The Supernaturalist

A Dungeons & Dragons Class


Improvise, adapt and overcome yourself as you use the abilities of your enemies against them. Along the way, be careful not to become the very monsters you hunt.

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The Supernaturalist

An ancient shaman raises his staff to the sky, calling down a storm of lightning bolts upon a white dragon. Affixed atop the shaman’s staff is the fang of another ancient dragon - this one red - that the shaman had slain with his bare hands. He channels the fire and fury of his ancient enemy against the white dragon, his eyes aglow.

An elven entertainer juggles knives for a crowd, tossing them between his hands and his scaly tail, even catching a few in the paws of his furry feet. The crowd look on bemused, some cheering and some jeering. The elf, however, couldn’t care less. It’s a living.

As the vampire lord’s fangs sink into the adventurer’s skin, she can’t help but smile. She kicks him away as she lets out a primal scream, her eyes glowing white while her veins turn pitch black. The vampire looks on in horror as the adventurer begins to grow ghastly fangs. As her leathery wings begin to form, she descends on the vampire, vengeance in her heart.

Supernaturalism is a path to only the most unnatural abilities, and that is by design. These hunters turn away from their own nature in favour of the primal, savage ferocity of beasts. Their magic turns a creatures abilities against itself

More Monster than Man

“Know your enemy” is their mantra, and to a practiced Supernaturalist, knowledge is power. They can use their understanding of their enemy to steal their traits, skills and abilities, turning them against the enemy. They can surpass their nature and instead turn to the raw, primal power of the monsters they hunt. To any accomplished Supernaturalist a monster isn’t a threat, but is instead a toolbox. Not a problem, but a solution.

However, between their abhorrent appearance and monstrous magic it is easy to see why Supernaturalists are shunned by society. On top of that, there is always the risk of a Supernaturalist losing themselves in the flow of the Weave. They who fight with monsters should take care not to become a monster themselves.

Spend a while staring into the void. The void begins to stare back.

Weaving Destruction

The weave flows around all, beside all, and - importantly - through all. Through navigating the Weave a Supernaturalist is able to link themselves with another creature, taking from the creature whatever they please. Different secret sects practice and perfect their own mastery of the Weave, and they take this magic in many, many different directions. All the common ground between them all is the Weave itself, every flowing, ever present, ever a source of ancient, arcane power.

 

 

The Supernaturalist
Level Proficiency Bonus Features Mimicry Die Maximum
Mimicries
1st +2 Monstrous Mimicries 1d4 2
2nd +2 Secret Sect, Insider Information 1d4 2
3rd +2 Aspect of the Creatures 1d6 4
4th +2 Ability Score Increase 1d6 4
5th +3 Aspect of Extra Attack 1d6 4
6th +3 Aspect of the Elements 1d6 4
7th +3 Secret Sect 1d8 6
8th +3 Ability Score Increase 1d8 6
9th +4 1d8 6
10th +4 Aspect of the Wilds 1d8 6
11th +4 Secret Sect 1d10 8
12th +4 Ability Score Increase 1d10 8
13th +5 1d10 8
14th +5 Outsider Information 1d10 8
15th +5 Secret Sect 1d12 10
16th +5 Ability Score Increase 1d12 10
17th +6 1d12 10
18th +6 Secret Sect 1d12 10
19th +6 Ability Score Increase 1d12 10
20th +6 Aspect of the Enemy 1d12 10

Creating a Supernaturalist

When creating an Supernaturalist, you must first consider what drives them. Why anyone would want this. To practice Supernaturalism is to dance with devils, to fraternise with the enemy and to leave any life behind. To practice this monstrous magic is to lose yourself to the Weave, to the monsters, to your purpose… so, what purpose is that, exactly?

Perhaps monsters invaded your home when you were only young, and seeing the damage they could do, you swore to unleash that very same unknowable, unstoppable force against them. Or maybe you don’t even hunt monsters at all, and instead care for the conservation and rehabilitation of them. Whatever the case, any Supernaturalist needs a reason to dedicate themselves to the cause.

Quick Build

You can make a Supernaturalist quickly by following these suggestions. First, make Intelligence your highest ability score, followed by either Dexterity or Strength and Constitution, depending on the sort of tanking you think you will be doing.

Second, choose the haunted one background.

Class Features

As a Supernaturalist, you gain the following features;

Hit Points

Hit Dice: 1d10 per Supernaturalist level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier

Proficiencies

Armour: Light armour, medium armour, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Dexterity, Intelligence Skills: Choose two from Athletics, Animal Handling, Arcana, Intimidation, Investigation, Nature, Perception, Survival

Starting Equipment

You start with the following equipment;

  • (a) Scale mail (b) leather armour
  • (a) A martial weapon or (b) a shield
  • (a) Two simple weapons (b) a longbow, 20 arrows
  • (a) A dungeoneer’s pack or (b) an explorer’s pack
Optional Rule: Multiclassing

If your DM allows multiclassing, to multiclass into the Supernaturalist a character would need a score of 13 in either Dexterity or Strength, as well as Intelligence.

 

 

Monstrous Mimicries

Once you become a student of ancient, arcane occultism, you can use the Weave as a bridge between yourself and others. You can tap into your enemy’s very being, turning their own power against them.

Starting at 1st level, when a hostile creature uses an action against you, you can use your reaction to make a Mimicry of this attack. This also reduces any incoming damage by a roll of your Mimicry die and gives you an attack of opportunity against this creature with this new Mimicry, which you can choose not to use.

Mimicries of a creature’s attacks act as finesse weapons you are proficient in, and the range of the attack is 5ft (unless it was a ranged attack, in which case you copy the range of the creature’s attack). The damage type is the same as the damage type of the attack you made a Mimicry of, but the damage die is your Mimicry die. Any Mimicries that hit multiple targets can have its damage halved if a target makes a Dexterity saving throw that beats your spell save DC. If the attack you made a Mimicry of had any extra affects, your Mimicry has those affects. You can use a Mimicry with a bonus action, either taking the Attack action or activating the Mimicry until the start of your next turn. Each mimicry can be used three times before disappearing, aside from piercing, slashing and bludgeoning attacks with no added affects, which are permanent until you choose to drop them.

If you are attacked by a creature with a swimming or a flying speed, you can make a Mimicry of fins or wings, respectively. These grant you their respective swimming or flying speed equal to your walking speed for the turn. These Mimicries are permanent until you choose to drop them. These Mimicries alone have to be activated as an action, not a bonus action.

You can make a Mimicry as many times as your Intelligence modifier, and all expended uses of this feature reset on a long rest.

Clarification: Making Mimicries

The abilities that you can’t make a Mimicry of are abilities that incapacitates, summon other creatures, heal damage, give more than one spell, negatively affect saving throws, instantly deplete all of a creature’s Hit Points or abilities that count as legendary or lair actions or abilities.

The ones that you can make Mimicries of are everything else, such as abilities that deal damage, reduce damage, help the creature escape damage, help the creature escape you, alter terrain or inflict you with some valid sort of condition.

Insider Information

At 2nd level you can feel ripples in the Weave. You know if a creature has used an ability or action within 60ft of yourself. You don’t know where or what the creature is, or the ability or action they used.

Aspect of the Creatures

Also at 3rd level your mastery of the magical weave continues to grow, and as such you can better understand and replicate your enemies. Now, when a hostile creature affects you or an ally within 15ft of yourself with anything other than an action, you can use a reaction to make a Mimicry of that ability.

The same rules for Mimicries from your Monstrous Mimicries feature apply here. However, in addition to those rules, you can not make a Mimicry of a creature of a CR (or level, if there is no given CR) than your Supernaturalist level.

Optional Rule: Strong Start

When creating a Supernaturalist at later levels, your DM may allow you to start with a Strong Start. This lets you and your DM randomly generate three monsters, with you picking one monster to make a Mimicry of with the DM picking the Mimicries taken from the other two. You will end up with three to five Mimicries after this, depending on your level. Your DM can choose to veto the three monsters rolled twice, but on the third time, abilities must be selected.

Aspect of Chaos

Also at 3rd level, you can open your mind and let the Weave flow through you, as it has flowed through countless creatures before.

At the end of a long rest, you can now roll your Mimicry die and can choose to make a Mimicry of the ability you rolled;

Aspect of Chaos
Roll Ability
1 Amphibious
2 Amorphous
3 Limited Telepathy
4 Acid Breath (15ft cone)
5 Blinding Spittle
6 Horrific Appearance
7 Corrosive Form
8 Web
9 Gibbering
10 Assassinate
11 Sleep Breath (15ft cone)
12 Enlarge

You can roll more than once, but you must take the damage rolled plus your proficiency bonus every time.

Aspect of Extra Attack

At 5th level, you can attack twice, instead of once, with your bonus action.

All of these attacks must be made with a Mimicry with a range of 5ft and no additional affects.

 

 

Aspect of the Elements

Also at 6th level you begin to take on a more monstrous form. Whenever an attack of yours is resisted by a creature, you can use a reaction to make a Mimicry of that resistance. You can only have one of these resistances at any one time, and this counts towards the number of Mimicries you can have at any one time.

Also, starting at this level your Mimicry attacks with a range of 5ft now count as magical for the sake of overcoming resistance.

Aspect of the Wild

By the time you reach 10th level you have enough experience with the primal, wild world of monsters that you can begin to better understand them. You can use an action to cast the spell speak with animals on a creature within 10ft of yourself, without using any components, and you regain all expended uses of the spell after a short or long rest. This spell works on beasts, dragons, elementals, giants, monstrosities and oozes.

Outsider Information

At 14th level your mastery over occultism knows next to no bounds. Through the Weave you can now better bridge the gap between yourself and your enemy. As a reaction, you can now force any creature that you have made a Mimicry of to reroll any attack roll, damage roll or saving throw.

When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove levels of exhaustion gained in this way.

Aspect of the Enemy

At 20th your mastery of occultism frees you from your weakness. You can finally go above and beyond yourself, and assume the form of the enemy completely.

Once per day, as an action you can transform into an enemy within 60ft that you have made a Mimicry of, as long as this enemy’s CR is not higher than your own level plus your Intellifence modifier. You do not copy their current health, summoning abilities or any Lair Actions they might have. In this form you may choose to keep your Melee Mimicries, but not extra attacks. While in this form, their damage die is 2d20.

You can stay in this form for 1d4 turns before you begin to get frenzied. When frenzied, at the start of your turn you must make a Constitution saving throw against your own spell save DC (using your stats from before taking this form) . If you fail you lose yourself in the flow of the Weave, losing yourself to your enemy and becoming hostile to your own party. You spend your turn attacking your nearest ally. You can forgo the saving throw when frenzied by choosing to drop this form instead.

 

 

Secret Sects

At 2nd level you are introduced to one of a number of ancient, arcane, secret sects. In turn, these sects introduce you to their own mastery of magic, each of them navigating the Weave in a different way. Whether the Weave flows from them or through them, each secret sect has their own skills to share.

The Sect of Showmanship

These are the Supernaturalists most in tune with themselves. They trust in their own instincts and look to restrict their animalistic impulses with ancient, arcane magic. The Sect of Showmanship have tamed the raging rapids of the Weave, redirecting the flow around themselves, across their allies and through their enemies, all in the form of primal, powerful spellcasting.

Of course, there is more to life than fighting, and the Sect of Showmanship understand this more than most. For those who prefer going about their duty in a more elegant way, the Sect of Showmanship is waiting.

Spectacular Spellcasting

Upon joining the sect at 2nd level, you learn how to better direct the flow of the Weave. You control the flow of the Weave from creatures towards yourself, and now you are managing to control the flow of the Weave outwards from yourself in the form of spellcasting.

Preparing Spells

The spells you know and your spell slots are displayed in the Sect of Showmanship spellcasting table.

You prepare your list of spells from the Druid’s spell list at the end of a long rest.

Spell Casting Ability

Intelligence is your spellcasting ability for your spells. Your magic comes from the Weave itself, and you channel this magic to the best of your ability.

Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier

Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier

Spells and Mimicries

Your spells are prepared at the end of every short rest, taken from the Ranger spell list, with the number of spells you know equal to your Intelligence modifier.

When a creature hits you with a spell attack, you can use your reaction to make a Mimicry of this attack. This also reduces the incoming damage by a roll of your Mimicry die. This then adds the spell to your current list of prepared spells, and until it has been used three times, it is added to your list of known spells. Each Mimicry can be used three times before disappearing

The Sect of Showmanship Spellcasting
Level Cantrips Known Spells Known – Spell Slots Per Spell Level –
1st 2nd 3rd 4th 5th 6th 7th 8th
3 2 5 3
4 2 5 3 1
5 3 6 4 2
6 3 6 4 3 2
7 3 7 4 3 2
8 3 7 4 3 3
9 4 8 5 3 3 1
10 4 8 5 3 3 2
11 4 9 5 3 3 3
12 4 9 5 3 3 3 1
13 5 11 6 4 3 3 2
14 5 11 6 4 3 3 2 1
15 5 12 6 4 3 3 2 1
16 5 12 6 4 3 3 2 1
17 6 12 7 4 3 3 2 1 1
18 6 13 7 4 3 3 2 1 1
19 6 13 7 4 3 3 2 1 1
20 6 13 7 4 3 3 2 1 1 1
Arcane Focus

You can have an arcane focus through which to channel your spells. Somewhere during a long rest you can take the remains of a creature you yourself have killed and affix some atop a staff, or embed some in a tome or wrap some around a wand.

Your DM may allow any other similiar arcane focus, as long as it features a creature’s remains in some way.

 

 

Well Informed

Also at 2nd level you are better able to understand the world around you after all your research. You may use Intelligence in place of Charisma when performing Persuasion or Intimidation ability checks.

Aspect of the Magician

By 7th level you have become much better accustomed to wielding the Weave. You are better able to channel the Weave around yourself and - importantly - your enemies. When you or an ally within 15ft are hit with a magical attack, you may roll your Mimicry die and subtract the number from the damage done. The damage is then redirected, dealing the subtracted damage to a creature of your choice within 60ft.

This can be done as many times as your Intelligence modifier, and all expended uses of this feature reset on a long rest.

Aspect of the Magus

At 11th level you are able to tap into other forms of magic than Occultism. By taking the time to explore the Weave you can stumble across branching streams of magic and redirect the flow of that magic towards yourself. At the end of a long rest you can choose two new spells from any other class’ spell list and add them to your list of known spells as Mimicries.

Aspect of the Mage

At 15th level you have become familiar with almost all forms of magic through your exploration of the Weave, making it much easier to control almost all kinds of Mimicry. As such, you can force a creature to make an Intelligence saving throw, and on a fail you can use any of your active Mimicries from their space, as if the Mimicry is bursting forth from them before receeding.

You can use this feature twice, and all expended uses reset on a short rest.

Aspect of the Archmage

By 18th level, your research knows no bounds and you know almost all there is to know about the Weave. You understand that spellcasting is all about give and take, and like a fire requires fuel, the Weave requires energy. As an action, you can drop at least nine of your active Mimicries and cast a single 9th level spell.

The Sect of Savagery

For those who believe no tension can’t be cut with a swift strike, or for those that believe no barrier can survive their raw ferocity, the Sect of Savagery provides. The sect is for those Supernaturalists who want to go above and beyond their nature. It is for those who accept - and even admire - the strengeth of the beasts they fight, and want to take that power for their own.

They want to fight fire with fire, but must take care not to lose control of that blaze.

Improved Melee Mimicries

Upon joining the sect at 2nd level you learn to better control the raw, primal power of monsters. Your piercing, slashing and bludgeoning Mimicry attacks affects score a critical hit on a roll of 19 or 20.

Advanced Evolution

Also at 2nd level, you have become better accustomed to your abilities and are slowly finding their true potential. Your Mimicries get a number of bonuses;

  • Any Mimicry which deals piercing damage now do an extra half of the damage they do as added poison damage.
  • Any Mimicry which deals bludgeoning damage can be used to manipulate an object, open or close a door or container, or pick up or set down a Tiny object with a bonus action.
  • Any Mimicry which deals slashing damage gives you a climbing speed equal to your walking speed, or adds 10ft to your climbing speed if you had one already.

You can only get one of each of these bonuses once at any one time.

 

 

Aspect of the Untouchable

By 7th level you have began to become permanently disfigured by your abilities, but this isn’t without its benefits. While you are not wearing any armor, your Armor Class equals 10 + your number of active Mimicries and your movement grows by 5ft.

You can use a shield and still gain this benefit.

Aspect of the Extra, Extra Attack

At 11th level, you can attack three times, instead of twice, with your bonus action.

All of these attacks must be made with a Mimicry with a range of 5ft and no additional affects (other than those granted by the Advanced Evolution feature).

Aspect of Daredevilry

Starting at 15th level you begin to lose yourself to your monstrous, animalistic instincts. When you make your first attack with a Melee Mimicry on your turn, you can decide to attack recklessly. Doing so gives you advantage on Melee Mimicry attack rolls using during this turn, but attack rolls against you have advantage until your next turn.

Aspect of the Unbreakable

By 18th level, you have lost almost all sense of yourself. Your memory of times before you joined the sect is spotty and are almost unrecognisable. You are now a monstrosity. But this still comes with its perks, and might even be worth it.

As an action or a reaction, you can develop immunity to a damage type you resist until the start of your next turn. You can do this as many times as your Intelligence modifier, and all expended uses of this feature reset on a long rest.

The Sect of the Facsimile

On the border between civilisation and chaos is the Sect of the Facsimile. Not as studious as the Sect of Showmanship, not as ferocious as the Sect of Savagery, the Sect of the Fascimile tries to find a middle ground. The whole wide world is as much of a toybox as a toolbox and any Supernaturalist worth their salt must be able to adapt to any and every situation. That is what the Sect of the Fascimile offers.

Supernaturalists of this sect are much better at adapating and evolving to face the situation ahead, copying creatures’ abilities far more effectively than anyone else. They tend to be the most carefree and callous Supernaturalists, enjoying whatever new challenge life throws their way.

Ferocious Reaction

Upon joining the sect at 2nd level you learn much more about mastering your Mimicries. Whenever you are attacked, as a reaction you can negate the damage done by the number of active Mimicries you have. The creature who dealt the damage must then make a Wisdom saving throw against your spell save DC, and if they fail they are frightened of you until the end of their next turn.

You can do this as many times as your Intelligence modifier, and all expended uses of this feature reset on a short rest.

Further Beyond

Also at 2nd level, your understanding of Mimicries has evolved your mind, soul and body. You can now add the number of active Mimicries you have at the time to any ability check. You can do this as many times as your Intelligence modifier, and any expended uses of this feature reset on a long rest.

Aspect of Evolution

At 7th level you have better mastered your basic Mimicries, making them much stronger;

  • You can now add your proficiency bonus to the damage done by a Mimicry once per turn.
  • Wings and fins now give you a flying and swimming speed respectively for as many hours as your Intelligence modifier, and this resets at the end of a long rest. They are now always active, and do not take an action to activate

Also, you now gain an extra 2 total Mimicries at any one time.

 

 

Work in Progress

Work in progress

I’m taking suggestions here

Aspect of the Memory

By 15th level you are experienced enough in making Mimicries than it is easier than ever to control them. Once per long rest, when you use your final use of a Mimicry before it disappears, you can choose to retain this ability. The expended uses of a retained Mimicry reset after a long rest. Only Mimicries made from creatures with a CR worth half or less than your Supernaturalist level can be retained.

Also, you now gain an extra 3 total Mimicries at any one time.

Aspect of the Undefeatable

At 18th level your ability to make Mimicries knows no bounds, and it shows. Your Mimicries have overtaken you almost completely, and you now seem more monster than man. You are now a monstrosity. However, this isn’t without its benefits.

Whenever a creature you have an active Mimicry of activates a Lair Action or tries to take a Legendary Action, you can use your reaction to force it to make a Wisdom saving throw against your spell save DC. On a failure, the creature’s attempt to use that action fails and it takes psychic damage equal to the number of Mimicries you have active. However, if it succeeds then you take the damage instead. This damage cannot be resisted in any way.

You can use this feature as many times as your Intelligence modifier, and all expended uses of this ability reset after a long rest.

Art Credits

Dr Strange Supreme by Moptop4000, Hagan by Isabell Bartnicki, Scab-Clan Berserker by Dave Kendall, Dragon Tamer by Jowie Lim, Bard 2 by Dandzialf, Claws of Rage by Forrest Imel, Fizban the Fabulous by Chris Rahn