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 Synthetite.
Connection to their Synthetite
The connection between a Shaper and their Synthetite 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 Synthetite 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. 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
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 | Grafts Known | Active Grafts |
|---|---|---|---|---|
| 1st | +2 | Shaper Trinket, Synthetite, Diagnostic Touch | 0 | 0 |
| 2nd | +2 | Grafts Known and Active Grafts, Biohazard Save DC | 2 | 1 |
| 3rd | +2 | Shaper Archetype, Biological Intuition | 2 | 1 |
| 4th | +2 | Ability Score Improvement | 2 | 1 |
| 5th | +3 | Intellect Strike, Extra Attack | 3 | 2 |
| 6th | +3 | Potent Evolution | 3 | 2 |
| 7th | +3 | Shaper Archetype Feature | 3 | 2 |
| 8th | +3 | Ability Score Improvement | 3 | 2 |
| 9th | +4 | Protective Bond | 4 | 3 |
| 10th | +4 | Synergy Strike | 4 | 3 |
| 11th | +4 | Shaper Archetype Feature | 4 | 3 |
| 12th | +4 | Ability Score Improvement | 4 | 3 |
| 13th | +5 | Spell Eater | 5 | 4 |
| 14th | +5 | Resistance Attunement | 5 | 4 |
| 15th | +5 | Shaper Archetype Feature | 5 | 4 |
| 16th | +5 | Ability Score Improvement | 5 | 4 |
| 17th | +6 | Biological Overclocking | 6 | 4 |
| 18th | +6 | Shaper Archetype Feature | 6 | 4 |
| 19th | +6 | Ability Score Improvement | 6 | 4 |
| 20th | +6 | Apex Evolution | 7 | 5 |
A Halfling commands a strange companion. A High Elf spends endless hours researching rare specimens. What drove your Shaper to adventure?
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: none
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Animal Handling, Arcana, Deception, Medicine, Perception, 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
Your Trinket serves as a biological conduit for your creations. This Trinket can take any form you choose like a scalpel or doctor's mask. If the Trinket is lost or destroyed, you can create a replacement by performing a 1-hour ritual during a short or long rest. The Trinket has the following properties:
- Biological Link. While within 120 feet of your Synthetite, you can communicate with it telepathically.
- Modification. While within 60 feet of your Synthetite, you can use the Trinket to apply your known Grafts or modify its physical form. Additionally, whenever you finish a long rest, you can use the Trinket to calibrate the Synthetite's glands, choosing Acid, Cold, Fire, or Lightning for its Dismantle Breath damage type. This choice lasts until you finish your next long rest.
- Reconstruction. If your Synthetite dies, or to replace it, you can spend 1 hour using your Trinket and your Shaper level worth of organic material (non construct or undead medium or large corpses) to create a new one.
Synthetite
At 1st level, you create a biological companion known as a Synthetite. It is friendly to you and your companions and obeys your commands. See the Synthetite Stat Block for its statistics, which use your Proficiency Bonus (PB) in several places.
In combat, the Synthetite shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Synthetite can take any action of its choice, prioritizing protecting you and itself.
Path of Evolution. Choose one of the following paths for your Synthetite: Deep Sweel, Earth Vermin, Ghost Stalker, Iron Husk or Sky Hunter. If you wish to change your Synthetite's Path, you must spend 8 hours of downtime and 1 times your Shaper Class Level in rare biological components to "re-sequence" its DNA, during which the old form dissolves and the new one takes shape.
Deep Swell
Your Synthetite has taken the DNA of aquatic creatures.
Fish Spawn
At 1st level your Synthetite gains the ability to swim 30 feet and can breathe air and water. Additionally it gains advantage on checks against being grappled. Its strength increases +2 as well.
Liquid Horror
At level 11 your Synthetite' creature type becomes Ooze. It can move through narrow spaces such as 1 inch without squeezing and has advantage on grappling creatures up to two times larger than its size.
Abyssal Titan
At level 17 your Synthetite regains 10 hit points whenever it starts its turn underwater or in rain. Additionally, as an action it can cast Fog Cloud and Create and Destroy Water at will which does not blind you or your Synthetite (no material components required).
Earth Vermin
Your Synthetite has taken the DNA of plant like creatures.
Grub
At level 1 your Synthetite has gained the ability to cast Speak with Plants as an action without the need for material components.
Root Bound
At level 11 your Synthetite' creature type becomes Plant which makes it immune to being Blind or Deafened it also gains resistance to non magical bludgeoning, piercing and slashing damage.
Dirt Monster
At level 17 your Synthetite' gains the ability to plant themselves into the ground as an action. Whie rooted their speed is zero. Additionally, while rooted they regain hit points equal to your intelligence modifier + Class Level per turn, provided they stay planted. It also can use Dismantle Breath while planted. To unroot itself the Synthetite can use an action to unroot itself.
Ghost Stalker
Your Synthetite has shown to take on attributes of other worldly creatures.
Shadow
At level 1 your Synthetite has gained proficiency in the Stealth skill and has its speed increased to 35 feet. Additionally it can attempt to hide even when lightly obscured or in half cover.
Creepy Walker
At level 11 your Synthetite takes on the Undead creature type. It gains Telepathy out to 60ft and is immune to being Charmed. It can move through other creatures and objects as if they were difficult terrain (taking 1d10 force damage if it ends its turn inside an object).
Nightmare Mimic
At level 17 your Synthetite can cast the Invisibility spell, as an action, at will without the need for material components (requires concentration). When attacking the Synthetite beomces visible.
Iron Husk
Your Synthetite' skin hardens to the liking of a statue.
Formidabble
At level 1 your Synthetite has advantage against being shoved or being knocked prone.
Living Fortress
At level 11 your Synthetite' creature type becomes a Construct. It has no need to eat, breathe, or sleep. Additionally it gains resistance to non-magical bludgeoning, piercing and slashing damage. Using healing potions can heal your Synthetite construct and it has a +1 to its Armor Class.
Colossus
At level 17 your Synthetite' size increases to one size larger. As a reaction, when a creature within 5 feet is hit, the Synthetite can become the target.
Sky Hunter
Your Synthetite has taken the genetic path of flying creatures below are your features:
Gliding Membranes
At level 1 your Synthetite has wings or membranes but they are not strong enough for flight. The creature's long jump and high jump distance is doubled.
Fledgling Spike
At level 11 your Synthetite has learned to use its wings or membranes to fly. It gains 30 feet of flight movement. Additionally your Synthetite' creature type becomes Elemental (Air).
Apex Predator
At level 17, your Synthetite can cast Warding Wind at will (no material components required).
Small monstrosity, any alignment (same as Shaper)
- Armor Class 10 + Shaper proficiency bonus
- Hit Points 5 times the Shaper's Level.
- 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 - PB + Intelligence modifier to hit. Deals 1d6 your chosen damage type on a hit. Range of 30 feet. The damage die increases to 2d6 at level 5, 3d6 at level 11 and 4d6 at level 17.
Diagnostic Touch
At 1st level, your anatomical knowledge allows you to instantly gauge a creature's vitality. As an action, you can touch a creature and worldlessly sense its physical condition. You learn if the creature currently has more, fewer, or equal hit points than your own hit point current total.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
Grafts Known and Active Grafts
At 2nd level, your biological research allows you to manifest physical mutations known as Grafts. You know two Grafts of your choice from the "Genetic Modification" list, and you learn more as you advance in this class, as shown in the Grafts Known column of the Shaper table. During a long rest, you can use your Shaper Trinket to apply a number of these Grafts as active Grafts to yourself or your Synthetite, up to the limit shown in the Active Grafts column. These Grafts remain active until you finish a long rest, at which point you can redistribute them. If an Graft Known requires a saving throw, your Biohazard Save DC equals 8 + your proficiency bonus + your Intelligence modifier. You can replace one Graft you know with another whenever you gain a level in this class.
Studies
At 3rd level each Shaper chooses an archetype that demonstrates their interest of study. Choose between Fuser, Bioknight or Chemist.
Biological Intuition
Additionally at level 3 your deep study of anatomy and chemical structures allow you to sense imbalances in the world around you. You gain the following benefits:
- Medial Mastery: You gain proficiency in the Medicine skill. If you already have proficiency, you gain Expertise in it (adding double your Proficiency Bonus to checks).
- Internal Compass: You can cast Detect Poison and Disease at will, without expending a spell slot or requiring material components.
- DNA Mending: As an action, you can touch your Synthetite and perform a DC 10 Medicine check. On a success, the Synthetite regains hit points equal to 1d6 + your Intelligence modifier. This healing increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Even works when your Synthetite' creature type would not receive healing. Usable equal to your Intelligence modifier (minimum of 1) once per long rest.
Intellect Strike
At 5th level, your Synthetite adds your intelligence modifier to their damage rolls when using Dismantle Breath after landing a successful hit.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Additionally, you have developed a seamless combat rhythm with your creation. You no longer need to use a bonus action to command the Synthetite to take an action. Instead, when you take the Attack action on your turn, you can forgo one of your own attacks to allow the Synthetite to use its Dismantle Breath or Slam action as part of that same action
Potent Evolution
Starting at 6th level, your attacks and your Synthetite' Dismantle Breath count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage
Protective Bond
At 9th level, you and your Synthetite share a protective bond. As a reaction when one of you takes damage while within 30 ft of each other your received damage is decreased by your Intelligence modifier. Usable equal to your intelligence modifier oncer per long rest.
Synergy Strike
At 10th level, you and your Synthetite learn to exploit distractions in a target’s defenses. Once on each of your turns, when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to the target if your Synthetite is within 5 feet of the creature and isn't incapacitated.
Spell Eater
At level 13 as a reaction when you or a creature you can see within 5 feet is targeted by a spell, your Synthetite can attempt to "eat" the magic. Make an Intelligence check against a DC of 10+ the spell's level. On a success the spell fails as though the counterspell spell has been cast. Once you use this feature it cannot be used until you finish a short or long rest.
Resistance Attuenment
At 14th level, your constant exposure to mutagenic energy has permanently altered your cellular structure and that of your Synthetite.
At the end of a Long Rest, choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. Both you and your Synthetite gain resistance to that damage type. This resistance lasts until you choose a different one at the end of your next Long Rest.
Biological Overclocking
At 17th level your experimentation with genetic makeup hits new heights. As a bonus action, once per long rest, you and your Synthetite enter a state of overclocking wnhich lasts 1 minute. While in an Overclocked state you and your Synthetite have the following attributes:
- Movement speeed is doubled and does not provoke opportunity attacks.
- AC increases by +1
Apex Evolution
At 20th level, you have reached the pinnacle of biological manipulation, allowing you to rewrite your own genetic code and that of your Synthetite in an instant. You gain the following benefits:
- Infinite Adaptation: You no longer need a Long Rest to swap your Grafts. You can redistribute your Active Grafts at the end of a Short Rest.
- Master's Resilience: Your maximum number of Active Grafts increases to 5 once per long rest.
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 Synthetite like a mount, its size counts as large while you mount it. While mounted:
- You gain Temporary Hit Points (once per long rest) equal to your intelligence modifier + your Shaper Level.
- While mounted, you have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
- Your Synthetite' movement speed increases by 5 feet times your Intelligence modifier (minimum of +1) while you or someone else is riding it (only you the Bioknight get the bonuses from riding the mount).
Note: If the Synthetite is hit by an AoE spell like Fireball, both the mount and the rider take damage.
Magic Weapon
At level 11 you learn how to turn your Trinket into a weapon. When successfully hitting a creature you deal an extra 1d6 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 Synthetite 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 (usable equal to your intelligence modifier minimum of 1). Below are the effects of your battle cry:
- Inspire Allies: All allies (including your Synthetite) within a 30-foot radius of you gain a bonus to their first attack roll equal to your Intelligence modifier (minimum of +1).
- Enemies within the same radius must succeed on a Wisdom saving throw against your Biohazard 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.
Legendary Vanguard
At 18th level, your bond with your Synthetite creates a ward against hostile magic. While you are mounted on your Synthetite, you and the Synthetite have advantage on saving throws against spells and other magical effects. Additionally, if you or your Synthetite are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
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 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 + half your Shaper level (rounded down). You can create more of the same type of vial as many times as you would like. Below are the different vials, toxins and potions that you can make. As an action you may use or throw the vial.
Serums
On this page 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. Cannot be stacked. The target can wipe away the corrosive acid by using an action.
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 and become easier to break.
Exploding Potion
You may throw a pressurized glass vial at a point you can see within 30 feet, which shatters and explodes on impact. Each creature within a 5-foot-radius sphere centered on that point must make a Dexterity saving throw against your Biohazard Save DC.
On a failed save, a creature takes damage equal to 1d6 at level 1, 2d6 at level 5, 3d6 at level 11 and 5d6 at level 17.
On a successful save, a creature takes half as much damage.
When you craft this vial, choose one of the following damage types for the explosion: Acid, Cold, Fire, or Lightning.
Hallucination Toxin
This serum induces a state of confusion in the creature touched with it. When a creature is touched it must make a Constitution saving throw against your Biohazard Save DC. On a failed save, the creature is poisned for 1 minute. When poisned this way the creature has disadvantage on attacks rolls and Ability Checks. The creature can repeat the saving throw at the end of each of its turns ending its effect itself on success. On a success nothing happens. Does not work on constructs or undead.
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. The healing increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (5d4).
Liquid Courage
This vial has a range of 15ft and makes a user immune to the frightened condition for 1 minute once administered.
Poison Antidote
This antidote relieves any creature of the poisoned condition 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.
Experimental Weapons
At level 7, as an action, you coat the weapons of up to 5 creatures within 30 feet with a volatile catalyst. For the next minute, the first time each turn a creature hits with a weapon attack, they deal extra damage equal to your Intelligence modifier rounded down (minimum of 1).
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.
War Medic
At level 15, as an action, you use 500gp of stabilizers to revive a creature dead for up to one hour. The target returns with 1 hit point but suffers a -4 penalty to all rolls. This penalty decreases by 1 after each long rest. You can use this feature once per long rest. It cannot restore limbs or revive those dead of old age.
Molecular Dissolution
At 18th level, you can create a single vial of universal solvent. As an action, you throw the vial at a point you can see within 60 feet. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw against your Biohazard Save DC.On a failed save, a creature takes 10d10 acid damage and begins to liquefy, granting it disadvantage on Dexterity saving throws for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.On a successful save, a creature takes half as much damage and suffers no further effects.If this damage reduces a creature to 0 hit points, it is disintegrated into a pool of chemical sludge. The solvent deals double damage to structures and objects, and any non-magical object in the area that isn't being worn or carried is destroyed.Once you use this feature, you cannot do so again until you finish a long rest.
Fuser
Fusers are Shapers that have combined bodies with their Synthetite. You gain one extra Graft that is passive and can be swapped on a short rest. At level 3, as a bonus action you can fuse with your Synthetite to temporarily increase your stats. Fusing lasts for 1 minute or until you decide to diffuse. When fused you gain the following:
- You take on the typing of your Synthetite including the resistances and vulnerabilities.
- You gain Temporary Hit Points equal to 2 times your Shaper Level.
- You gain access to the Synthetite' Dismantle Breath attack.
The fusion may be used once per long rest.
Attuned Mind
At level 7, you add your Intelligence modifier to your initiative rolls. You now can use your Fusion ability equal to half your Intelligence modifier rounded down.
Augmentation Activated
At level 11, while fused, you gain all passive benefits of the Grafts currently active on your Synthetite.
Protective Shield.
At level 15, while you are in your Fused Form, you can use your reaction to lash out at those who harm you. When a creature within 5 feet, for the first time on a turn, of you hits you with a melee attack, you can use your reaction to deal damage to the attacker. The damage is equal to your Dismantle Breath damage (4d6 at this level) and is of the same damage type currently chosen for your Synthetite. Additionally while Fused, you have resistance to the damage type currently chosen for your Dismantle Breath.
Kinetic Fusion
At level 18, while fused, you gain a vortex of kinetic energy. Any creature that starts its turn within 5 feet of you or hits you with a melee attack takes force damage equal to your Intelligence modifier. You may also fuse equal to your intelligence modifier (minimum of 1) once per short rest.
Genetic Modification
Below are the Grafts Known you can graft onto you or your Synthetite. These Grafts Known cannot be stacked.
Predator Strain (Offense)
Make yourself or your Synthetite a primary damage dealer.
Extra Gastric Acid
When the creature hits with a melee or ranged attack, it deals an additional 1 acid damage.
Focus Strike
The creatures attack ignores half cover.
Mantis Strike
When the creature makes a melee attack on its turn, its reach for that attack is 5 feet greater than normal.
Pounce Tendons
If the creature moves at least 20 feet toward a target and hits with a melee attack, the target must pass a Strength save or be knocked Prone.
Toxic Barbs
Once per turn, when the creature hits with an attack, the target must succeed on a Constitution saving throw versus your Biohazard Save DC or have its speed reduced by 10 feet until the start of your next turn.
The Aegis Strain (Defense)
Make yourself or your Synthetite the ultimate tank
Acidic Armor
The exterior becomes acidic. Whenever a target hits the creature the target takes 1d4 poison damage.
Chitinous Plating
The exterior hardens. The creature gains a +1 bonus to its Armor Class.
Nervous System Overclock
The creature has advantage on Dexterity saving throws against effects it can see, such as traps and spells.
Inhibitor Pheromones
Hostile creatures within 5 feet of the creature have a -2 penalty to their Wisdom (Medicine) and Animal Handling checks.
Rubbery Hide
The creature has Resistance to Falling Damage and advantage on checks to escape a Grapple.
The Explorer Strain (Utility and Movement)
For those that want something more than combat.
Adhesive Pads
Gain a climbing speed of equal to your movement speed across horizontal surfaces.
Bioluminescent Pores
As a bonus action, the creature can emit bright light in a 10-foot radius and dim light for an additional 10 feet, or extinguish it.
Elastic Tendons
The creature’s long jump and high jump distances increase by 5 feet.
Sensory Antennae
The creature gains Darkvision out to a range of 60 feet. If it already has Darkvision, the range increases by 15 feet