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Key ability

Manifestor's Journey

Grants+5 skill pointsAthletics, Common Knowledge, History, Intimidation, Magic, Perception

Benefit 1

You gain proficiency in 1 common melee weapon, light armor and shields.

Benefit 2

You gain +5 skill points to spend in Athletics, Perception, History, Magic, Intimidation or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.

Benefit 3

You may use Secret Art: Manifest

Direct unlock

Ability unlocked

Complete rules for the ability granted by Manifestor's Journey.

Unlocked ability

Secret Art: Manifest

2 AP
RangeSelf
Keywords

You summon a Manifestation of yourself. When initially summoned, it is attached to your body and shares your space.

While this transformation lasts, you are able to move the manifestation and command it to take special attacks. Your Manifestation uses your own stats for any offenses.

This Manifestation takes up no space and both allies and enemies can pass through it. However, when an enemy passes through the Manifestation’s space, you may make an opportunity attack against that enemy. A manifestation is untargetable through normal means.

A manifestation must remain within 20ft of you. If you or it moves out of range while it is on the field, it forcefully snaps back to you and becomes unusable until the end of your next turn.

You may recall your Manifestation and attach it back to you for 0 AP. While attached to you, it moves with you.

May be used as an encounter start instead of paying the AP cost.