Doom Shaper (5e Class)
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A long time ago, Herionza, a tall forbidding women cackles. She had been dedicated to the study of luck, trying to figure out how to trap the magics of fortune into spells so as to bless her family and future. All of her attempts to caress the cosmic bindings of the world for goodness only halted. She would bless fields of crops and see them wither, she’d empower horses in a race only to see them die in last place. The more powerful she made her caress, the more she tried to push things right, the worst things became. The woman was forsaken, and soon she became associated with only the worst tidings, terrible luck. Herionza had discovered how effect the luck of the world, but could only make things worst. Embittered by her failure and the scorn of her friends, eventually she turned to purposefully cursing anyone who annoyed her, and she slowly evolved the art of luckcraft into a new form, the magical arts that eventually became known as doom.
Practitioners of doomcraft come in all shapes and sizes, but they have a common thing among them: They are agents of chaos, of destruction, and they seek to destroy the world around them. They delve into the magics of chaos and luck, twisting the power to destroy lives. A dealer, hired by a gambling den, watches as customer after customer fails. An assassin watches as the man he’d been hired to kill accidentally trips and dies of his own accord. A scorned witch watches as an entire villages crops comes under pestilence and ruin. These are Doom shapers.
Creating a Doom Shaper
- Quick Build
You can make a Doom Shaper quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Alcolyte background. Third, choose Light Armor.
As a Doom Shaper you gain the following class features.
- Hit Points
Armor: light armor, medium armor, Shields
Weapons: Simple Weapons, scimitars
Tools: Gaming Set
Saving Throws: Wisdom, Intelligence
Skills: Choose two from Arcana, Deception, Intimidation, Performance, Sleight of Hand or Stealth.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shield or (b) any simple weapon or (c) a shortbow and 20 arrows
- (a) a scimitar or (b) any simple melee weapon or (c) leather armor and an explorer's pack
- If you are using starting wealth, you have 2d4 x 10gp in funds.
|1st||+2||Doom Shaper Spellcasting, Doom Points, Doom Ray, Aura Sight|
|3rd||+2||Doom Shaper Technique|
|4th||+2||Ability Score Improvement|
|7th||+3||Doom Shaper Technique Feature|
|8th||+3||Ability Score Improvement|
|10th||+4||Mitigation of Doom|
|12th||+4||Ability Score Improvement|
|14th||+5||Doom Shaper Technique Feature|
|16th||+5||Ability Score Improvement|
|18th||+6||Doom Shaper Technique Feature|
|19th||+6||Ability Score Improvement|
Doom Shaper Spellcasting
The general mechanism of the Doom Shaper are doom points, a categorization of bad luck and doom you have inflicted your opponents with. Various abilities have impacts based on doom points, and anyone with doom points loses half of their doom points over a long rest.
At 1st level, you learn to channel the basic powers of doom into physical form. You can create bolts of darkness that strike enemies. You make a ranged spell attack against a target within 60 feet, and the enemy takes 1d8 + your Wisdom modifier force damage. With each strike, a target gains 1 doom point. Doom Ray does 1 more damage to the target for each doom point on it. At 5th level this attack creates two doom bolts, at 11th level 3, and at 17th level 4 Doom Ray bolts. This ability requires the ability to use somatic components (A free hand or a hand with a spellcasting focus) but does not actually involve somatic components, you are manipulating the aura of a creature.
At 1st level, you have learned to tap into the auras of fortune around creatures and modify them to bring about their doom. You can sense the auras of any living or undead creature within 60 feet of you, and can pintpoint their location and target them with doom-related techniques.
At 2nd level, you gain the ability to cause an enemy to falter in its step and make mistakes. As a reaction on your turn, in response to a target making a saving throw or making an attack, if that target has doom points, you can remove up to five doom points from them to cause the target to reduce their attack roll or saving throw by the number of doom points removed.
Doom Shaper Technique
At the 3rd level, you chose a technique. Choose between Evangelist, and assassin, both detailed at the end of the class description. Your choice grants you features at 3rd, and again at 7th, 14th, and 18th levels.
Ability Score Increase
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.
Beginning at 5th level, you've grown to harness the power of doom, and can move it across enemies with ease. As a bonus action, you can extract doom from a target within 60 feet who has doom points and inflict it upon another target within 60 feet. You can reduce the doom on the target by an amount up to your doom shaper level, and the second target gains half of the doom points removed from the first target. Your first target may be a deceased creature only if it is your first turn since their death.
Beginning at 6th level, your powers over doom blesses you increased power over curses and similar magic. You gain the ability to cast bestow curse and remove curse at third level, and can cast either once per short rest. (One casting of either spell per short rest). At 11th level you can cast the bestow curse spell as though it were 5th level and you can cast greater restoration instead of remove curse, and at 17th level you can cast bestow curse as though it were with a 7th level spell slot. None of these spells require material components.
At 9th level you learn to focus doom on your enemies, cosmically bounding them to poor fortune. As an action on your turn, you can spend your turn casting a great spell of doom. You can distribute any number of doom points among any enemies within 50 feet up to or equal to your doom shaper level. You can only do this once per short rest. You can only give any specific target a number of doom points equal to half your doom shaper level.
Mitigation of Doom
At 10th level, your constant channeling of the power of misfortune had taught you to channel the forces of DOOM away from yourself, reducing your own chance of misfortune. Pick two saving throws: You gain proficiency on these saving throws. During a long rest, you can change your choices.
Beginning at 13th level, you’ve managed to channel the darkest elements of the world into dooming those around you. As an action, you can damn a target within 60 feet, causing them to take 13d8 + 13 necrotic damage. For each 1d8 roll that ended on an odd number, the target also gains a doom point.
Beginning at 15th level, you exert an aura of doom. Incredibly unfortunate things begin to happen to those around you with doom points. As a bonus action, you can cause one of the following effects on a target with doom points. By removing 1 doom point from a target, you can cause them to trip. They must make an Acrobatics check against your doom save DC or fall prone. By removing 4 doom points, they become paralyzed with fear. They must succeed on a Wisdom saving throw, or become paralyzed with fear during their next turn, unable to move or take actions.
Beginning at 20th level, you have become a harbinger of doomsday and misfortune. You may activate doomsday, where you radiate destruction and the death of days. As a bonus action on your turn, you can activate the doomsday. Everyone within 130 feet including yourself gains 2 doom points per turn. Furthermore, a fiery aura of destruction threatens to scorch the world. At the end of each of your turns, each creature within 130 feet of you must take 1d8 fire damage per doom point they have. If you die during the doomsday, the effect continues. The doomsday lasts for 13 turns. (78 seconds). You regain use of this ability during a short rest.
You have become a symbol of misfortune, a foreteller of doom. You are loud and outspoken, and curse those around you to suffer the magics of doom.
- Doom Boom
Beginning at 3rd level when you take this power, you can spread misfortune in waves. As an action you can curse everyone within 30 feet of you with doom, giving them 2 doom points and causing chosen target, up to 5, to take 1d8 force damage per doom point they have.
- Curse Expert
Beginning at 7th level, you can cast Bestow Curse on any target within 30 feet, and whenever you cast the spell you can target an additional target. At 14th level you can use CurseGiver twice per short rest, and at 17th level you can use CurseGiver three times, gain spent uses on a short rest.
- Luck Steal
Beginning at 14th level, whenever you use the lucksap feature on a target, you drain some of their luck and gain a luck point. You can have one luck point from this feature at a time. You can use luck point whenever you roll a 1d20, and can take the new roll. (Luck points gained from the lucky feat do not count towards the 1 cap of this feature.)
- Foretold Death
At 18th level when you gain this feature, as an action you can cause any target within 130 feet with 13 or more doom points and less than 130 hit points to die. You regain use of this feature during a long rest.
As a doom assassin, you have specialized in the art of the shadows. Some might think of you as a classic rogue, but you prefer the magics of bad luck over blades or poisons. Why kill a target when you can simply doom them to an unfortunate demise?
- Roguish Tendancies
Beginning at third level when you take this feature, you gain proficiency in Stealth and Deception. If you already have proficiency in these abilities, you can add double your proficiency bonus to rolls effecting them. Unlucky start: Beginning at 3rd level when you take this feature, you can add your Wisdom modifier to your initiative rolls. Your early start is the doom for everyone else.
- Stealthy operations
- Marked for death
Beginning at 14th level, you can mark someone for death, filling them with misfortune. They gain 13 doom counters.
- Others do the deed
Beginning at 18th level, anyone with at least 10 doom points is on the path to death. Attacks against anyone with 10 or more doom points have advantage, and they have disadvantage on all saving throws. Be warned, this does effect allies who have been given doom points from your abilities.
Prerequisites. To qualify for multiclassing into the Doom Shaper class, you must meet these prerequisites: 13 Wisdom