidance, Frostbite, Vicious Mockery, Infestation
Level 1
Cause Fear, Charm Person, Color Spray, Detect Magic, Fog Cloud, Sleep, Silvery Barbs,
Healing Word, Heroism, Tasha’s Hideous Laughter, Entangle, Cure Wounds.
Level 2
Blindness/Deafness, Darkness, Enlarge/Reduce, Hold Person, Immovable Object, Web, Pass Without Trace, Silence, Zone of Truth
Level 3
Catnap, Counterspell, Dispel Magic, Hypnotic Pattern, Life Transference, Remove Curse, Water Breathing, Wall of Sand, Mass Healing Word
Level 4
Banishment, Charm Monster, Confusion,
Fabricate, Hallucinatory Terrain, Greater Invisibility, Death Ward
Level 5
Creation, Dominate Person, Hold Monster, Scrying, Teleportation Circle, Mass Cure Wounds, Raise Dead
Art Credit: ClintCearley & NintendoSupport & ©Wizards of the Coast