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Shaper Class
\pagebreak ### 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? \pagebreak
##### Shaper | Level | Proficiency Bonus | Features| Augmentations |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Shaper Trinket, Shared Traits, Evolution Points | 0 | 2 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Augmentations | 2 | 3 | 2 | — | — | — | — | — | — | — | — | | 3rd | +2 | Shaper Archetype | 2 | 3 | 3 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement| 3 | 4 | 3 | 2 | - | - | - | - | - | - | - | - | |5th | +3 | Wild Senses |3 | 4 | 4 | 3 | 1 | - | - | -| - | - | - | - | |6th | +3 | | 4| 5 | 4 | 3 | 2 | - | - | -| - | - | - | - | | 7th | +3 |Shaper Archetype Feature |4 | 6| 4 | 3 | 2 | 1 | - | - | - | - | - | | 8th | +3 | Ability Score Improvement | 5 | 7 | 4 | 3 | 3 | 1 | - | - | - | - | - | | 9th | +4 | Protective Bond | 5 | 8 | 4 | 3 | 3 | 2 | 1 | - | - | - | - | | 10th | +4 | Synergy Strike | 5 | 9 | 4 | 3 | 3 | 2 | 1| - | - | - | - | | 11th | +4 | Shaper Archetype Feature |6 | 9 | 4 | 3 | 3 | 2 | 1 | - | - | - | - | | 12th | +4 | Ability Score Improvement | 6 | 10 | 4 | 4 | 3 | 3 | 2 |1 | - | - | - | | 13th | +5 |Spell Eater | 6 | 10 | 4 | 4 | 3| 3 | 2 | 1 | - | - | - | | 14th | +5 | | 6 | 11 | 4 | 4 | 3 | 3 |2 | 1 | 1 | - | - | | 15th | +5 | Shaper Archetype Feature | 7 | 12 | 4 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | - | | 16th | +5 | Ability Score Improvement | 7 | 12 | 4 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | - | | 17th | +6 | | 7 | 13 | 4 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Shaper Archetype Feature| 7 | 14 | 4 | 4 | 3 | 3 | 3 |1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement | 7 | 15 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 20th | +6 | Change Size |7 | 16 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1
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. \pagebreak ### Shared Traits Your homunculus shares your Intelligence score, Intelligence modifier, and alignment. Even if you fall unconscious, your homunculus acts of its own volition without the need for your commands. Your homunculus uses your bonus action to take its action. Should your homunculus fall in battle uou can make a new one during a long rest. Your newly created homunculus uses the same nonaugmented stats as the old one that came before it. ___ > Small Creature, any alignment (same as Shaper) > ___ > - **Armor Class** 10 + Shaper proficiency bonus > - **Hit Points** Half the Shaper's Max HP. > - **Movement Speed** 30 feet >___ > - Strength: 13 (+1) > - Dexterity: 13 (+1) > - Constitution: 13 (+1) >- Intelligence: Same as Shaper >- Wisdom: 14 (+2) >- Charisma: 10 >___ > - **Senses** passive Perception 10 + Wisdom Modifier >- **Languages** Understands Common and any language spoken by the Shaper. Can Talk. >___ >- ### Actions >- **Dismantle Breath** - +2 to hit and deals die equal to your proficiency bonus d4 force damage on a hit. Range - 15 feet >- ### Passive Abilities >- May choose to forgo its turn in combat to get advantage on its next turn. >- May forfeit its turn to take the dodge action. ### 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. \pagebreak 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.
**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. \pagebreak ### 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. \pagebreak #### **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. \pagebreak #### **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