Circle of Warshapers (5e Subclass)

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Warshaper (Aberration variant)

"Aww, you can transform? How adorable! Here, let me show you how a professional does it!"

Most martial characters rely on manufactured gear such as a sword and a shield or natural endowments such as teeth and claws to survive on the battlefield. The warshaper finds those options sadly limiting, instead growing and evolving her own weapons and armor to suit the threat at hand. Blessed with the ability to change form at a moment's notice, warshapers delight in surprising their foes by growing massive claws, armored skin, or other unpleasant surprises.

Warshapers must have some ability to change their form, and many are shapechangers such as dopplegangers and lycanthropes. Wizards and sorcerers who know the polymorph spell can take levels in the prestige class, as can druids who have mastered the wild shape class feature.

Most warshapers can change their outward appearance in the blink of an eye, so they don't stand out among the ranks of their allies. Its not until the solider you're fighting grows a tentacle and fangs that you know you have met a warshaper.

Becoming a Warshaper (Aberration variant)

The warshaper grows and evolves her own weapons and armor to suit the threat at hand.

Entry Requirements
Alignment: Any non-lawful.
Base Attack Bonus: +4.
Race: Any (but see below).
Feats: Aberration blood, aberration wild shape.
Special: Must be able to change shape into an aberration in one of the following ways:
  • Change shape supernatural ability (aranea, hound archon, barghest, doppleganger, rakshasa, slaad).
  • Polymorph as a spell-like ability (astral deva, planetar, solar, couatl, marilith, bronze dragon, gold dragon, silver dragon, efreeti, leonal guardinal, night hag, ogre mage, pixie).
  • Able to cast the polymorph spell.
  • Wild shape or similar class feature.
Table: The Warshaper

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Morphic Immunities, morphic weapons
2nd +2 +3 +1 +1 Morphic Body
3rd +3 +3 +1 +1 Morphic reach
4th +4 +4 +1 +1 Morphic Healing
5th +5 +4 +1 +1 Aberrant Mutation

Class Skills (4 + Int modifier per level)
The Warshaper (aberrantion variant)'s class skill are Balance, Climb, Concetration, Craft, Disguise, Escape Artist, Intimidation, Jump and swim .

Class Features

All of the following are class features of the warshaper prestige class.

Weapon and Armor Proficiency: Warshapers gain no proficiency with any weapon or armor.

Morphic Immunities (Ex): A warshaper is adept at distributing her form's vital organs around her body to keep them safe from harm. Warshapers are immune to stunning and critical hits.

Morphic Weapons (Su): As a move action, a warshaper can grow natural weapons such as claws or fangs, allowing a natural attack that deals the appropriate amount of damage according to the size of the new form. These morphic weapons need not be natural weapons that the creature already possesses. For example, a warshaper polymorphed into an ettin could grow a claw that deals 1d6 points of damage, or horns for a gore attack that deals 1d8 point of damage.

If the warshaper's form already has a natural attack of that type, the weapon deals damage as if it were one category larger. For example, a warshaper who used wild shape to become a dire wolf (Large animal) could grow its jaw and snout, enabling a bite attack that deals 2d6 points of damage (as a Huge animal), not the normal 1d8.

A warshaper can change morphic weapons as often as it likes, even if it is using a shapechanging technique such as the polymorph spell or the wild shape class feature that doesn't allow subsequent changes after the initial transformation.

At the 5th level you can use Morphic Weapons as a free action and you can mutate part of your body to be able to speak any language you know.

Morphic Body (Su): At 2nd level and higher, a warshaper can use its precise control over its form to make itself stronger and heartier. It gains +6 to Strength and +6 to Constitution. It also allow you to keep your hps, your cos, dex and str score (if yours are greater) and bonus from all yours aberrant feats (if the warshaper wants to).

Morphic Reach (Su): A warshaper of 3rd level or higher can suddenly stretch its limbs, neck, or other appendages outward, giving it 5 more feet of reach than the creature its emulating. Unlike most creatures, warshapers don't appear to have a longer reach until they actually use it.

Moprhic Healing (Su): At 4th level, a warshaper becomes able to change its form where wounds appear, creating smooth skin where once were wounds. The warshaper gains fast healing 3, and if it spends a full-round action and succeeds on a Concentration check (DC equal to the total damage it has sustained in the last round), it heals 10 points of damage.

Aberrant Mutation (Su): At 5th level, a warshaper rhythm and speed in his shapeshifting made it a total aberration. It gains the aberration type and also the ability to mutate from more times during one use of wild shape this require a full round action that does not provoce any attack of oppurtunity. Every form (if the warshaper wants to) has multiple tentacles that, when you are attacked, strike back at your attacker. They have an attack bonus equal to your base attack bonus + your Str modifier, and a succesful attack deals 1d12 (if small or smaller size 1d6) + your Str points of damage. You can keep one or more Extraordinary Abilities (Ex) from one or more of the forms you can shape into (for example you can keep improved grab) [TALK WITH YOUR DM ABOUT THIS FIRST]

Ex-Warshapers

Campaign Information

Playing a Warshaper

Combat:

Advancement:

Resources:

Warshapers in the World


NPC Reactions:

Warshaper Lore

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
11 .
16 .
21 .
26 .

Warshapers in the Game

Adaptation:

Sample Encounter:

EL whatever:


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