The Nanite Manipulator

Nanite manipulators are strange and frightening to behold in battle. Instead of damage directly to oponents, they first damage themselves. This in turn allows the Nanit Manipulator to exponentially damage whomever they like around them.

Nanite Manipulator
Level Proficiency Bonus Features Brands or Warps Known
1st +2 Scarred Flesh, Nanite Module, Power of Modulation 1
2nd +2 Sacrifice 1
3rd +2 Siphon (1/long rest) 2
4th +2 Ability Score Improvement, 2
5th +3 3
6th +3 Sacrifice Feature 3
7th +3 Siphon (2/long rest) 4
8th +3 Ability Score Improvement 4
9th +4 5
10th +4 Sacrifice Feature 5
11th +4 6
12th +4 Ability Score Improvement, Siphon (3/long rest) 6
13th +5 7
14th +5 Sacrifice Feature 7
15th +5 8
16th +5 Ability Score Improvement 8
17th +6 Siphon (4/long rest) 9
18th +6 9
19th +6 Ability Score Improvement 10
20th +6 Well of Blood 10

Class Features

As a Nanite Manipulator, you gain the following class features.

Hit Dice: 1d8 per Nanite Manipulator level

Hit Points at 1st Level: 8 + your Constitution Modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Modifier per Nanite Manipulator level after 1st.

Proficiences

You gain Proficiency in the following areas.

Armor: None

Weapons: Simple Weapons

Tools: None

Saving Throws: Charisma, Constitution

Skills: Choose two skills from Medicine, Animal Handling, Deception, History, Insight, Intimidation, and Perception

Equipment

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

  • (a) a pistol or (b) any simple weapon
  • (a) a scholar’s pack or (b) a explorer’s pack
  • an athame, any simple weapon, and two daggers

Scarred Flesh

Because of your dedication to the sacrifice to your body, your module has strengthened your body against damage and amplified it's recuperating process.

When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll your Constitution modifier.

Nanite Module

You focus your abilities through your body and these leave everlasting scars on your body. Every time you use a brand, or warp you take necrotic damage as a sacrifice for your power. Although you do not have spells or spell slots, you do have a casting modifier and spell save DC. This also gives you access to one brand or warp, regardless of which path you take later on. Also, at each level, you can decide to swap out a previously learned brand or warp with another that you qualify for, if you so wish.

Nanite Module Save DC = 8 + your proficiency bonus + your Constitution modifier

Nanite Module Attack Modifier = your proficiency bonus + your Constitution modifier

Power of Modulation

Because of your connection with the nanites swimming in your body, and your ability to manipulate them at will, you add your Constitution modifier to all Brand or Warp damage rolls.

Sacrifice

Due to the inherent self-empowering nature of Nanite Modules, to obtain higher levels of power you must choose to sacrifice a portion of your previous self and submit it as a representative offering to the nanites dwelling inside your body. In doing so, you gain a variety of benefits that are reflective of your sacrifice.

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At 2nd level you choose which type of Sacrifice to make. Your choice grants you features at 2nd, 6th, 10th, & 14th levels.

Siphon

At 3rd level, you gain the ability to siphon the blood and tissue of a living creature within 15 ft. of you, that you can see. This ability takes and standard action to activate. The creature must make a Constitution saving throw vs your Spell save DC.

If it fails, the target takes 1d4 + Constitution modifier necrotic damage per Manipulator levels and you regain hit points equal to half the amount of necrotic damage dealt. You may use Siphon 1 time per long rest and gain additional uses at 7th, 12th, and 17th level.

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.

Well of Blood

At 20th level you can use your Siphon an unlimited number of times.

SACRIFICES

Sacrifice of Flesh

Your sacrifice comes in physical form and takes the time old analogy of “pound of flesh” literally. Your Nanite module is further built upon by it removing a portion of your own body causing a permanent decrease in your Strength score by 1 point.

Brands

In response to your sacrifice you now find yourself able to utilize certain abilities known as Brands. These brands are used to produce blood constructs that have been imbued with the nanites. Each of the brands are detailed at the end of the class description. In order to learn a brand, you must be a level equal to double the brand level (minimum 1)

Brands by level
Brand Level Brands
1st Blood Weapon, Ichor Spike
2nd Blood Armor, Lacerate
3rd Carve, Vile Hemorrhage
4th Boiling Blood, Leech
5th Carnage

Feral Blood

Starting at 2nd level, your sacrifice enables you to fill your body with the primal power of a wild beast. You may make an unarmed strike using your Constitution instead of Strength for the attack and damage rolls. This unarmed strike is considered enhanced for the purposes of overcoming resistance.

Bloodied

Starting at 6th level, your sacrifice allows you the ability to maintain two Brands simultaneously. If you cast a third Brand you must first dismiss one of the previously cast Brands.

Iron Flesh

Starting at 10th level, your sacrifice has caused you to gain inhuman levels of resistance to physical trauma. You gain resistance to bludgeoning, piercing, or slashing damage.

Juggernaut

Starting at 14th level, you become a perpetual engine of war, capable of eliminating multiple targets. If you successfully reduce a target to 0 hit points using a Brand you may either regain half the damage dealt in the killing attack as hit points or carry out an additional attack as a bonus action.

Sacrifice of the Mind

Your sacrifice comes in a more abstract form than your more physically inclined counterparts. Your Nanite module is further expanded by it removing a portion of your brain which has removed a portion of your memories. In addition to no longer possessing memories of a one year span of your lifetime you permanently decrease you Wisdom score by 1 point.

Warps: In response to your sacrifice you now have access to a specialized set of spells known as Warps. These warps are used to generate a variety of psionic and necrotic effects. Each of the warps are detailed at the end of the chapter. In order to learn a warp, you must be a level equal to double the warp level (minimum 1)

Warps by level
Warp Level Warps
1st Compel,Writhe
2nd Delirium, Charnel Pulse
3rd Cripple, Shift
4th Paranoia, Sentry
5th Rupture
Pure Blood

Starting at 2nd level, your sacrifice empowers your mind with perpetual state of calming focus. You gain advantage against mind altering spells and effects.

Madness

Starting at 6th level, your sacrifice allows you to maintain two Warps simultaneously. If you cast a third Warp you must first dismiss one of the previously cast Warps.

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Fortress of the Mind

Starting at 10th level, your sacrifice has caused you gain unnatural levels of mental fortitude. You gain immunity to fear spells or charm spells.

Mental Meister

Starting at 14th level, your sacrifice has allowed you to become a mental bastion of chaos, able to dominate every situation. When a target is under a continuous effect of a Warp you may issue a command to them once per round as if they were under the effect of the Geas spell. The target can make a Wisdom saving throw vs your Nanite Module Save DC to resist this effect.

Brands and Warps


(BRAND) Shell Armor

By controlling the Nanites you form a suit of armor made entirely of your own biomass and Nanites. This suit of armor is considered light and has an armor class of 10 + your Dexterity bonus and DR/1 Ballistic.

The caster must take 1d8 necrotic damage to form the armor. The armor class can be increased by 2 and DR increased by 1 per additional hit die taken as necrotic damage (to a maximum of 3d8 damage). This armor lasts for 8 hours and does not count as an active brand for the purposes of maintaining brands. If you decide to dismiss the armor, you must take the damage again to resummon it.

(BRAND) Blood Weapon

By controlling your own blood you form a melee weapon made entirely of blood and nanites. This weapon can take the form and statistics of any simple weapon and is considered enhanced for the purposes of overcoming resistance.

You use your Nanite Module attack modifier for Attack rolls for this weapon. The caster must take 1d6 necrotic damage to form the weapon. A martial weapon can be produced by taking an additional hit die (2d6) necrotic damage and you are considered proficient with the weapon. This weapon lasts till the end of the encounter or until you dismiss it. If dismissed, you must take the damage again to reform the weapon.

(BRAND) Boiling Rage

You infuse your brands with primal fury causing them to boil continuously.

On the next successful brand attack the caster deals an additional 2d6 fire damage. The caster must take 2d8 necrotic damage to activate this brand.

(BRAND) Carnage

You produce a burst of constructs made of your own biomass and Nanites.

All creatures within a 15 ft. radius, centered on you are attacked, and must make a dexterity saving throw. Each construct deals 4d10 damage and the effects of all active Brands apply to the constructs’ attacks, on a failed save or half as much on successful save.

The caster must take 2d10 necrotic damage to cast this Brand. You must finish a long rest before you can cast this Brand again.

(BRAND) Carve

You infuse your Brands with merciless hatred causing them to become partially crystallized and jagged.

On a successful melee attack deal 1d10 damage and the target must make a Constitution saving throw or be marked. The mark renders the target vulnerable to attacks made using Brands. The caster must take 2d6 necrotic damage to activate this brand.

(WARP) Charnel Pulse

By controlling your own blood you form a small ball that floats in front of your hand. You can then fire off this ball like a bullet causing damage to your opponents.

You use your spell attack modifier for Attack rolls for this weapon. The base Damage is 2d8 Ballistic damage.The Manipulator must take 1d8 necrotic damage to form the pulse. You can increase the damage by 1d8 for every additional hit die of damage the you take.

(WARP) Compel

You produce an ichor black stream of blood from both eyes. This ichor then reaches out towards as if begging for an embrace.

One creature within 30 ft. of you that you can see must make a Wisdom saving throw vs you Spell save DC or be compelled to obey a single simple command from the caster. This command cannot require complex actions and cannot lead to the direct death of the target. This compulsion can also not cause them to do something they would otherwise not do. (i.e. A lawful good character stealing a bag of gold, a chaotic evil character turning themselves into to city guards). The caster must take 1d6 necrotic damage to activate this warp.

(WARP) Cripple

You send a unseen lance of nanites towards a target to disable one of their limbs.

You pick a target and a body part of the target, before the attack. The target makes a constitution saving throw vs your Nanite Module Save DC. if the target fails, it takes 3d8 piercing damage and suffers an affect depending on which body part was targeted.

  • HEAD: Target is stunned 1d6 rounds.
  • TORSO: Target takes 1d8 extra damage.
  • ARM: Target drops anything in appropriate hand and can no longer use that arm until receiving or administering a heal check vs your Nanite Module Save DC.
  • LEG: Movement is slowed to half speed. If 2/3 or more of the targets legs are crippled, then the target is immobile.

If there is no discernible biology, then you just do damage normal damage and no additional affect. You must take 2d6 necrotic damage to activate this warp. You can increase the damage by 1d8 for every additional hit die of damage you take.

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(WARP) Delirium

You send out a mist of nanites from you body. They coalesce on a target that you choose, and cover the targets eyes and ears.

The target must succeed a wisdom saving throw vs your Nanite Module Save DC or become charmed by you for 1 minute. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose.The target can act normally on its turn if you choose no creature or if none are within its reach. On your subsequent turns, you must use your action to maintain control over the target, or the effect ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the effect ends. The caster must take 1d8 necrotic damage to activate this warp.

(BRAND) Ichor Spike

You use your blood to form a spike over your hand. On a successful Brand attack the target is poisoned for 1d4 rounds. You must take 1d6 necrotic damage to form the spike.

(BRAND) Lacerate

You use your blood and nanites to form a whip-like appendage around your hand.

This weapon has a reach of 30 ft. and deals 1d10 slashing damage. The caster must take 1d8 necrotic damage to activate this brand. Each additional hit die of damage increases the range by 5ft and increase the damage by 1d10.

(BRAND) Leech

You extend your power through your Brands allowing you to strengthen yourself through harming your enemies.

While this Brand is active half of all inflicted damage is gained as hit points. The caster must take 2d8 necrotic damage to activate this brand.

(WARP) Paranoia

Some of the Nanites that reside in your body break off from the rest and travel away from you but still send you information.

You mentally receive visual information from the Nanites. The group that travels is small enough that it can not be seen or heard by sentient beings. These Nanites have normal vision and darkvision out to 30 feet, they can look in every direction, and as an action, you can move them up to 30 feet in any direction. There is no limit to how far away from you they can be. A solid barrier blocks the Nanites movement, but they can pass through an opening as small as 1 mm in diameter. You must take 2d8 necrotic damage to activate this Warp

(WARP) Rupture

You release a torrent of nanites that cause destruction with everything around them.

Everything in a line 100ft wide and 5ft wide in front of you must make a Dexterity saving throw. Any object or creatures that fail the save take, 8d6 bludgeoning / slashing / piercing damage, or half that on a successful save. You must take 2d10 necrotic damage to activate this Warp. You can also increase the damage by 2d6 for each additional hit die of damage.

(WARP) Shift

You command the nanites to move you, and they do so in a most agonizing way.

You are deconstructed where you stand and reassembled in a space 40ft from where you stand that you can see, in a straight line. everything in that path must make a dexterity saving throw vs your Nanite Module Save DC. They take 3d8 piercing and slashing damage on a failure, half as much on a success. If there is something standing at the end of your movement, they must make another dexterity saving throw with the same DC. They take an additional 3d8 piercing and slashing damage on a failure, and are pushed out of the space if they survive. If they succeed, they take half damage, and if they survive, you are pushed out of the space. You must take 2d6 necrotic damage to activate this warp. You can increase the damage of this warp by 1d8 for every additional hit die of damage you take.

(WARP) Sentry

You release a mass of nanites that sit on any surface that you place them on.

When a creature enters within 30ft of the mass for the first time on a turn or ends it’s turn it’s turn there, a chunk of the nanites is fired off to strike it. The target must succeed at a dexterity saving throw or take 2d6 ballistic damage. After 7 shots, the nanites are all expended. You must take 2d8 necrotic damage to activate this warp. You can increase the amount of shots by 3 for every additional hit die of damage.

(BRAND) Vile Hemorrhage

You infuse your brands with dark matter causing them to become putrid and darker.

On a successful Brand attack the caster deals an additional 1d6 damage and the target must make a Constitution saving throw vs your Nanite Module spell DC or gain a level of exhaustion. You must take 2d6 necrotic damage to activate this brand.

(WARP) Writhe

Your eyes roll into the back of your head and red smoke emits from the corners of your eyelids.

All creatures within 15 ft. radius of you must make a Wisdom saving throw (save halves) and take 2d6 psychic damage. The caster must take 1d6 necrotic damage to activate this warp. You can increase the damage by 1d6 for every additional hit die of damage taken.

THANK YOU TO HOMEBREWERY

You made it so that i could make this class look a little better and be easier to read.

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