Importance to Society
Shapers might be revered or hated for their studies of ancestry and blood that are used to alter the atrributes of individuals. Though how questionable their research may be, nobody can argue with the results of said research.
Role in Combat
In combat, the Shaper's unique knowledge of manipulating ancestry, blood and chemical formulas to alter the outcome of battle. They also go into battle with a creature of their own creation called a homunculus.
Connection to their homunculus
The connection between a Shaper and their homunculus is profound and multifaceted, akin to a familial relationship. They share experiences, challenges, and growth that enrich both of their lives. This bond may not just be based on combat effectiveness but could also be emotional and spiritual, providing both characters resilience against adversity and distinguishing their shared identity. The Shaper has a unique bond with their homunculus that was formed as soon as they delved into altering ancestry and blood.
Relationship with Adventurers
Adventurers often seek the help of Shapers to help with combat, diagnosing and treating dieseases, or just helping with overcoming mother nature's natural limitations. Druids are known to hate Shapers for their manipulation of the natural order and Druid Circles. Wizards and Artificer appreciate their study of genetics to help alter society; although, Wizards wish they delved into Magic and Artificer's hoping they would pick up a hammer.
Multiclassing into and out of Shaper
Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already an Shaper. Proficiencies Gained. If Shaper isn’t your initial class, here are the proficiencies you gain when you take your first level as a Shaper:
- Proficiency with simple weapons
- Proficiency with light armor
- Proficiency with Shaper Trinket
Note Shapers have their veins glow whenever using their abilities whether it is magic, evolutions, augmentations or creating potions. Think about why your Shaper decided to go on an adventure and what it is that they wish to prove to the world through their studies. Is it establishing a break through discovery, wanting to change attributes in others or is it something more?
Shaper
| Level | Proficiency Bonus | Features | Augmentations |
|---|---|---|---|
| 1st | +2 | Shaper Trinket, Shared Traits, Evolution Points | 0 |
| 2nd | +2 | Augmentations | 2 |
| 3rd | +2 | Shaper Archetype | 2 |
| 4th | +2 | Ability Score Improvement | 3 |
| 5th | +3 | Wild Senses | 3 |
| 6th | +3 | 4 | |
| 7th | +3 | Shaper Archetype Feature | 4 |
| 8th | +3 | Ability Score Improvement | 5 |
| 9th | +4 | Protective Bond | 5 |
| 10th | +4 | Synergy Strike | 5 |
| 11th | +4 | Shaper Archetype Feature | 6 |
| 12th | +4 | Ability Score Improvement | 6 |
| 13th | +5 | Spell Eater | 6 |
| 14th | +5 | 6 | |
| 15th | +5 | Shaper Archetype Feature | 7 |
| 16th | +5 | Ability Score Improvement | 7 |
| 17th | +6 | 7 | |
| 18th | +6 | Shaper Archetype Feature | 7 |
| 19th | +6 | Ability Score Improvement | 7 |
| 20th | +6 | Change Size | 7 |
A High Elf studies the creatures that come out of the Fae wilds. A Forest Gnome leads a large creature into battle in the abandoned mines. Imagine what drove your Shaper to adventure and what caused them to leave the safety of civilization.
Quick Build
You can make a Shaper quickly by following these steps. First make Intelligence your highest score, followed by Constitution and then Dexterity. Last have Sage be your background.
Class Features
As a Shaper you gain the following class features: Hit Points Hit Dice: 1d8 per Shaper Level Hit Points at 1st level: 8 + your constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your constitution modifier per Shaper level after 1st.
Proficiencies
Armor: Light Armor
Weapons: Simple Weapons, Shortswords Tools: Choose one type of Artisan's Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Animal Handling, Arcana Deception, Perception, Persuasion, Stealth, Survival
Equipment
You start with the following equipment, in addition to the equipment granted to you by your background:
- (a) Leather Armor and Shortbow and 20 arrows (b) Studded Leather Armor and Dagger
- (a) Simple Weapon (b) Shortsword
- Shaper Trinket
Shaper Trinket
A part of a Shaper's arsenal is a Trinket that connects them to their homunculus. This Trinket can take on the form of anything the Shaper desires. The Trinket has these properties:
- When destroyed it can be replaced by performing a ritual during a short or long rest.
- While within 60 ft of the homunculus it can be used to distribute Augmentation attributes that modify how the homunculus acts, shown at the end of the document.
- The Trinket can be used to change the homunculus's form during a short or long rest.
Evolution Points
Your study of altering blood and ancestry has granted you the ability to manipulate attributes in yourself and others. These evolution points can be used equal to your Intelligence Modifier and recharges on short or long rest. It takes an action to use Evolution Points.
Augmentations
Your homunculus is malleable due to the training and its upbringing brought upon by your Trinket. Detailed at the end of the class document is your homunculus's Augmentations that can alter its physical traits.
Studies
At 3rd level each Shaper chooses an archetype that demonstrates their interest of study. Choose between Fuser, Bioknight, Mystic or Chemist.
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. You cannot increase your homunculus's stats using this.
Wild Senses
At 5th level, you roll initiative with advantage if not surprised.
Protective Bond
At 9th level, you and your homunculus share a protective bond. When one of you takes damage, the other can use their reaction to reduce that damage by your Intelligence modifier (minimum of 1). This ability can be used a number of times equal to your Intelligence modifier (minimum of 1) before requiring a long rest.
Synergy Strike
At 10th level, whenever you and your homunculus are within 15 feet of each other you both deal an additional 1d8 force damage to a target.
Spell Eater
At 13th level, once per long rest, range of 5ft, your homunculus may forfeit its turn to eat a magical spell if the spell fails versus 8 + Proficiency Bonus + Intelligence modifier. Any eaten magical spell negates the effects of the spell whether it succeeded on a target or not.
Change Size
At level 20, once per long rest, as an action, you are able to change the size of a creature should they fail a Constitution saving throw verus 8 + your proficiency bonus + intelligence modifier or if they willing allow you to change shape. Larger creatures deal 1d4 more damage and Smaller creatures lose -2 AC for 3 rounds of combat.
Fuser
Fusers are Shapers that have combined bodies with their homunculus. At level 3, as a bonus action you can fuse with your homunculus to temporarily increase your stats. Fusing lasts for 1 minute. When fused you gain the following:
- You take on the typing of your homunculus including the resistances.
- Any damage you deal counts as magical for the duration.
The fusion may be used equal to your Intelligence Modifier (minimum of 1).
Keen Body
At level 7, you are unable to be surprised by enemies and add your Intelligence modifier to your initiative rolls.
Augmentation Activated
At level 11, you learned how to control the Augmentations that your homunculus has equipped and can make them your own. Size increase Augmentations are also included.
Stronger Hits
At level 15, while in your Fused Form, you can add your Intelligence Modifier to your damage rolls.
Bioknight
Bioknights are Shapers that have practiced wearing armor and martial weaponry to support their allies in battle.
At level 3 you are able to wield and use martial weapons, medium armor and shields.
Mounted Combatant
At level 7 you magically can ride your homunculus like a mount, size does not matter. While mounted:
- You gain Temporary Hit Points (once per long rest) equal to half your homunculus's total Hit Points.
- You and your homunculus have advantage on attacks rolls when attacking targets or creatures.
- Your movement speed increases by 5 feet times your Intelligence modifier (minimum of +1).
Magic Weapon
At level 11 you learn how to turn your Trinket into a weapon. When attacking a creature you deal an extra 1d8 of damage (your chosen element type) provided your Trinket is not destroyed.
Champion's Roar
At level 15 your commanding presence on the battlefield inspires your homunculus and nearby allies, boosting their combat effectiveness. When you enter combat or are in the presence of danger, you can unleash a powerful battle cry as a bonus action. Below are the effects of your battle cry:
- Inspire Allies: All allies (including your homunculus) within a 30-foot radius of you gain a bonus to their next attack roll equal to your Intelligence modifier (minimum of +1).
- Enemies within the same radius must succeed on a Wisdom saving throw against your spell save DC or become frightened for the duration of your next turn. A frightened enemy has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
- Courageous Strike: When you unleash your Champion’s Roar, you and your homunculus can make an immediate attack against a creature within reach. If either of these attacks hits, you can add 1d6 extra damage to the attack roll (this damage is of a type of your choice: piercing, slashing, or bludgeoning).
Mysticist
Mysticists are Shapers that studied magic to help their homunculus and allies in battle. Below is the magical progression for your class.
At level 3 your Trinket serves are your spell focus. You learn spells as you level up and can switch them out via short or long rests. Below are your stats for magic:
- Spell Save DC = 8 + your Proficiency Bonus + Intelligence Modifier
- Spell Attack Modifier = your Proficiency Bonus + Intelligence Modifier
- If the spell has the ritual tag you may cast it as a ritual.
- You may cast spells through your homunculus.
Spell Slots and Level
| Level | Spell Slots and Spell Level |
|---|---|
| Level 3 - 4 | 1st level [2] |
| Level 5 - 6 | 1st level [3] |
| Level 7 - 8 | 1st level [4] 2nd level [1] |
| Level 9 - 10 | 1st level [4 2nd level [2] |
| Level 11-12 | 1st level [5] 2nd level [3] |
| Level 13-14 | 1st level [5 2nd level [3] 3rd level [1] |
| Level 15-16 | 1st level [6] 2nd level [3] 3rd level [2] |
| Level 17-18 | 1st level [6] 2nd level [4] 3rd level [2] |
| Level 19-20 | 1st level [7] 2nd level [4] 3rd level [3] |
Cantrip Compatibility
At level 3 you have learned to use cantrips equal to half your Intelligence modifier (rounded down).
While your homunculus is within 15 feet of you, any attacking cantrips you cast have advantage on attack rolls. You also have proficiency in the Arcana Skill, if not already proficient, if proficient you gain expertise in the skill.
Magical Resistance
At 7th level, you and your homunculus have advantage on Saving Throws versus magic when you can see it being cast.
Spell Store
At 11th level, you gain the ability to store spells within your homunculus, allowing it to harness your magical prowess. Once per long rest, you can choose one spell you know of 3rd level or lower and have it stored within your homunculus.
When the spell is stored, your homunculus can cast it as an action using your spellcasting ability modifier, spell save DC, and spell attack bonus. The spell retains its effects and does not consume a spell slot when cast this way. After the spell is cast, it is no longer stored, and you can choose another spell to store after finishing a long rest. This spell still can be cast even if you are unconscious.
Improved Spellcasting
At level 15, once per long rest, you may double your Intelligence Modifier for your Spell Save DC or add your Intelligence modifier to the damage roll if the spell hits. Lasts for 3 rounds of combat.
Compatible Cantrips and Spells
Cantrips
Light
Mage Hand
Mending
Ray of Frost
Sword Burst
Thunder Clap
1st Level Spells
Absorb Elements
Alarm
Burning Hands
Comprehend Languages
Cure Wounds
Feather Fall
Fog Cloud
Grease
Mage Armor
Silvery Barbs
Speak with Animals
Thunderwave
2nd Level Spells
Blur
Borrowed Knowledge
Enhance Ability
Enlarge/Reduce
Silence
Web
Zone of Truth
3rd Level Spells
Blink
Counterspell
Haste
Revivify
Slow
Chemist
Some Shapers study the art of making potions and toxins to alter the outcome of different circumstances. These can be mad scientists, doctors, or combat medics.
At Level 3 you gain proficiency in Medicine (Wisdom) Skill if not already proficient, if proficient you gain expertise.
Also at Level 3 you gain the ability to create vials. These vials contain certain properties that can alter the flow of battle, exploration or social circumstances. During a long rest you can create vials equal to your Intelligence Modifier. You can create more of the same type of vial as many times as you would like. For Example, if you wish to create Corrosive Potion then you can make it as many times as your Intelligence modifier allows (maximum of 4). Below are the different vials, toxins and potions that you can make.
For those that try to resist your serums, your Biohazard Save DC = 8 + Proficiency Bonus + Intelligence Modifier.
Serums
In this page and the next includes the different types of vials you can create:
Corrosive Potion
This corrosive acid melts away metallic armor upon contact. When a creature is struck by this acid, it must make a Constitution saving throw against your Biohazard Save DC. On a failure, the creature’s Armor Class is reduced by 1 for 1 minute, as the acid corrodes their armor. Works on creatures with natural armor.
If the target is a metallic construct, it takes 3d10 acid damage and must succeed on the same Constitution saving throw or be knocked prone. On a successful save, the construct takes half damage and remains standing. Used on doors the hinges corroide adn become easier to break.
Experimental Tonic
This serum grants a creature temporary mutations for a duration of 1 minute. When administered to a creature, choose one of the following effects:
- Gills: The target can breathe underwater and gains a swimming speed of 30 feet.
- Increased Speed: The target's movement speed increases by 10 feet for the duration.
- Mutant Limbs: The target gains one of the following enhancements of your choice:
- Clawed Hands: The target can make unarmed strikes that deal 1d6 slashing damage.
- Extra Reach: The target's reach increases by 5 feet for melee attacks.
- Powerful Appendage: The target can attempt to grapple or shove as a bonus action.
At the end of the duration, the serum's effects fade, and the target returns to its normal state.
Fire Potion
This explosive potion can be thrown up to 30 feet. When thrown, it detonates on impact, forcing all creatures within a 15-foot radius to make a Dexterity saving throw against your Biohazard Save DC. On a failed save, a creature takes 3d6 fire damage and any flammable materials they are carrying or wearing are destroyed. On a successful save, they take half damage and avoid fire damage to flammable items.
Hallucination Toxin
This serum induces a state of confusion in the creature injected with it. When a creature is injected, it must make a Constitution saving throw against your Biohazard Save DC. On a failed save, the creature has disadvantage on attack rolls for 3 rounds of combat.
On a successful saving throw, the creature is unaffected by the serum.
Health Serum
This serum possesses potent healing properties, restoring 1d4 + your Intelligence modifier hit points to any creature it is administered to. Range of 5ft.
Poison Antidote
This antidote relieves any creature of poison and grants resistance to poison damage for 1 minute. Range of 5ft.
Sticky Grenade
This potion can be thrown up to 30 feet. Upon impact, it detonates, causing all hostile creatures within a 15-foot radius to make a Strength saving throw against your Biohazard Save DC. On a failed save, affected creatures have their speed reduced to 0 until the end of their next turn.
Knockout Serum
This serum has a range of 5ft and can knock any creature, except for constructs and undead, prone should they fail a Constitution saving throw versus your Biohazard Save DC. On a success nothing happens.
Liquid Courage
This vial has a range of 15ft and makes a user immune to the frightened condition for 1 minute once administered.
War Medic
At level 7 you are capable of administrating Medicine Kits to your allies equal to your Intelligence modifier (minimum of 1). Once administrated, your allies regain hit points equal to your Intelligence modifier.
Unstable Resistance
At level 11 you have experimented on yourself so much you have advantage against spells and effects that would alter your appearance. For example, you roll against the spell Polymorph with advantage.
Experimental Weapons
At level 15 you are capable of giving up to 5 allies an increase in attack with magical damage equal to your Intelligence modifier. Lasts for 1 minute and usable once per long rest.
Note Your homunculus can use the vials you created due to its Intelligence score; however it cannot make its own vials. The vials used up by the homunculus still use your Biohazard Save DC.
Evolutions
Evolutions are differing ways that Shapers can change the attributes of creatures in and out of combat. All Evolutions have the range of 30 feet. Below are different types of Evolutions that Shapers can add to different creatures.
Harden Skin
Prequesite Level 1 Choose a creature, including yourself, for one minute their Armor Class increases by +1.
Springy Legs
Prerequesite Level 1 Choose a creature, including yourself, the creature's jump distance is doubled for 1 hour. This can be applied to vertical and horizontal jumps.
Malleable Face
Prerequesite Level 1 Choose a creature, including yourself, for 1 minute that creature is able to disguise themselves as a differnt humanoid.
Enhanced Senses
Prerequesite Level 1 Choose a creature, including yourself, that creature gains advantage on Wisdom (Perception) checks and can see in dim light as if it were bright light for 1 hour.
Natural Camouflage
Prerequesite Level 1 Choose a creature, including yourself, the creature has advantage on Dexterity (Stealth) checks made to hide and can become nearly invisible in natural environments when stationary for up to 1 minute.
Predatory Instinct
Prerequesite Level 1 Choose a creature, including yourself, the creature has advantage on any attacks of opportunity for 1 minute.
Surgical Fingers
Prerequesite Level 1 Choose a creature, including yourself, the creature has advantage on Sleight of Hand (Dexterity) checks for 1 minute.
Second Wind
Prerequesite Level 1 Choose a creeature, including yourself, the creature can double its movement speed for 1 minute.
Siphon Energy
Prerequesite Level 5 Choose a creature, including yourself, the creature can siphon the life energy from a creature it hits with a melee attack, regaining hit points equal to half the damage dealt. Lasts for 3 rounds of combat.
Toxic Gas
Prerequisite Level 5 Choose a creature, including yourself, the creature can release a noxious cloud, forcing creatures within a 10-foot radius to succeed on a Constitution saving throw or be poisoned for 3 rounds of combat. The noxious cloud lasts for 1 round of combat.
Elemental Resistance
Prerequesite Level 5 Choose a creature, including yourself, for 3 rounds of combat that creature is resistant to your choice of fire, ice, lighting, thunder or poison.
Sonic Scream
Prerequesite Level 5 Choose a creature, including yourself, for 3 rounds of combat that creatures screams can break the concentration of a magic user, the magic user must succeed a Constitution Saving Throw versus your Proficiency Bonus + 8 + Intelligence Modifier.
Spider Climb
Prerequesite Level 5 Choose a creature, including yourself, for 1 hour that creature is able to climb amongst different surfaces no matter which direction they are in.
Magnetism
Prerequiste Level 5 Choose a creature, including yourself, for 1 minute that creatures body becomes magnetized, able to draw in metallic objects that fail a Strength saving throw versus 8 + your proficiency bonus + Intelligence modifier.
Object Storage
Prerequsite Level 5 Choose a creature, including yourself, that creature is able to store one object that is 3 feet in diameter and 3 feet wide for 1 minute. While stored, the object is unable to be grappled or messed with, even with magentism.
Bio Wings
Prerequsite Level 9 Choose a creature, including yourself, that creature grows wings that allow them to fly up to 30 feet for 1 minute.
Regenerative Flesh
Prerequesite Level 9 Choose a creature, including yourself, that creature recovers 1d4 hit points at the start of their turn for 3 turns.
Quick Reflexes
Prerequesite Level 9 Choose a creature, including yourself, for 3 rounds of combat that creature has advantage on Dexterity Saving Throws.
Adaptable Skin
Prerequesite Level 9 Choose a creature, including yourself, for 1 minute that creature has advantage on Stealth (Dexterity) checks.
Mimic Voice
Prerequesite Level 9 Choose a creature, including yourself, for 1 minute that creature is able to mimic voices that they have heard with complete accuracy.
Malleable Muscles
Prerequesite Level 9 Choose a creature, including yourself, for 1 minute that creature's Dexterity and Strength scores swap.
Mind Arcane
Prerequesite Level 9 Choose a creature, including yourself, for 1 hour that creature's arcane focus becomes their mind.
Augmentations
Below are the different ways you can build your homunculus. Detailed in the Shaper Class Table is the amount of Augmentations you can use to customize your homunculus. You can switch out Augmentations during a long rest.
Tough Hide
Your homunculus's Armor Class Increases by +2
Size Increase
Your homunculus's Size increases to Medium
Sturdy Training
Your homunculus's Hit Points increases by 10.
Chameleon Skin
Changes the color and texture of your homunculus's skin to blend in with natural surroundings, granting advantage on Stealth checks.
Enhanced Senses
Gain darkvision up to 60 feet and advantage on perception checks involving smell or hearing.
Speedster
Gain additional 15 feet of movement.
Resistance Hide
Gain resistance to acid, fire, cold, lightning and thunder damage.
Phantom Presence
Able to move between creatures occupying spaces without hindering movement.
Sprout Wings
Lets your homunculus fly at least 25 feet of movement.
Quickened Mind
Gives your homunculus advantage on Dexterity Saving Throws.
Adept Mind
Makes it impossible to have your homunculus's Mind read.
Shadow Cloak
Become one with shadows causing enemy attacks to have disadvantage when trying to hit you.
Vitality Drain
When successfully hitting a target your homunculus regains hit points equal to your Intelligence modifier.
Behemoth
Prerequisite Size Increase. Your homunculus's Size increases to Large
Smart Mind
Your homunculus is smart enough to move and interact with objects.
Gift of Tongues
Your homunculus is gifted with the ability to understand all languages and even speak them.
Increased Reach
Prerequisite Monster Limb. Your homunculus's reach increases by 10 feet.
Hazard Skin
When attacked your homunculus is able to release an ooze that deals 1d4 acid damage as a reaction.
Mimic Role
Your homunculus is able to mimic any sound or voice it has heard in the last hour.
Master Artist
Your homunculus has advantage on performance checks.
Elemental Adept
Your homunculus has gained a damage type of necrotic, radiant, or lightning.
Invasive Mind
Your homunculus has learned to infiltrate the minds of others to discover secrets.
Survival Shell
Grants your homunculus with a dummy shell that gives 15 temporary hit points.
Beastly Vitality
Prerequisite Sturdy Training. Increases your homunculus's Hit Points by 20.
Calming Mind
Gives your homunculus advantage on Wisdom Saving Throws.
Tactical Retreat
If your homunculus is hit by an attack, it can immediately move up to half its speed without provoking opportunity attacks.
Wild Empathy
Your homunculus is able to communicate with wild animals and beasts. Charisma checks against said creatures are made with advantage.
Battlefield Awareness
Your homunculus can tell you the location of hidden or invisible enemies.
Helpful Spirit
Your homunculus has learned how to heal allies. Choose one creature within 60 feet, that creature regains 1d8 + 2 Hit Points. Usable once per long rest
Creature Type
Your homunculus has learned to change its typing and gain the resistances and vulnerabilities of said typing. Choose between the following: Abberation, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Monstrosity, Ooze, Plant and Undead. This typing can be changed during a short or long rest. Below is the table that describes your homunculus' resistance and vulernabilities when it takes on different typing.
| Type | Resistances |
|---|---|
| Abberation | Resistance to Charmed Condition |
| Beast | Resistance to paralyzed condition |
| Celestial | Immunity to Radiant damage, resistance to necrotic |
| Construct | Resistance to Magic Spells, immunity to poison |
| Dragon | Resistances depends on dragon typing |
| Elemental | Resistance depends on elemental typing |
| Fey | Resistance to spells that alter its form |
| Fiend | Immunity to Fire damage |
| Monstrosity | Resistance to Frightened condition |
| Ooze | Resistance to Acid |
| Plant | Resistance to physical damage |
| Undead | Resitant to Necrotic, immunity to poison |
Note Upon your DM's decision your homunculus' type change is for cosmetic/flavor reasons only and does not change how it is altered.
Signature Move
Your homunculus has gained the ability to use a specialized move that only it knows and can use once per long rest. Choose between the following: Optic Blast - Roll the number of d6 die equal to your proficiency bonus and add your intelligence modifier to the force damage. Range of 60 feet. Sanctuary Presence - Roll the number of d6 die equal to your proficiency bonus and add your intelligence modifier to determine the temporary number of hit points you and 5 allies have. Frightful Presence - All hostile creatures within 30 feet of your homunculus must succeed a Wisdom Saving Throw versus your Proficiency Bonus + 8 + your Intelligence modifier or become frightened for 3 rounds of combat.
Note The artwork of the Shaper Class is from Linden Bree. Here is her page: https://www.deviantart.com/notanamewaster/gallery