Nen User
Hit Points
Hit Dice: d8 per Nen User level
Hit Points at first Level: 8 + your Constitution Modifier
Hit Points at Higher Levels: 8 + your Constitution Modifier
Proficiences
Armor: None
Weapons: simple Weapons, and any 1 exotic or martial weapon
Tools: any one type of artisan's tools, a gaming set, or any one musical instrument of your choice
Saving Throws: Dexterity and Constitution
Skills: Choose two from Acrobatics, Athletics, Insight, Perception, Stealth, and Survival
Overview & Creation
you have trained long to achieve the power of your aura
Class Features
Ten Lvl-1
At 1st level, Once a person has opened their aura nodes, they must learn to keep their aura from leaking away from their body. Ten (?, Envelop; Shroud) is the process of keeping the nodes open, but also having aura flow through and around the body rather than away from it. Once maintained, it creates a shroud around the user that feels similar to standing in lukewarm, viscous fluid. Ten is the most basic defense against emotional Nen attacks, and it also offers limited protection against physical attacks, but hardly any when said attacks are enhanced with aura. Through frequent meditation and practice, one can improve the quality of their Ten and even maintain it in their sleep. Once it has been learned, it will never be forgotten, much like cycling and swimming. Despite being the most elementary technique of all, Ten is also one of the most important, as the more polished it is, the more precise one's control over their aura.
This technique is considered constantly on, and acts as unarmored Defense allowing you to add your wisdom modifier to your AC bonus, making it 10 + your wisdom modifier + your Dexterity Modifier. Armor disrupts the flow of nen aura, and therefore negates this ability. At level 13 you get a +1 natural armor bonus becomes +2 at 15th and a +3 17th.
Martial Arts Lvl-1
At 1st level, Your practice of martial arts gives you mastery of Combat styles that use unarmed strikes and Proficient Weapons.
You gain the following benefits while you are unarmed or wielding Proficient Weapons and you aren't wearing armor.
You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and personal Weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or personal weapon. This increases to a d6 at 5th, a d8 at 11th, and a d10 at 17th.
When you use the Attack action with an unarmed strike or a personal weapon on Your Turn, you can make one unarmed strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an unarmed strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.
Zetsu Lvl-2
At 2nd level, While Ten allows a user to keep aura from leaking away from their body, Zetsu (?, Suppress; Null) stops the flow of aura from their body altogether. By closing all of their aura nodes, the user is able to halt all outflow of their aura like water from a valve, making their presence much harder or even impossible to sense. Shutting off the nodes in their eyes prevents the user from being able to see aura, but since they are no longer surrounded by their own aura, they become more sensitive to the aura of others. This technique is thus doubly useful when tracking another person, as not only it will make it easier to follow them, it will also prevent other users of Nen from noticing their pursuer. However, there are other ways to perceive a person hiding with Zetsu: aside from the five senses being effective, particularly perceptive individuals are capable of detecting the gaze of another person. Furthermore, if Zetsu is utilized within a certain range from a Nen user, that Nen user might notice their presence disappearing, especially if the Zetsu user's aura is powerful. Despite the technique not affecting vision directly, activating Zetsu in front of someone else will give them the impression the user has turned transparent.
When Zetsu is activated it gives the Nen user a +5 to Stealth. You may also gain 1d8 health per 30 minutes Zetsu is activated.
Zetsu can also be used to relieve fatigue, since it forces the body's external layer of aura to be fully contained within. However, for the same reason it can be dangerous due to it leaving the body defenseless against any aura attack. Even a weak attack enhanced with Nen could do massive damage. Since even the thin protection offered by Ten is gone, a Zetsu user is particularly susceptible also to hostile emotional attacks, resulting in their mind becoming as vulnerable as their body.
As such, you lose your wisdom modifier to AC and any bonus modifiers from Nen Features.
Ren lvl-2
At 3rd level you learn Ren, Ren (?, Refine; Enhance) focuses on outputting a larger amount of aura than Ten, projecting it outwards explosively. This amplifies the user's physical strength and durability and provides a large pool of aura for any advanced techniques or individual skills they decide to use, albeit at the cost of expanding said aura. One can train their Ren to extend its duration and increase the amount of aura at their disposal.
You now get 20 "Nen Points" and ten points more at every class level after. You may recharge half your Nen points in a short rest, and all after a long rest.
With Ren activated, you get a +1 bonus to Attack and Damage Rolls for every 2 Levels in Nen user.
With Ren activated you get a +1 bonus to intimidate for every level in Nen User.
By tingeing one's Ren with hostility, a Nen user can exert what is colloquially referred to as "bloodlust". A prolonged emission of malicious Ren can induce uncontrollable dread in those who cannot use Nen, paralysis and, if contrasted without Ten, even death. On the other hand, a neutral Ren can rarely be felt by non-users. Since Ren is a show of power, it can also intimidate other Nen users, as it offers an approximate measure of the user's raw strength. In most cases, Ren reflects the user's hostility without their control, and it can even leave faint traces in the environment after the Nen user has left the scene.
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a Shield. This bonus increases when you reach 6th to 15ft, 10th to 20ft, 14th to 25ft, and 18th to 30ft.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move.
Hatsu lvl-3
When you reach 3rd level, you commit yourself to a Hatsu. Your Hatsu grants you features at 3rd level and again at 6th, 11th, and 17th level.
Hatsu (?, Release; Act) is one's personal expression of Nen. Its qualities are influenced by but not restricted to the Nen user's natural Nen category, one of the six available, which is decided by nature and nurture. Hatsu is used to project one's aura to carry out a certain function, creating a special and unique paranormal ability that is colloquially called "Nen ability", "Hatsu ability", or simply "Hatsu".
Once a certain level of skill has been attained, the student can attempt to create their personal Nen ability. Since they can have an immensely vast range of effects, Hatsu abilities may be recognized as any manifestation of one's Nen that cannot be ascribed to one of the basic or advanced techniques, although there are instances of Nen abilities being essentially applications of Ko (an advanced Nen technique which however makes use of Hatsu) with special conditions or restrictions. A good Hatsu ability reflects a person's own character, regardless of its complexity; one can never truly master Nen if they only copy someone else's abilities.
There are six types of aura; every individual is born having one of these six different aura types. Upon learning one's own aura type, a student of Nen can set about learning to apply the technique in a unique way that suits their personality, which can develop into a unique skill.
To decide the type of aura for your character, you may roll a d6 and refer to the information at http://hunterxhunter.wikia.com/wiki/Nen or simply refer to the Nen and Individuality chart and choose their own. Players may only choose skills that are of their aura type or any two types adjacent to them, according the Nen and Individuality chart. Your starting 3 Hatsu features MUST be of these types, unless a vow or condition is set. An ability used that is not one of these types may be used at the cost of 2 and 4 Nen Points, respectively.
Vows and Limitations on Hatsu abilities can give player characters extremely unique, and powerful abilities. Vows or conditions set on Hatsu features must have at least 1 "Limitation", either being a debuff or a particular situation must be met in order to use. Discuss thoroughly with your DM about Hatsu Features, so as not to imbalance your roleplay experience.
You may start with 3 Hatsu features, costing 2 Nen Points, 4 Nen Points, and 6 Nen Points to activate respectively. If the ability has a duration it costs 2 extra Nen Points per 5 minutes. A ranged touch attack is 60ft, and 4 Nen Points per 5ft after. A cone attack is 15ft and 4 Nen Points every 5ft after. AoE attacks or Aura Shields start at 30ft radius, and 6 Nen points every 10ft after. Clones are 6 nen points per clone. Nen Beasts and Parasites last 1 hour per 4 Nen Points. Exorcising or Countering Nen costs Nen points equal to the amount of Nen Points put into the Hatsu being effected.
Ability Score Improvement Lvl-4
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.
Slow Fall Lvl-4
Beginning at 4th level, you can use your reaction when you fall to reduce any Falling damage you take by an amount equal to five times your Nen User level.
Extra Attack Lvl-5
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Gyo Lvl-5
Gyo (?, Focus) is an advanced application of Ren by which a Nen user concentrates a larger than normal portion of their aura into one specific body part. It increases the strength of that one body part, but leaves the rest of the body more vulnerable. Gyo is most often used in the eyes, allowing a Nen user to see aura and Nen constructs concealed with In as well as traces of aura that so faint that they might go unnoticed otherwise.
When Gyo is activated you may add a +5 to either your Acrobatics, Athletics, Insight, or Perception Skills, depending on the focused area.
In Lvl-6
In (?, Conceal) is an advanced form of Zetsu used to render one's aura imperceptible, effectively concealing it. Unlike Zetsu, however, In does not stop the user's aura flow; instead, it hides it, making it impossible to perceive with any of the five senses or extra-sensorial perception. Hence, this technique is perfect for launching sneak attacks or laying traps, as it can conceal not only the user's presence, but also Nen constructs generated with Emission, Transmutation, or Conjuration.
In can be countered by using Gyo in the eyes or through Zetsu. Since In conceals part (or even all) of the user's aura output, experienced Nen users can divine their opponent is using it if little or no aura can be felt from them in circumstances which would normally require it, such as during combat.
When In is activated the player gains +10 in stealth can be “Countered” with spells that enhance eyesight , and may make Sneak Attacks until "Countered" this ability. The ability last for 1 minute
Stillness of Mind Lvl-7
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be Charmed or Frightened.
Evasion Lvl-7
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon lightning breath or a Fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Shu Lvl-8
Shu (?, Enfold) is an advanced application of Ten. Shu allows a user of Nen to enshroud an object with their aura, allowing them to use that object as an extension of their own body. For example, one could use Shu to extend their Ten around a weapon, which would strengthen and protect it. Shu can be combined with other techniques, such as Ko.
This allows the player to use common objects as improvised weapons, with a damage die of 1d6, and strengthen the damage of weapons by 1 Dice level. You may spend 10 nen points to increase the dice level of an object again by 1.
En Lvl-9
En (?, Circle) is an advanced application of Ten and Ren. In Ren, aura usually envelops only a small amount of space around the user's body. En is when one extends their Ren so that their aura extends further than normal, then uses Ten at the same time to contain and give shape to that aura, normally a sphere. Someone using En can feel the shape and movement of anything within the area covered by their aura, with the degree of awareness and finesse depending on their level of skill. Nen users can be told apart from regular people due to their stronger reaction to the En user's aura. Zetsu can suppress a Nen user's response, making their position more difficult to pinpoint, but not their movements.
The Radius of this effect starts at 30ft and extends 10ft for every level in Nen User. it costs 6 Nen Points to activate and 6 points per 30 Minutes Held afterwards. Within this radius the user can "see" whatever is inside of it, unless concealed by some sort of magic or nen related technique, however it can still detect creatures that are simply invisible from low level spells or potions. The user essentially gains an accurate "map" of the area.
While activated the user becomes prone and must concentrate on using it, making them unable to use other Nen related abilities, and if ended early, will cost another 6 Nen Points to re activate.
Ko, Ken, and Ryu Lvl-10
These are the advanced techniques that allow full control and delicate use of Nen combat. After rolling initiative before combat starts, you gain 10 AP (Aura Points). you may spread these 10 points amongst AC, Attack Rolls, Damage Rolls, and Saving Throws respectively. At the beginning of your turn, as a free action, you may spend 6 Nen points to rearrange your AP as you wish.
Diamond Soul Lvl-14
Beginning at 14th level, your mastery of Ten grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 10 Nen Points to reroll it and take the second result.
Timeless Body Lvl-18
At 18th level, your Ten sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
Eternal Nen Lvl-20
When you roll for Initiative, if you have less than half of your starting Nen Points, you may regain 60 Nen Points
Starting Equipment
(a) a Martial or Exotic weapon of your choice or (b) any simple weapon or (c) any shield
(a) Any starting Equipment Pack of your choice