Spellshaper (5e Class)

From D&D Wiki

Jump to: navigation, search

Spellshaper[edit]

Adorned in verdant robes that shimmer with threads of magical essence, a tiefling stands amidst the sun-dappled grove of an ancient druidic sanctuary. With a serene focus, they connect deeply with the weave, blending their essence with the natural energies around them. Fingers tracing intricate symbols in the air, they summon a crescendo of vibrant flora and fauna, creating a swirling whirlwind of blossoms and beasts that overwhelms their adversaries with the untamed power of the wild.

Within a sanctum hidden deep beneath a bustling metropolis, a dwarf meticulously etches glowing glyphs onto a polished stone floor, using a rare ink infused with essence from the cosmic plane. Each symbol pulses with arcane energy as they meticulously craft a barrier of shimmering light. With a resonant chant, they invoke the protective spirits of ancient guardians, summoning ethereal sentinels that materialize from the very essence of the astral plane, prepared to defend their sacred enclave against any intruders.

Amidst the eerie silence of an abandoned crypt nestled within a mist-shrouded forest, a gnome kneels before an ancient sarcophagus adorned with cryptic symbols and offerings of rare herbs. With whispered invocations, they beseech the restless spirits of the departed, seeking guidance in the dim glow of flickering candles. Through their communion with the ethereal realm, they receive visions of treacherous traps and hidden treasures, guiding their party safely through the labyrinthine catacombs.

Spellshapers are conduits of the weave's boundless magic, blessed with the rare gift to harness the full spectrum of mystical energies. From commanding the elemental forces of water and invoking protective spirits to communing with restless souls and uncovering arcane secrets, their spells transcend conventional limits, shaping reality in ways that resonate through the annals of magic. Whether unleashing cataclysmic forces upon their adversaries or weaving intricate enchantments to safeguard their allies, Spellshapers epitomize the apex of arcane mastery, leaving an indelible legacy upon the vibrant tapestry of magic that intertwines with all existence.

A Jack of All Trades[edit]

And a master of none. Spellshapers are blessed by the Weave itself, being so in tune with the natural ebb and flow of magic that no arcane abilities are beyond their reach. A well trained spellshaper can learn more of magic than the most ancient of wizards, the most devout clerics, and the darkest warlocks. As the saying goes however, it can be dangerous to spread oneself too thin.

The weave is controlled by Mystryl or one of her successors, and through it raw magic can be accessed, tapped into and used by anyone with enough skill. It flows throughout the world, touching almost every corner of existence, with the exception of dead-magic zones, where even the most brilliant of spellshapers would be nothing more than a helpless babe.

These magic users are rare, as it is a gift from the weave itself to only the most fortunate, and cannot be taught, only trained. It can be a curse, for powerful forces can gladly make use of these unique spellcasters should they find a way to obtain them. For others, they are deemed a risk upon society, drawing to much attention to whatever corner of the world they reside in. A modest living is best for most, utilizing their powers for an easier life, but for the ambitious ones, unlimited potential awaits.

Creating a Spellshaper[edit]

Largepx

As you build your spellshaper, think about what your place in the world is, and what it could become. Do not mearly exist, but have a purpose, goals, aspirations, people to protect, foes to slay, revenge to claim. Create an active role for yourself in the world, and think about how your powers as a spellshaper would be best utilized by your character. Would you go around mage colleges and temples collecting spells for a greater purpose? Would you risk deadly combat to work your way up in the world?

Imagine how you grew up, and how your family, friends, and nearby people would react to your intrinsic magical abilities. Were you shunned? Feared? Praised? Were you cast out of your home, or perhaps elevated to a noble position by a nearby king? Maybe you were taken in by a wizard to learn her secrets become her successor, or given away to a priesthood to serve the gods. The possibilities are endless, make something truly special.

Quick Build

You can make a spellshaper quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by either Dexterity or Constitution. Second, choose the Folk Hero background.

Class Features

As a Spellshaper you gain the following class features.

Hit Points

Hit Dice: 1d6 per Spellshaper level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Spellshaper level after 1st

Proficiencies

Armor: None
Weapons: Daggers, quarterstaffs, maces
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two of the following: Arcana, Investigation, Insight, Perception, Performance, and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a mace or (b) a quarterstaff
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Two daggers
  • If you are using starting wealth, you have 4d4x10gp in funds.

Table: The Spellshaper

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Precarious Replication 2
2nd +2 Weave Thread 3
3rd +2 4 2
4th +2 Ability Score Improvement 4 3
5th +3 4 3 2
6th +3 Weave Thread feature 4 3 3
7th +3 4 3 3 1
8th +3 Ability Score Improvement 4 3 3 2
9th +4 4 3 3 3 1
10th +4 Weave Thread feature 4 3 3 3 2
11th +4 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 3 3 3 2 1
13th +5 4 3 3 3 2 1 1
14th +5 Weave Thread feature 4 3 3 3 2 1 1
15th +5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 4 3 3 3 2 1 1 1 1
18th +6 Controlled Power 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 Avatar of Magic 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

A blessing from Mystryl or one of her successors, spellshapers receive their powers directly from the weave, granting them the ability to tap into every form of magic imaginable.

Spell Slots

The Spellshaper table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spellcasting Ability

Wisdom is your spellcasting ability for your spells, since your powers are a gift from the god of magic herself. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting

You can cast any spell you know as a ritual if that spell has the ritual tag.

Arcane Focus

You can use an arcane focus as a spellcasting focus for your spells.

Precarious Replication[edit]

As a 1st level spellshaper, you have can mimic any spellcasting you witness with your own eyes. Whenever you see a creature casting a spell, you may add it to your list of known spells. This includes cantrips, and spells of a level higher than you are able to cast. Having access to any and all spells across the planes carries its risks, and every time you cast a spell of 1st level or higher, you must roll a d20 to avoid catastrophe. If you roll a 1, your spell fails to cast, the spell slot is consumed, and then you must roll on the Magical Repercussions Table to determine what will happen to you and those around you.

Magical Repurcussions
d10 Result
1 You and all creatures within 60ft of you take radiant damage equal to three times your level and are blinded until the end of your next turn.
2 You and all creatures within 60ft of you must spend 4 feet of movement for every 1 foot you move until the end of your next turn.
3 You and all creatures within 60ft of you take poison damage equal to three times your level and are poisoned until the end of your next turn.
4 You and all creatures within 60ft of you become stunned until the end of your next turn.
5 You and all creatures within 60ft of you are affected by the Polymorph spell, becoming Cats until the end of your next turn.
6 You and all creatures within 60ft of you take thunder damage equal to three times your level and are knocked prone.
7 You and all creatures within 60ft of you become resistant to all damage until the end of your next turn.
8 You and all creatures within 60ft of you suffer 1 level of exhaustion.
9 You and all creatures within 60ft of you become invisible until the end of your next turn.
10 You and all creatures within 60ft of you take fire damage equal to five times your level, and flammable objects in the area that aren’t being worn or carried are ignited.

Weave Thread[edit]

At 2nd level, you chose a Weave Thread, deepening your connection to the weave in whatever specialty you desire. Choose between Thread of Power, Thread of Love, and Thread of Chaos. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement[edit]

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.

Controlled Power[edit]

By 18th level, you are no longer a risk to those around you, effortlessly controlling the chaos and strength the weave provides. Choose two spells you know of 3rd-level or lower with a casting time of 1 action. You may cast those spells at their lowest levels as a bonus action. You may change your spell choices whenever you finish a long rest.

Finally, whenever you roll on the Magical Repurcussions Table, you can designate any number of creatures you can see to be unaffected by the result.

Avatar of Magic[edit]

At 20th level you gain the ability to temporarily draw every last drop of power from the weave. As an action, you can magically become an avatar of magic itself, gaining the following benefits for 1 minute:

  • You gain an additional action on each of your turns.
  • When you cast a spell that has a range of 5 feet or greater, double the range of the spell.
  • When you cast a spell that has a duration of 1 minute or longer, double its duration.
  • When you cast a spell that forces other creatures to make a saving throw, you can choose any number of those creatures to automatically succeed on its saving throw against the spell, and each other creature has disadvantage on its saving throw.
  • You have resistance to all damage.

Once you use this feature, you can’t use it again until you finish a long rest.

Thread of Power[edit]

The quest for power, to know all and do anything. This is what drives the thread of power, be it for good or evil, curiosity or duty. Whatever the motivation, spellshapers seeking to draw out the full potential of the weave and control it in the palm of their hand will follow the thread of power, and should they become skilled enough, the weave itself shall bend to their will.

Spellweaving

Beginning at 2nd level, your innate connection to the arcane allows you to interweave different schools of magic seamlessly. If you have cast a spell of 1st level or higher this turn, you may cast a cantrip from a different school of magic as a bonus action. To be eligible, the cantrip must normally have a casting time of 1 action.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Spellshaping

Starting at 6th level, you gain the ability to augment your spells with additional effects based on their school:

  • Abjuration: When you cast an abjuration spell with a range of 5 feet or greater, double the range of the spell. If it has a range of touch, make the range of the spell 30 feet.
  • Conjuration: While you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.
  • Divination: When you cast a divination spell as a ritual, it does not take 10 minutes longer to cast than normal.
  • Enchantment: Creatures have disadvantage on saving throws against your enchantment spells.
  • Evocation: Add your Wisdom modifier to one damage roll of your evocation spells.
  • Illusion: Illusion spells you cast no longer require somatic or verbal components.
  • Necromancy: Regain hit points equal to your level whenever you deal damage with a necromancy spell of 1st level or higher.
  • Transmutation: Whenever you cast a transmutation spell with a duration of 1 minute or longer, double its duration.
Hybridization

At 10th level you can channel all parts of the weave to enhance your spells, bestowing properties upon it from other schools of magic. When you cast a spell of 1st level or higher, you may choose up to two additional schools of magic for this spell to be considered as when cast. Once you use this feature, you must finish a short or long rest before you can use it again.

At 20th level you may choose to have the spell be considered as every school of magic.

Transcendant Innovation

By 14th level, you have begun to look past the limitations of mortal spellcasters, seeking higher ambitions. Once per long rest, you may pour your energy and creative knowledge of all the schools into the creation of a new spell and attempt to cast it, expending the appropriate level spell slot and casting reagents as determined by your creativity. The spell will take effect, but it is up to your DM how the spell performs when entering the world for the first time. You may add this spell to your list of known spells, and it will always be cast in the way your DM determined.

Thread of Love[edit]

A connection will invariably strengthen any bond, whether bound by friendship, blood, faith, the weave or some other uniting force. Through the threads of love, spellshapers will bolster and protect allies in battle through these deep bonds and turn aside malign influences. An invaluable ally, the weave will make these spellcasters saviors of lives, but never forget they have the power of destruction at their fingertips should they be forced to anger.

Bond of Protection

Starting at 2nd level, you can establish a magical bond with a willing creature you touch as a bonus action. Whenever you cast a spell that restores hit points using a spell slot of 1st level or higher while this creature is within 60 feet of you, it heals for the same amount if it did not already restore hit points from that spell. The bond lasts until you use this feature again.

Potent Healing

At 6th level, your healing spells gain additional potency. Whenever you cast a spell that restores hit points using a spell slot of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier.

Twin Threads

By 10th level, you can strain your magic to effect two creatures when a spell could normally only target one. When you cast a spell that targets only one creature and doesn’t have a range of self, you may target a second creature in range with the same spell. Once you use this feature, you must finish a short or long rest before you can use it again.

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and bless aren’t eligible, but healing word is.

Let the Weave Protect You

From 14th level onwards, when you use you Bond of Protection feature, you can target and create a bond with a number of creatures equal to your Wisdom modifier.

Thread of Chaos[edit]

Your magic comes from the primal unknown aspects of the weave, more attune with chance than any of the other threads. You channel this power into each and every one of your spells, letting the gods of magic decide what happens next. The thread of chaos taps into the greatest power in all the weave, but will always carry the greatest risk in turn.

May Chaos Take the World

At 2nd level, whenever you successfully cast a spell of 1st level or higher, roll on the Chaos of the Weave table. In addition, whenever you are forced to roll on the Magical Repercussions table, you must immediately after roll twice on the Chaos of the Weave table.

Fate Wills It

When you reach 6th level, you gain the ability to manipulate chance to protect yourself. When you would take damage, you can use your reaction to roll a d20. On a roll of 11 or higher, you take no damage instead. Once you use this feature, you can't use it again until you finish a short or long rest.

Synchronization

By the time you reach 10th level, you have learned how to momentarily allow your others to experience the power the weave grants you, or its downsides. As a bonus action, choose a creature you can see within 240 feet to make an Intelligence saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, it must roll on your choice of either the Magical Repercussions table, or the Chaos of the Weave table, using your level for any effect that references level.

Once you use this feature, you can't use it again until you finish a short or long rest.

Controlled Chaos

At 14th level, you gain a modicum of control over the chaotic power the weave grants you. Whenever you roll on the Chaos of the Weave table, you can roll twice and use either number.

Chaos of the Weave
d100 Effect d100 Effect d100 Effect
1 Roll on the Magical Repercussions Table. 34 Your height decreases by 6 inches. 67 You switch positions with a creature of your choice within 60 feet in a puff of smoke.
2 You turn into a teacup for 1 minute. While a teacup, you are paralyzed and have vulnerability to all damage. If you drop to 0 hit points, your form reverts. 35 You feel a sense of unease or paranoia for 1 hour, giving you disadvantage on Charisma checks. 68 Your tongue turns to silver for 1 hour. For the duration, you speak and understand all languages and make Charisma checks with advantage.
3 Your energies are ripped from you, into the weave, draining you of nearly all your arcane energy. All but 1 spell slot of your choosing become expended, and you take force damage equal to the total level of spell slots expended. 36 You are immune to being intoxicated by alcohol for the next 20 days. 69 Your muscles become magically enhanced by the weave, granting you a bonus to Athletics checks equal to your level for the next minute.
4 You are affected as if by the Feeblemind spell for 1 minute. 37 Your hands tremble slightly, giving you disadvantage on your next attack roll. 70 Your size increases by one size category for the next minute.
5 You see horrifying otherworldly images from the unknown parts of the weave, taking psychic damage equal to three times your level and becoming stunned until the end of your next turn. 38 You emit a faint magical aura for 1 hour, granting advantage to creatures trying to detect your presence if they are magically inclined. 71 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
6 You gain vulnerability to all damage for 1 minute. 39 You momentarily feel a sense of déjà vu, but it passes quickly. 72 For the next hour, you have a climbing speed equal to your walking speed and can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
7 You are affected as if by the Slow spell until the end of your next turn. 40 For the next 10 minutes, you speak in a wildly different voice. 73 Your next spell within the next minute is cast as if using a spell slot two levels higher than the one you expended.
8 Your magic rebounds on you. For 1 minute, whenever you cast a spell, you take psychic damage equal to three times the spell's level. 41 A faint symbol or sigil appears on your forehead or hand for the next hour. It doesn't have any immediate effect but might be recognized by certain magical creatures or societies. 74 You teleport up to 120 feet to an unoccupied space that you can see.
9 You have disadvantage on all saving throws for 1 minute. 42 An illusory copy of you appears next to you. At the start of your next turn, it runs to the nearest creature you consider an enemy within 60 feet and explodes, dealing force damage equal to 5 times your level in a 20-foot radius. If there is no enemy, it runs to you. 75 You gain the ability to cast Misty Step once without expending a spell slot. This effect lasts until used or until you finish a long rest.
10 Your magical reserves are depleted. You gain one level of exhaustion. 43 A loud and dramatic voice narrates your thoughts and actions for the next minute. It can be heard clearly by everyone within 300 feet. 76 You can speak with animals for 1 hour. Some are glad to tell you random secrets they’ve acquired.
11 Each hostile creature within 60 feet regains hit points equal to your level. 44 You experience a brief moment of disorientation, causing you to lose your sense of direction for 1 round. 77 Your spellcasting power is temporarily enhanced. Your spell attacks ignore resistance and treat immunity as resistance for the next minute.
12 The next spell you cast within the next minute targets and affects you instead of its intended target. 45 A massive farting sound emanates from you. It can be heard clearly by everyone within 300 feet. 78 You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
13 The weave infuses you with incredible light, causing you to glow like a small sun for 1 minute. You shed bright light for 120 feet, and dim light for an additional 120 feet. You and any creatures within the bright light are blinded for as long as they remain. 46 You feel a fleeting urge to wander into nearby foliage or wilderness, as if drawn to the natural world for 1 minute. 79 You regain hit points equal to your level.
14 Ethereal chains briefly bind you. Until the end of your next turn, your movement speed is reduced to 0 and you cannot teleport. 47 Dramatic music begins to play loudly, changing with your actions and the actions of those around you. It can be heard clearly by everyone within 300 feet. 80 You gain temporary hit points equal to twice your level.
15 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. 48 Your eyes glow like galaxies for the next 24 hours. 81 A banana suddenly appears on your shoulder. Anyone holding the banana in their hand or mouth gains a +2 bonus to all saving throws. The banana quickly ripens, and after 1 hour it becomes entirely brown before crumbling away into nothing.
16 Your connection to magic becomes unstable. Until the end of your next turn, you cannot concentrate on spells. 49 You are surrounded by faint, ethereal music for the next minute. 82 A protective barrier of arcane energy surrounds you for the next minute, granting you resistance to non-magical bludgeoning, piercing, and slashing damage.
17 Storm clouds appear overhead, and lightning strikes all around you with deafening thunder. You and creatures within 60 feet of you take lightning damage equal to four times your level and are deafened until the end of your next turn. 50 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. 83 The weave allows you to shape the very skies. You can cast Control Weather once without expending a spell slot. This effect lasts until used or until you finish a long rest.
18 You hear faint static in your ears for the next minute, making it harder to concentrate. You automatically fail your next concentration check within the next minute. 51 Your hair turns bright pink. 84 You and up to five other creatures of your choice within 30 feet of you gain the benefits of the Heroes' Feast spell for the next hour.
19 Your connection to magic is temporarily severed. Until the end of your next turn, you cannot cast spells. 52 Your hair turns different shades of blue. 85 You gain the benefits of the Haste spell for the next minute. When this effect ends, you become unable to move or take actions until the end of your next turn.
20 Your magic weakens temporarily. Until the end of your next turn, your spell attacks and spell save DC are reduced by 2. 53 Your hair turns purple and black. 86 You can take one additional action immediately.
21 The environment around you briefly warps confusingly. You and all creatures within 60 feet of you have disadvantage on their next attack roll. 54 Your hair turns neon green. 87 The weave will do you no harm, granting you immunity to damage from spells and magical effects for the next minute.
22 Time briefly freezes you. Your turn ends immediately. 55 Your hair turns fiery red and orange. 88 Maximize the damage of the next damaging spell you cast within the next minute.
23 Your spellcasting abilities are hindered. Until the end of your next turn, your spell attacks and spell save DC are reduced by 3. 56 For the next hour, you leave a trail of flowers, fungi, and moss wherever you step. 89 Your presence subtly resonates with magic. For the next hour, you have advantage on saving throws against spells and magical effects.
24 You become mysteriously intoxicated, making it hard to concentration. You have disadvantage on Constitution saving throws that you make to maintain your concentration for 1 hour. 57 Your height increases by 6 inches. 90 You briefly appear translucent. For the next minute, creatures have disadvantage on attack rolls against you.
25 You are affected as if by the Confusion spell until the end of your next turn. 58 For the next hour, you gain proficiency with one skill or tool of your choice. If you are already proficient, you gain expertise in that skill or tool. 91 You gain a fly speed of 60 feet for the next minute.
26 Your hands become iron fists for the next minute. You cannot move your fingers, making it impossible to cast spells with somatic components, but your unarmed strikes deal 1d6 bludgeoning damage. 59 For the next minute, whenever you speak, your voice echoes faintly as if from a great distance. 92 You begin exuding enchantment energies from the weave, causing all creatures within 60 feet of you to become charmed by you. A creature remains charmed by you until the end of your next turn or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. 
27 Reality around you shudders and warps. Until the end of your next turn, you have disadvantage on all attack rolls and ability checks as nothing you see quite matches what it should be. 60 Faint elemental wisps of air, earth, fire, or water gently swirl around you for the next hour, causing you and creatures within 30 feet of you to have advantage on Wisdom (Perception) checks to detect hidden creatures and objects. 93 You gain resistance to all damage for 1 minute.
28 You can’t speak for the next minute, and whenever you try, pink bubbles float out of your mouth. Spells with verbal components cannot be cast for the duration. 61 Your movement speed increases by 15 for 1 minute. 94 Time briefly fluctuates around you. For the next minute, you can reroll any one attack roll, ability check, or saving throw, but you must use the new roll.
29 Magic stutters briefly around you, causing a lapse in concentration until you rid yourself of the feeling. You have disadvantage on your next ability check made within the next hour. 62 The area around you briefly shimmers with the sights and sounds of the Feywild. Until the end of your next turn, you have advantage on Charisma checks and saving throws. 95 You recover all expended spell slots.
30 Your size decreases by one size category for the next minute. 63 A soothing melody fills the air around you for the next hour. You and creatures within 30 feet of you have advantage on Wisdom (Insight) checks to determine if someone is lying. 96 The future is revealed to you seconds before it occurs. You gain the benefits of the Foresight spell for the next hour.
31 You cry uncontrollably for the next minute, and whenever you attempt to speak, you instead loudly hiccup and stutter. Spells with verbal components cannot be cast for the duration. 64 A wave of chaotic energy bursts from you. Each creature within 60 feet takes bludgeoning damage equal to twice your level and is pushed 10 feet away from you. 97 A wave of healing energy washes over a you. You regain all hit points. If you were charmed, frightened, paralyzed, or stunned, the condition ends.
32 You feel a sudden chill as if touched by something ethereal, causing you to become uncomfortably cold for 1 minute. You have disadvantage on Constitution saving throws for the duration. 65 The space around you warps subtly for the next minute, causing minor visual distortions. You have advantage on Dexterity (Stealth) checks to hide and can hide as a bonus action. 98 You can take one additional turn immediately after this turn ends.
33 All non-magical plants within 60 feet of you wither and die. 66 The weave enhances your agility, granting you advantage on dexterity checks, and immunity to fall damage for the next minute. 99 You can add a d10 roll to any ability check, attack roll, or saving throw you make for the next minute. If this effect occurred while you were in initiative with at least one hostile creature, your Wisdom score permanently increases by 1, as does your maximum for that score.
100 A Djinni appears in an unoccupied space within 20 feet of you, and offers to grant you a single wish, disappearing after doing so. The Djinni will leave without granting a wish if it is damaged, or if 1 minute has passed without a wish being requested. If a wish has already been granted this way within 60 days, a Djinni will not appear, but you may choose any one effect to activate from the Chaos of the Weave table.

Spellshaper Spell List[edit]

You do not intrinsically know any spells, but you may ask your DM if they would allow you to start with some that would be appropriate for your background.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Spellshaper class, you must meet these prerequisites: Wisdom 13

Proficiencies. When you multiclass into the Spellshaper class, you gain the following proficiencies: None

0.00
(0 votes)

Back to Main Page5e HomebrewClasses


Home of user-generated,
homebrew pages!


Advertisements: