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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 Known | Active Grafts |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Shaper Trinket, Shared Traits, Evolution Tree | 0 | 0 | | — | — | — | — | — | — | — | — | | 2nd | +2 | Augmentations, Grafts, Biohazard Save DC | 2 | 1 | 2| — | — | — | — | — | — | — | — | | 3rd | +2 | Shaper Archetype, Biological Intuition | 2 | 1 | 3 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement| 2 | 1 | 3 | 2 | - | - | - | - | - | - | - | - | |5th | +3 | Intellect Strike |3 | 2 | 4 | 3 | 1 | - | - | -| - | - | - | - | |6th | +3 | Potent Evolution | 3| 2 | 4 | 3 | 2 | - | - | -| - | - | - | - | | 7th | +3 |Shaper Archetype Feature |3 | 2| 4 | 3 | 2 | 1 | - | - | - | - | - | | 8th | +3 | Ability Score Improvement | 3| 2 | 4 | 3 | 3 | 1 | - | - | - | - | - | | 9th | +4 | Protective Bond | 4 | 3| 4 | 3 | 3 | 2 | 1 | - | - | - | - | | 10th | +4 | Synergy Strike | 4 | 3 | 4 | 3 | 3 | 2 | 1| - | - | - | - | | 11th | +4 | Shaper Archetype Feature |4 | 3 | 4 | 3 | 3 | 2 | 1 | - | - | - | - | | 12th | +4 | Ability Score Improvement | 4 | 3 | 4 | 4 | 3 | 3 | 2 |1 | - | - | - | | 13th | +5 |Spell Eater | 5 | 4 | 4 | 4 | 3| 3 | 2 | 1 | - | - | - | | 14th | +5 | Resistance Attunement | 5 | 4 | 4 | 4 | 3 | 3 |2 | 1 | 1 | - | - | | 15th | +5 | Shaper Archetype Feature | 5 | 4 | 4 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | - | | 16th | +5 | Ability Score Improvement | 5 | 4 | 4 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | - | | 17th | +6 | Biological Overclocking |6 | 4 | 4 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Shaper Archetype Feature| 6 | 4 | 4 | 4 | 3 | 3 | 3 |1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement | 6 | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 20th | +6 | Apex Evolution |7 | 5 | 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: 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 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 you and 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 ### Evolution Tree When you first create your homunculus, you must choose its genetic path. This is called its Evolution Tree. Located below this description are the five different genetic paths your homunculus can take from levels 1, 11, and 17. When you choose a path it becomes permanent and cannot be changed unless you create a new homunculus. ### Sky Hunter Your homunculus has taken the genetic path of flying creatures below are your features: #### Gliding Membranes At level 1 your homunculus has wings or membranes but they are not strong enough for flight. The creature's long jump and high jump distance is doubled. If your homunculus is falling through the air or in the air then it can use its reaction to glide, for every 1 feet it falls, it can move 2 feet horizontally and it takes no fall damage. #### Fledgling Spike At level 11 your homunculus has learned to use its wings or membranes to fly. It gains 30 feet of flight movement. Additionally your homunculus' creature type becomes Elemental (Air). #### Apex Predator At level 17, when using its Dismantle Breath your homunculus deals an extra 2d6 lightning breath. It can also cast Warding Wind at will (no material components or concentration required). ### Deep Swell Your homunculus has taken the DNA of aquatic creatures. #### Fish Spawn At 1st level your homunculus 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 homunculus' 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 homunculus 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 homunculus (no material components or concentration required) ### Earth Shaker Your homunculus has taken the DNA of plant like creatures. #### Grub At level 1 your homunculus has gained a burrow speed of 30 feet. #### Root Bound At level 11 your homunculus' creature type becomes Plant which makes it immune to being Blind or Deafened. Additionally whenever it hits a creature on the same turn it emerged from the ground the target must succeed on a Strength Saving Throw versus your Biohazard Save DC or be knocked prone. #### World Eater At level 17 your homunculus' burrow speed increases by 30 feet and its Dismantle Breath deals an additional 2d6 Thunder damage. ### Iron Husk Your homunculus' skin hardens to the liking of a statue. #### Formidabble At level 1 your homunculus has advantage against being shoved or being knocked prone. #### Living Fortress At level 11 your homunculus' 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 homunculus construct and it has a +1 to its Armor Class. #### Colossus At level 17 your homunculus' size increases to large or Giant (if it wasn't already). As a reaction, when a creature within 5 feet is hit, the homunculus can become the target. ### Ghost Stalker Your homunculus has shown to take on attributes of other worldly creatures. #### Shadow At level 1 your homunculus has gained proficiency in the Stealth skill and has its speed increased to 35 feet. Additionally it can attempt to hide even when slightly obscured or in half cover. #### Void Walker At level 11 your homunculus takes on the Aberration 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 homunculus can cast the Invisibility spell, as an action, at will without the need for material components (requires concentration). When attacking the homunculus beomces visible. \pagebreak #### Shared Traits The homunculus shares your Intelligence score and alignment. In combat, it acts on your turn and uses your Bonus Action to take its action; if you are incapacitated, it acts independently. If the homunculus dies, you can create a new one during a Long Rest using 10 gp of organic materials or an available corpse. The new homunculus retains its original, non-augmented statistics. ___ > 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 force damage on a hit. Range of 30 feet. The damage die increases to 2d6 at level 5, 3d6 at level 11 and 5d6 at level 17. >- ### 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 or help action. #### Augmentations Starting a level 2, yourself and your homunculus are malleable due to your crazy experiments. During a long rest you can alter the physical and mental attributes of yourself and your homunculus through the Biological Grafts that you have learned. Detailed at the end of your class document are the Augmentations you can Graft into yourself and your homunculus. You are able to change Augmentations during a short or long rest. #### Grafts Additionally at level 2 you have learned by memory, how many genetic modifications you can make to yourself and the homunculus. At the end of a long rest you can change yourself or your homunculus to apply grafts and split them in any combination you see fit. Grafts may be changed during a short or long rest. #### Biohazard Save DC Some of your features and vials require a saving throw to resist their effects. The saving throw DC is calculated as follows: Biohazard Save DC = 8 + your proficiency bonus + your Intelligence modifier #### 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. * Diagnostic Touch: As an action, you can touch a creature and know its current hit point total and whether it is under the effects of any poisions or diseases. * DNA Mending: As an action, you can touch your homunculus and perform a DC 10 Medicine check. On a success, the homunculus 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 homunculus' creature type would not receive healing. Usable equal to your Intelligence modifier (minimum of 1). #### Intellect Strike At 5th level, your homunculus adds your intelligence modifier to their damage rolls when using Dismantle Breath after landing a successful hit. #### Potent Evolution Starting at 6th level, your attacks and your homunculus' 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 homunculus share a protective bond. 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. \pagebreak #### Synergy Strike At 10th level, whenever you and your homunculus are within 15 feet of each other you deal an additional 1d6 force damage once per turn. #### Spell Eater At level 13 as a reaction when you or a creature you can see within 30 feet is targeted by a spell, your homunculus 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 ahs been cast. Once you use this feature it cannot be used until you finish a short or long rest. #### Resistane Attuenment At 14th level, your constant exposure to mutagenic energy has permanently altered your cellular structure and that of your homunculus. At the end of a Long Rest, choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. Both you and your homunculus 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 homunculus enter a state of overclocking wnhich lasts 1 minute. While in an Overclocked state you and your homunculus have the following attributes: * Movement speeed is doubled and does not provoke opportunity attacks. * AC increases by +1 * Once per turn whenever you or your homunculus deals damage you add your intelligence modifier to the damage roll again. #### 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 homunculus 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. * Your homunculus gains the huge size 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 or until you decide to diffuse. When fused you gain the following: * You take on the typing of your homunculus including the resistances. * You gain temporary hit points equal to half your Homunculus' current hit points. Which are lost after a long rest. * You gain access to the homunculus' 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. Your Fusion ability can now be used once per short rest. #### Augmentation Activated At level 11, while fused, you gain all passive benefits of the Augmentations currently active on your Homunculus. If the Homunculus has an Augmentation that increases size (like Colossus), you become Large. Your reach increases by 5 feet, and you deal an extra 1d4 damage with melee weapon attacks while Large. #### Stronger Hits At level 15, while in your Fused Form you can take the Multiattack action. You can make two melee weapon attacks, or one melee attack and one Dismantle Breath attack, when you take the Attack action on your turn. Does not stack with Extra Attack. #### 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. ### 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, its size counts as large while you mount it. While mounted: * You gain Temporary Hit Points (once per long rest) equal to half your homunculus's total Hit Points (does not reset). * While mounted, you have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. * Your homunculus' 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 homunculus is hit by an AoE spell like Fireball, both the mount and the rider take damage. \pagebreak #### Magic Weapon At level 11 you learn how to turn your Trinket into a weapon. When attacking 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 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 (usable equal to your intelligence modifier minimum of 1). 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 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 homunculus creates a ward against hostile magic. While you are mounted on your homunculus, you and the homunculus have resistance to all damage from spells. Additionally, you both have advantage on saving throws against spells and other magical effects. ### 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 your Dismantle Breath damage. 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 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. #### **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. \pagebreak #### 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. #### Genetic Modification Below are the Augmentations you can graft onto you or your homunculus. These Augmentations cannot be stacked. ### Predator Strain (Offense) Make yourself or your homunculus 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 homunculus 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