Vector A tiefling is climbing a tree with their friends, when all of a sudden the branch she is on breaks. She starts to fall towards the rocks 20 feet below as she closes her eyes and thinks of her loved ones. She feels a rush of energy and then slams into the rocks. To her surpirse, she able to stand up and feels almost no pain at all. A short human commoner is seen wooing a crowd of people in a city with his creations and potions. A huge grin spread across his face as the coin pile starts to overflow from his overturned hat. He turns his back and tosses small packages high into the air above him. The packages begin to explode into a multi-colored patern of stars and circles. Before anyone is able to notice, he slips away from the crowd with his new found gains. A deep gnome looks calm as a giant boar starts to charge at her in the forest. She stands steadfast, and just when the boar is about to make contact, she sidesteps and

easily dodges the attack. Before the boar is able to turn around, it feels a large amount of heat in its backside, when all of a sudden it starts flying away from the gnome at incredible speeds. The gnome looks

on as the boar collides with a tree, and falls limp beneath it. A Vector's power comes from the energy in the world around them. Being able to manipulate energy to their

liking takes a large toll their body. All of these examples share one thing in common, motion. Vectors are always on the move and trying to survive, whatever way they can.

Always Moving Some creatures consider Vectors to be insane, because of their constant presence in a society. They always seem to

be up to something, whether that be working on an

invention or fighting in the coliseums. On top of this stigma, Vector's powers seem to come from nowhere, and are completely random in where they appear.

Vectors appear equally in all

societies; high-class, poor,

religious, and criminal. Not even

the different races have a bias

towards creating a Vector.

Due to this, many believe

Vectors are the work of a

deity bent on causing

chaos and madness in

the world, which has

created a stigma that

Vectors are not worthy

of trust and should never

be left alone to their own

devices.

















These stereotypes and stigmas only perpetuate a Vector's need to keep moving on, as they aren't able to stay in one place for long before people grow weary of their existance. Vector's typically live in major cities, due to their large amount of activity on a daily basis. It is often you will see a Vector peddling their many wears they've created or found in the main marketplace. Their powers are an extreme drain on the Vector themselves as well. Due to the massive amount of energy they manipulate on a daily basis, Vectors on average, live about half as long as a normal creature of their race. This means once a Vector comes of age and is able to fully use their power, they age twice as fast as a normal being of their race. This leads to many Vectors trying to live fuller lives with the time they have, as they know their time is precious. Masters of Energy Because of their connection with energy, Vectors are always working on some sort of hobby. More common hobbies include, tinkering with mechanical devices, creating potions and chemicals, joining fight clubs, or working cons and tricks. Vectors are typically most specialized being in their field, due to their intense and obsessive nature. If something of wonder is created in a society, it is often a Vector you will see responsible. As such, most people know Vectors are useful to have around, even if they have an unrelenting presence. The hobby itself is more than a simple time passer for a Vector, it's a necessity. The energy they accrue on a daily basis would grow inside them until they become overwhelmed by it. This means that without an outlet for a Vector's energy, they grow more and more restless, until eventually, they turn mad. A mad Vector is one of the most dangerous creatures in existance, due to their unpredictible nature and seemingly limitless power. So much so, that most governing bodies have teams in place to deal with large scale Vector antics.

The Vector Level Proficiency Bonus Max Vigor Points Features 1st +2 5 Vigor, Limber 2nd +2 5 Opening Strike, Dynamic Force 3rd +2 5 Vector's Flair, Beast of Burden 4th +2 5 Ability Score Improvement, Wayfarer 5th +3 10 Extra Attack, Momentum 6th +3 10 Absorbtion, Slippery 7th +3 10 Vector's Flair feature 8th +3 10 Ability Score Improvement 9th +4 15 Reprisal 10th +4 15 Voracity 11th +4 15 Vector's Flair feature 12th +4 15 Ability Score Improvement 13th +5 20 Spring Loaded, Dynamic Force Improvement 14th +5 20 Absorption Improvement 15th +5 20 Transfer Beam 16th +5 20 Ability Score Improvement 17th +6 25 Vector's Flair feature 18th +6 25 Magical Instincts 19th +6 25 Ability Score Improvement 20th +6 25 Well of Potential Creating A Vector Vector's are beings who thrive on energy and motion. As you build a Vector, think of how your character produces this energy. Is it from constant combat or tinkering with mechanical devices? How do you go about your everyday? Do you constantly steal from people, moving town to town and surviving the best you can? Do you work deep in a secret dungeon, constantly creating mechanical or chemical creations, as you plan to overthrow the ruling class that has abandoned your people. The power of a Vector typically comes from birth, but it has no bias towards creed, religion, or even race. The randomness of a Vector's creation leads some to believe they are the work of an evil deity, who means to cause chaos and destruction in the world. Whatever the reason, a Vector is always moving forward, whether it's for the best or not. Quick Build You can make a Vector quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Charlatan background. Third, choose medium armor or lighter and weapons with the thrown property.



Class Features As a Vector, you gain the following class features. Hit Points Hit Dice: 1d6 per Vector level

Hit Points at 1st Level: 1d6 + Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Vector level after 1st Proficiencies Armor: Light Armor, Medium Armor, Shields

Weapons: Dagger, Handaxe, Javelin, Light Hammer, Spear, Dart, Trident

Tools: Choose One Tool Proficiency

Saving Throws: Constitution, Charisma

Skills: Choose three from Acrobatics, Sleight of Hand, Arcana, Insight, Perception, Persuasion or Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a Light Hammer or (b) a Spear

(a) 10 Darts or (b) 5 Javelins

Padded Armor, a wooden Shield, and an Explorer's Pack You may also roll for 5d4 x 10 gold and equip yourself

Vigor You gain access to Vigor points which are used to access some of your class features. You gain Vigor points by making successful weapon attacks against creatures. You gain an amount of points equal to your proficiency modifier per successful attack. The maximum you may have at one time is shown in the Vector Class table. After 10 minutes have passed since your last combat encounter, your Vigor points return to 0. Some of your Vigor features and spells you cast require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Vigor save DC = 8 + your proficiency bonus + your Charisma modifier Aftershocks Whenever you gain Vigor points by attacking a creature, you may apply one of the following Aftershocks to your target. A creature may only be subjected to one Aftershock at a time and applying a second one removes the first. Cripple: The creature's speed is reduced by 10 until the end of your next turn.

The creature's speed is reduced by 10 until the end of your next turn. Sunder: The creature loses 1 AC until the end of your next turn.

The creature loses 1 AC until the end of your next turn. Weaken: The creature's attack rolls are reduced by 1 until the end of your next turn. Vigor Features You now have access to the following features. Invigorate You spend 1 Vigor point and use a bonus action to gain temporary hitpoints equal to your hit die plus your Vector level. Exhausting Pulse Once during your turn, you may spend 2 Vigor points and a bonus action to release a wave of draining energy. Every creature within 5 feet must succeed on a Constitution saving throw or lose their reaction for the rest of the combat round. You gain any reactions lost as a result of failing this feature's save and may use them before the start of your next turn. Provoke You spend 1 Vigor point and a bonus action to use the help action, only to distract a creature, from up to 20 feet away. Limber While unarmored or wearing light armor, your natural quickness grants you +5 feet to your speed. Alternatively, you are able to stay flexible while wearing medium armor, allowing you to add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher. In either case, you may remove any disadvantage to stealth rolls from medium or light armor you are wearing. Opening Strike Beginning at 2nd level, attacking a creature before it has taken a turn of combat grants you double the normal amount of Vigor points.







































Dynamic Force Starting at 2nd level, you may spend Vigor points to empower a thrown weapon attack as a free action. You add 1d4 force damage for each point spent, must use Charisma rather than Strength or Dexterity when calculating the attack and damage rolls, and the attack is considered magical. The amount of points you may spend is equal to half your Vector level rounded down. At 13th level, you may spend 1 Vigor point and use a reaction to return the thrown weapon to your hands. Vector's Flair When you reach 3rd level, you begin to focus on how to best make use of your access energy. This grants you a title, such as an Enhancer or Emitter. Your choice grants you features at 3rd level and again at 7th, 11th, and 17th level. Beast of Burden Beginning at 3rd level, you are able to offset your weight with your energy manipulation. Your new carrying capacity becomes your carrying capacity times your Constitution modifier. 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. Wayfarer Starting at 4th level, you are able to move through difficult terrain without a reduction to your speed. Additionally, your climbing and swimming speed equal your normal speed. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Momentum When you reach 5th level, you are able to passively increase the power behind your attacks by manipulating their Kinetic energy. Ranged attacks deal an additional 1 damage for every 10 feet they travel, while melee attacks gain an additional 2 damage for every 10 feet you moved directly toward your target this turn before making your attack. The maximum damage you may deal with this feature is 10. Absorption Starting at 6th level, after you are hit by a magical attack, you may spend a reaction to absorb some of the attack's energy. You heal for 1d6 plus your Constitution modifier, to a minimum of 1 and you gain 1 Vigor point. At 14th level, the roll increases to 1d12 and the Vigor points gained increases to 2. Slippery At 6th level, you may use your action to escape a grapple or a restraining effect from a magical spell without making a check. You must finish a Long Rest before you can use this feature again. Reprisal Beginning at 9th level, if a creature makes a melee attack against you, you may spend a reaction and 2 Vigor points. If you do, you may make a melee weapon attack against that creature. Attacks as a result of this feature's effect do not grant Vigor points.





























































Voracity Starting at 10th level, the first round of combat, you gain advantage with your attack rolls that gain Vigor points. Spring Loaded When you reach 13th level, you are able to extend the length of your jumps by 2 times the normal distance and you may use your Charisma modifier in place of Strength for calculating your maximum distances. Transfer Beam At 15th level, you learn to teleport by dematerializing your body and then reapearing in a different location. You may spend 7 Vigor points to cast Dimension Door at will, without requiring any material or somatic components. Magical Instincts Beginning at 18th level, you may spend 5 Vigor points to cast the spell Detect Magic or Identify at will, without requiring any material or somatic components. Well of Potential Starting at the 20th level, your new minimum for Vigor points becomes 5. Whenever you are at 4 or lower Vigor points, you instantly gain Vigor points until you are at 5 points. This feature happens before any other effects that gain Vigor points. Additionally, you age 6 times slower than normal thanks to the excess energy that flows through you.

Dunamthrope When you choose to become a Dunamthrope, you begin to focus your access energy inside yourself, enhancing your physical capabilities. Building Power You start to become faster and stronger as you grow in power. You gain 5 feet to your speed and your unarmed strike base damage is increased to 1d6. At 10th level, you gain an additional 5 feet of speed and your unarmed strike base damage becomes 2d6. Revitalize Starting at 7th level, upon using the Invigorate

feature, you may spend 1 additional Vigor

point to add the following effects. You gain

an additional 1d6 temporary hitpoints,

and you gain AC equal to the Vigor

spent until the end of your next turn. Once you reach 15th level, you

may spend 2 more Vigor

points and gain an additional

3d6 temporary hitpoints. Devastating Blow At 11th level, you may spend 6 Vigor

points to charge your body with

unimaginable amounts of energy. Your

next unarmed strike's base damage

deals 3d10+10 Force damage. On a hit,

the target must succeed on a Strength saving

throw or be knocked back 5 feet. The knockback increases by 5 feet for every size

below Gargantuan your target is. Galvanizing Metamorphosis Beginning at 17th level, once per day, you may spend

10 Vigor points and an action to cast Shapechange.

Upon using this feature, you begin to glow with extreme intensity and release a powerful heat wave as you change into your new form, forcing all creatures within 10 feet of you to make a Constitution saving throw. A creature takes 2d6 Force damage and 2d6 Fire damage on a failed save, and if the creature is medium size or smaller they are knocked prone, or the creature takes half as much damage on a successful save. The heat wave is realeased each time you change your form, but it now costs 2 Vigor points to change shape as an action. The new form can only be Humanoid, Giant, Beast, Celestial, Elemental, or Construct and the duration is changed to 10 minutes.

Lancer When choose to become a Lancer, you focus on the energy you emit and collect on a daily basis. You are able to direct it into objects or people, or even cause it to grow in strength. Unconventionial Arsenal You are able to focus your energy into any object you touch. This allows you to use anything you are able to hold as a weapon, such as a deck of cards, a fallen tree, or even a dead horse. You gain proficiency with improvised weapons and

any attack you make with one has a base damage of 1d8.

If the weapon must be held with both hands, you may

increase the damage to 1d10. Additionally,

weapons small enough to fit in your

hand gain the thrown property

with a range of 40/120.



































































































Rupturing Siphon Starting at 7th level, upon using the Exhausting Pulse feature, you may spend an additional 8 Vigor points to add the following effects. The range is increased to 30 feet and hostile creatures take 3d6 psychic damage, 3d6 force damage, and become blinded until the start of their next turn on a failed save, or take half as much damage on a successful one. Once you reach 15th level, you may spend 10 more Vigor points to increase the damage to 6d6 Psychic and 6d6 Force. Hall of Mirrors At 11th level, you are able to project copies of yourself using raw energy. You may spend a bonus action to cast Mirror Image twice per short rest, without requiring any verbal or somatic components. Enter the Arbiter Beginning at 17th level, once per day, you may spend 10 Vigor points to transform into your ultimate form for the next 30 seconds. Your eyes begin to glow bright, energy starts bolting around your body in the form of small lightning strikes, and a weapon made of pure energy coalesces in your hands. The weapon may take the form of any existing simple or martial weapon, gaining its properties, but the damage is changed to 4d8 Force damage. The weapon disappears from existance at the end of this feature's duration.



Additionally, the cost to return the weapon to your hands with the Dynamic Force feature costs 0 Vigor points. While weilding the weapon, you gain the following bonuses; your jumping distance is increased two times and you take no damage from falling, you incure no penalties when trying to hit targets at maximum range, you may move with the weapon as it is thrown by holding onto it, and your attacks deal their damage to the target and every hostile creature within 5 feet of it.

Spell Slinger When you choose to become a Spell Slinger, you learn to morph the energy that runs through you into magical power. As you develop your powers, your magical ability grows. Energy Spellcasting In order to cast a spell, you must spend Vigor points

equal to 3 times the spell level you are casting at.

For example, to cast a spell at the 3rd level would

cost 9 Vigor points, while cantrips cost 0. Cantrips You learn three cantrips of your choice from

any spell list. You learn another cantrip of your

choice at 10th level. Mimicry Slots Mimicry slots allow you to learn spells by copying the spell's energy pattern. Whenever you apply the Bemused Aftershock with your Magic Thief feature, you may choose to permanently learn the chosen spell by using one of your Mimicry slots. The Transmuter Spellcasting table shows how many total Mimicry slots you have. As you level, you gain more Mimicry slots as indicated in the Transmuter Spellcasting table. Spellcasting Ability Charisma is your spellcasting ability for your spells, since you learn your spells through mimicry and feeling. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Magic Thief Whenever you make a successful weapon attack against a creature with the ability to cast magic, you may supress some of their magical ability. If you do, the target becomes afflicted with the following Aftershock. Bemused: You choose one spell the creature can cast that is of 4th level or lower and until the end of your next turn the creature is unable to cast that spell. Double Whammy Starting at 7th level, after you make a successful weapon or spell attack, you may cast a cantrip as a bonus action. Undue Power At 11th level, after landing a critical strike with a weapon attack, your next cantrip cast this turn deals double damage. Archon Beginning at 17th level, once per day, you may enter Archon form for the next minute. While in Archon form spells you cast cost half their normal Vigor points. Additionally, you may levitate up to 10 feet in the air, you gain 3d10 temporary hitpoints, and your AC is increased by 2 for the duration.



























































Transmuter Spellcasting Vector Level Cantrips Known Mimicry Slots 3rd 3 3 4th 3 3 5th 3 3 6th 3 4 7th 3 4 8th 3 4 9th 3 5 10th 4 5 11th 4 5 12th 4 6 13th 4 6 14th 4 6 15th 4 7 16th 4 7 17th 4 7 18th 4 8 19th 4 8 20th 4 8

Manipulator

Mystic When you choose to become a Mystic, you initiate the devolpment of psionic powers by enriching your mind with excess energy. With these newfound powers, you are able to protect and manipulate those around you. Psychic Projection As you start to develop your Psionic abilities, you gain mastery of moving objects with your mind. Whenever you make a successful weapon attack with your Dynamic Force feature, you may add 1d4 Psychic damage for each point spent on the attack. If you are wielding a shield, you may spend a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding

it, leaving your hands free. The shield remains

animated for 1 minute, until you use a bonus

action to end this effect, or until you are

incapacitated or die, at which point the shield falls

to the ground or into your hand if you have one free. As a free action, on your turn, you may project the

shield up to 30 feet away to protect a willing creature

instead of yourself. At 10th level, you are able to control up to two shields at once, each granting you or the creature it is protecting any bonuses they would give. Mind Slash Starting at 7th level, you may spend 9 Vigor

points and an action to slash at a creature's

mind with a weapon. You make an attack roll

against a creature within 30 feet and use their

Intelligence score as their AC. On a hit, you deal

10d6 psychic damage. This attack is treated as a

weapon attack for gaining Vigor points. Psionic Ability Beginning at 11th level, you must choose one of the

following Psionic abilities. Upon choosing, you learn that ability permanently and may perform it by spending 5 Vigor points. Telepathy You may spend a bonus action to cast Rary's Telepathic Bond at will, without requiring material components. Scrying You may spend an action to cast the spell Scrying at will, without requiring material components. Elemental Kinesis You may spend an action to cast Control Water

or Fire Shield at will, without requiring

material components. Teleportation You may spend a bonus action to cast

Misty Step at will, without requiring

verbal, somatic, or material components.

The distance you may travel is increased

to 60 feet.



Channeling You may spend an action to cast Speak

with Dead, Speak with Animals, or Speak with

Plants at will, without requiring material components. Awaken the Avatar At 17th level, once per day, when you use your Sphere of Influence feature, you may enter the Avatar state. While in the Avatar state, you are able to perform 2 actions per turn, concentrate on up to two spells at once, and gain flight speed equal to your walking speed. The turn you activate this feature, you may use help as a free action.