Warper

by MightBeAPig

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Warper

Warper

A red-headed dwarf ran across the ice, the thundering footsteps of the Roamers echoing behind her getting closer and closer. As she ran she let her waystones ring out to her. She was close to being in range. The Roamer was catching up, but she had come into range: she opened the portal and fell through it into the courtyard of the Guildhall, right next to the great monolith she had been tracking.

Ranks upon ranks of all manner of peoples line up before the oncoming army, divided by a line of crimson-clad robed forms. As the sun is blocked by the masses of arrows soaring through the sky towards this army, the robes begin to sway as the people beneath them take a stance and warp space to redirect the arrows back to the horde that they fight.

An orc swings his axe down at a halfling… who suddenly disappears. His friend lets out a cry and falls over, stabbed in the back by the very same halfling. She vanishes and reappears on the outskirts of the battle by the goblin archer, who also drops dead. Once more she vanishes into the fog, before a heavy blow lands on the first orc's temple from seemingly nowhere and the halfling reappears a good distance away. She brings her hand up to her mouth to give an exaggerated yawn before she smiles wickedly and disappears again.

Sneaks, casters, and brawlers… no matter the way a Warper uses their skills, they control the field of battle using their speedy movement and target control in a mix of magic and melee only they can accomplish.

Warpers of the Weave

Within the guild hall walls, Warpers train and execute their craft. With the volatility of their powers being immense, few warpers exist outside the influence of the guilds. Their training gives them power over space itself, the ability to teleport across the world in a matter of moments. Yet the Weave itself does not allow the frivolous transfer of matter from one place to another without a tether. Those who practice warping use waystones to tether themselves back to the material world without the risk of losing themselves in the void between worlds.

Those who practice the art of warping will do so for life. Most Warpers train for their powers, spending years learning how to open the portals they will one day rely upon. Some are born with the powers, and will only find them when they manifest themselves generally in young adulthood, from which the guilds will train them to harness this raw magic from inside them.

The nature of warping the weave in this way makes it highly diversified, allowing discoveries and uses to the portals to be found and made by those who experiment. Those who then go on to teach others, teach the uses they have found for the portals alongside their common transportation purposes.

Warper
Level Proficiency Bonus Features Cantrips Known Spell Points Max Spell Level Invocations Known Base Warp Distance
1st +2 Spellcasting, Portals, Waystones 2 4 1st 15
2nd +2 Warper Invocations 2 4 1st 2 15
3rd +2 Specialization 2 6 1st 2 15
4th +2 Ability Score Increase 3 6 1st 2 20
5th +3 Blink and you'll miss 3 14 2nd 3 20
6th +3 Specialization Feature 3 14 2nd 3 20
7th +3 Something 3 17 2nd 4 25
8th +3 Something 4 17 2nd 4 25
9th +4 Something 4 27 3rd 5 25
10th +4 Something 4 27 3rd 5 30
11th +4 Something 4 32 3rd 5 30
12th +4 Specialization Feature 4 32 3rd 6 30
13th +5 Something 5 38 4th 6 35
14th +5 Something 5 38 4th 6 35
15th +5 Specialization Feature 5 44 4th 7 35
16th +5 Something 5 44 4th 7 40
17th +6 Something 5 57 5th 7 40
18th +6 Something 5 57 5th 8 40
19th +6 Specialization Feature 6 64 5th 8 45
20th +6 Something 6 64 5th 8 45

Hired Hands

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Creating a Warper

When creating a Warper, think about the place they have chosen to forge their way through the world in. Do you hide your powers, or do you regularly flourish them to the crowds? Are you still tied to your guild, or did you break away from it? Did you never join one to begin with? How do you use your abilities to carry out your profession if at all?

Quick Build

You can make a Warper quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Outlander background. Third, choose some neat spells

Class Features

As a Warper, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Warper level
  • Hit Points at 1st Level: 8 + CON modifier
  • Hit Points at Higher Levels: 1d8 + CON modifier

Proficiencies


  • Armor: Light Armour
  • Weapons: Shortswords, Simple weapons
  • Tools: Vehicles (Choose between Land or Ice), Choose one Artisan's tools or Tinker's tools or Thieves' tools.

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Acrobatics (Dex), Arcana (Int), History (Int), Insight (Wis), Investigation (Int), Nature (Int) or Stealth (Dex)

Equipment

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

  • (a) a Shortsword or (b) any simple weapon
  • (a) leather armour or (b) a shield
  • (a) a burglars pack or (b) explorers pack or (c) dungeoneers pack
  • Warper's Focus (Arcane Focus) & any simple ranged weapon and 20 of its ammunition.

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

Cantrips

At 1st level, you know 2 cantrips of your choice from the warper spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warper table.

Preparing and Casting Spells

As a Warper, you use spell points to fuel spells. Spell points give you greater flexibility relative to other classes, at the cost of greater complexity.

Each spell has a point cost based on its level. The Spell Point Cost table summarizes the cost in spell points of slots from 1st to 5th level. Cantrips don't require slots and therefore don't require spell points.

When you finish a long rest, you gain a pool of spell points. You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. Creating a spell slot is not an action or bonus action. You can't reduce your spell points total to less than 0, and you regain all spent spell points when you finish a long rest.

The number of spell points you have to spend is based on your level as a Warper, as shown in the Warper table. Your level also determines the maximum level of spell slot you can create. Even though you might have enough points to create a slot above this maximum, you cannot do so.

Spell Level Spell Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

You prepare the list of warper spells that are available for you to cast, choosing from the warper spell list. When you do so, choose a number of warper spells equal to your Intelligence modifier + your Warper level (minimum of one spell). The spells must be of a level for which you have spell slots.

Use of the Warper: An Author's note

The warper, beyond its signature ability, is not supposed to be amazingly powerful on paper. The power of the class relies on the creativity of the player. It's about how you use the portals to do things, not what you can do mechanically with the portals.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of warper spells requires time spent in study and recall: at least 1 minute per spell level for each spell that you change on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your Warper spells since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a warper spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Ritual Casting

You can cast a warper spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use an arcane focus or your warper's focus as a spellcasting focus for your warper spells.

Portals

You have learned the secrets of moulding the weave in a way that allows you to open portals from one point to another. As a bonus action, you can create two portals in points that you can see within 30ft. Anything of a size that you choose (no larger than large) that moves through either portal appears and continues moving at the other portal. You decide which side exiting objects come out on. An open portal remains open for the duration of your turn and closes at the start of your next turn or earlier if you use your subsequent action to shut it. You can choose to keep it open for longer than a turn. However, for every turn you keep it open beyond the first, you must spend an action trying to keep it open. Roll a concentration check akin to maintaining concentration on a spell. A failure causes the portal to close.

Opening a portal requires a somatic component of moving your hands. You cannot create a portal if your hands cannot move, nor if you cannot see the point at which the portals are being created (blindsight doesn't apply sight in this way).

Closing a portal while something is half through will affect the object as if a wall of force were created in its position, ejecting it out the exit side. The object also takes 2d8 force damage.

You can do this a number of times equal to your intelligence modifier and you regain all uses at the end of a long rest. Beyond this, you can expend 2 spell points to use this feature.

A 1x1ft portal can be done as a cantrip, and as a free action, however, it cannot inflict damage.

Waystones

You have learned the art of creating and binding yourself to tether points in reality. You can "attune" to a number of Waystones equal to your intelligence modifier. These waystones do not count towards your number of attuned magic items. You can use your Portals feature above to instead create a portal to one of your waystones as long as they are in range of your Base Warp Distance (shown in the warper table) + the added warp distance of the size of the waystone you are warping to. They do not need to be in sight to be used. Warping to a tiny waystone is akin to making a 1x1ft portal, however, it still requires a bonus action to use.

Size of Waystone Added Warp Distance Excess Warp Cost
Tiny 0 0
Small 15 1
Medium 30 2
Large 45 3

Monoliths

Monoliths are the zenith of all waystones created by warpers of old. Made of stone and carved with unknown runes and glyphs, they have become the centrepiece for warper guilds. Monoliths of this kind have a set range of vast distances for warping to it. Attuning to a monolith does not take one of your normal waystone slots. You can warp to it from 75 miles away (396000ft, 120.701km) just as you would with any other waystone.

Warper Invocations

waffle stuff.

At 2nd level, you gain two warper invocations of your choice. When you gain certain warper levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the warper table. A level prerequisite refers to your level in this class.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Specialization

At 3rd level, you branch out in your studies and experiments with portals into fields of study in your portals. You choose one of the following: Guardian, Swift Stepper, Striker. These specializations are detailed at the end of the class description.

Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, 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.

Warper Specializations

Guardian

waffle waffle waffle

Arcane Ward

Starting at 2nd level, you can weave magic around yourself for protection. When ________, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Once you create the ward, you can't create it again until you finish a long rest.

Unarmoured Defence

Beginning at 1st level, while you are wearing medium or heavy armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.

Level 6 ability

Level 12 ability

Level 15 ability

Level 19 ability

Swift Stepper

waffle waffle waffle

Lightfooted

Your Speed increases by 5ft.

Quick Dash

You can take the dash and disengage action as a bonus action.

Level 6 ability

Level 12 ability

Level 15 ability

Level 19 ability

Striker

waffle waffle waffle

Fancy Footwork

You learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Quick mind

You can choose to replace the bonus to initiative of your Dexterity modifier with your Intelligence modifier.

Extra Attack

Starting at 6th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Level 12 ability

Level 15 ability

Level 19 ability

Warper Invocations

To take an invocation, you must reach the prerequisites dictated. You cannot take an invocation more than once unless the invocation description says so.

Stepping Stones

As you warp to a waystone, you can use your bonus action to open two portals on either side of a 5ft cube along a line between the original portal and the exit portal in which you exit through one and reach the waystone through the other. Actions can be taken while in this 5ft space. You can do this a number of times equal to your intelligence modifier.

Elongated Portals

Prerequisite: 4th level

You gain advantage on any concentration check you make to maintain a portal.

Portal's Sight

You can cast detect magic at will without spending spell points.

Discus

You can throw portals as a discus to slice your enemies. The discus has a minimum range of 10 ft, and a maximum range of 60ft. On a hit, the enemy takes 1d4 force damage and 1d4 magical slashing damage. You can use this invocation a number of times equal to your intelligence modifier.

Deflect Blow

As a reaction to being targeted by an attack, you can use 2 spell points to create a 5x5 portal in front of the weapon or projectile and another directly behind you. This can redirect spells

At 10th Level, the portal can be 10x10 and the exit portal can be anywhere within 25ft.

unnamed

Prerequisite: 10th level

If you have created a portal this turn, you gain an additional bonus action which can only be used to generate a portal. This portal does not collapse the other portal you have created this turn.

Holdings

Prerequisite: 5th level

When you take this invocation, you may spend 50gp creating an extradimensional space. Roll a d8. The result of this roll dictates what is held inside of the Holdings. You have either raised or made an agreement with the creature within your holdings and can communicate with them telepathically even when the holdings are closed. When you use this, you use up one waystone slot.

You can open your Holdings using your normal portal ability, however, it costs 5 spell points to use.

d8 Holdings'
1 Ooze
2 Dragon
3 -------
4 -------
5 -------
6 -------
7 -------
8 -------
1: Ooze

You open up a portal to a room somewhere in which resides an ooze.

Psudopod

Melee magical weapon attack. Reach of 15ft from the portal. On a hit, deals 2d8 acid damage.

Psudopedic grapple

Melee magical weapon attack. Reach of 15ft from the portal. On a hit, deals 1d6 acid damage and makes a grapple. Make a Strength (Athletics) check, using a strength modifier of +1, and proficiency in Athletics, contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses which). If the ooze wins the contest, they are grappled and receive the grappled condition. They are also pulled up to 10ft towards the portal, but cannot come any closer to the portal than 5ft.

2: Dragon

You open up a portal to a rock in the astral plane on which lies an astral dragon wyrmling. As you level up so will the astral dragon. The astral dragon is tied to its plane and can only reach out to bite and use its breath weapon. Do be warned, it can be harmed!

Breath Weapon (Number of uses is equal to your proficiency modifier)

Scouring Dust. A 15ft line of scouring dust flies out of the portal. All within the area must make a DC12 Dexterity Saving Throw, taking 2d6 slashing damage.

Psychic Wind. A 5ft wide line of dark cloud ranging 15ft. Affected creatures must make a DC9 + proficiency modifier Intelligence saving throw or be affected by psychic wind mentally. If in the astral plane, affected creatures receive a location effect as well. See the DMG p48-49 for description and rolling tables. This breath ignores all cover except for full cover.

Bite

Melee magical weapon attack. Reach of 10ft from the portal. On a hit, deals 2d8 piercing damage. If it rolls a critical hit and the target is in the Astral plane, the dragon instantly severs an astral traveller's silver cord if they have it, killing them instantly.

New Spells

Teleport 'taters

1st Level Conjuration


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (A potato)
  • Duration: Instantaneous

Up to five 'taters (prepared however you like) appear in your hand and are infused with magic for the duration. A creature can use its action to eat one 'tater. Eating a 'tater restores 2 hit points, and the 'tater provides enough nourishment to sustain a creature for one day. When eaten, the person eating it is teleported to a random location within 15 feet of the point at which they ate it. This includes locations occupied by anything but living creatures. If the eater teleports to a location which is occupied, they take 1d8 force damage and get pushed out in the direction of their original location to an unoccupied spot.

The 'taters lose their potency if they have not been consumed within 24 hours of the casting of this spell, but will lose their teleporting abilities only when they spoil.

Plia's Dimensional Leash

3rd-level abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (thin silver chain, worth 50 GP)
  • Duration: 10 minutes

You cause a creature you can see within range to be mystically bound to its current location. A ghostly length of chain and shackles, visible only to you and the target, appears locked around the target in some way. The creature can move normally, but if the creature uses teleportation or other extradimensional magic to travel, it must make an Intelligence saving throw. If the save is failed, the creature appears at the location it was when this spell was cast (or the nearest unoccupied space).

Plia's Blade Betrayal

1st-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (1 gold coin)
  • Duration: Instantaneous

You target a creature that is wielding a piercing or slashing melee weapon and cause it to make an Intelligence saving throw. If it fails, you teleport one such weapon so that it ends up impaling its wielder. The targeted creature suffers normal damage from the weapon, plus your spellcasting modifier, plus any extra damage the weapon may grant (such as bonus fire damage for a flaming weapon). Until the creature uses a bonus action to pull the weapon free, it suffers half as much damage at the end of each of its turns.

Plia's Dimensional Weapon

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a melee weapon)
  • Duration: Instantaneous

You cause a melee weapon you hold to teleport directly into a single creature within range, then immediately return it to your hand. You make a spell attack against the target. If you hit the target, it suffers normal damage from the weapon, plus your spellcasting modifier, plus any extra damage the weapon may grant (such as bonus fire damage for a flaming weapon).

Plia's Teleporting Whirlwind

4th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You select a location within 60 feet, starting a series of rapid teleportations within a 20-foot radius of that point. You are teleported right next to a single enemy creature in that radius (starting with the closest to the centre and spiralling outward), where you make a single melee attack. You are instantly teleported to the next enemy's location, then the next, and so on, making a single melee attack against each. You can attack up to 6 enemy creatures via this spell.

Spell description continues on subsequent page

When it ends, you are teleported back to your starting location. Until the end of your next turn, while you recover, your speed is reduced to 0, you can't benefit from any bonus to your speed, you do not get reactions, and you can take only an action or a bonus action on your turn.

At Higher Levels. When you cast this spell using spell points for a 5th level spell, you can teleport to and attack an additional 3 enemy creatures within the radius.

Cantrips (0 Level)
  • Plia's Dimensional Weapon
  • Cantrip B
  • Cantrip C
1st Level
  • Teleport 'taters
  • Plia's Blade Betrayal
  • Spell C
2nd Level
  • Shadow blade (might make it subclass specific)
  • Spell B
  • Spell C
3rd Level
  • Plia's Dimensional Leash
  • Spell B
  • Spell C
4th Level
  • Plia's Teleporting Whirlwind
  • Spell B
  • Spell C
5th Level
  • Spell A
  • Spell B
  • Spell C

Things need to change/look at again

  • Turn period for ability_portals (Currently: Bonus Action)
  • Range for ability_portals (Currently: 30ft)(Will probably make it the Base warp distance)
  • Number of Waystones for ability_waystones (Currently: Intelligence Mod)
  • Number of Waystone uses for ability_waystones (Currently: uses ability_portals)
  • Monoliths don't count towards the number of waystones you can have for ability_waystones

Philip's Feedback

  • Portal cutting defined damage
  • Blink and your miss
  • Limit uses of cognitive defence
  • limit uses of blink speed

Things left to do

  • level 6-20 full class
  • fluff lore
  • Invocations
  • Spell list

Guardian

  • Lvl 3 ability
  • Lvl 6 ability
  • Lvl 12
  • Lvl 15
  • Lvl 19

Swift Stepper

  • Lvl 6 ability
  • Lvl 12
  • Lvl 15
  • Lvl 19

Striker

  • Lvl 12
  • Lvl 15
  • Lvl 19

something on another dimension that

 

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