Swapper (5e Class)

From D&D Wiki

Jump to: navigation, search

Swapper[edit]

Swappers are masters of the secret art of Magical Exchange, a form of magic that enable its user to replace one thing for another. This can take the form of a creature trading positions in space with another, health status (transfering for example, wound from a creature to another) or even emotions and thoughts.

At the core of the Swapper's abilities lies a deep understanding of the underlying connections that bind all things. Through focused study and rigorous training, Swappers learn to harness these connections, allowing them to perform feats that defy conventional magic.

Creating a Swapper[edit]

Consider the events and circumstances that led your character to discover the art of Magical Exchange. Were they a curious scholar, seeking to unlock the secrets of reality? Perhaps they stumbled upon an ancient tome or received guidance from a mysterious mentor. The circumstances of their background can add depth and richness to your character's narrative.

Swappers can be of any alignment, their motives as diverse as the magical exchanges they perform. Some may use their powers for altruistic purposes, seeking to heal and protect, while others might be driven by personal gain or a thirst for knowledge. Your Swapper's alignment will influence their decisions and interactions in the world.

Quick Build

You can make a Swapper quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity or Constitution. Second, choose the Sage background. Third, choose the Leather armor, the rapier, the light crossbow with 20 bolts, the dungeoneer's pack, and a dagger as your starting equipment.

Class Features

As a swapper you gain the following class features.

Hit Points

Hit Dice: 1d8 per swapper level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per swapper level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, shortsword, rapier
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Acrobatics, Arcana, Deception, Intimidation, Performance, Persuasion, Sleight of Hand and Stealth

Equipment

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

  • (a) Leather armor and a rapier or (b) Chain shirt and a shortsword
  • (a) Light crossbow and 20 bolts or (b) Shortbow and 20 arrows
  • (a) Dungeoneer's Pack or (b) Explorer's Pack
  • A simple weapon

Table: The swapper

Level Proficiency
Bonus
Features Swap Range
1st +2 Swap, Spacial Swap 5 feet
2nd +2 Ability Swap 10 feet
3rd +2 Swapper Specialization 10 feet
4th +2 Ability Score Improvement 10 feet
5th +3 Swapper Specialization Feature 15 feet
6th +3 Health Swap 15 feet
7th +3 Status Swap 15 feet
8th +3 Ability Score Improvement 15 feet
9th +4 Reactive Swap 20 feet
10th +4 Appearence Swap 20 feet
11th +4 Swapper Specialization Feature 20 feet
12th +4 Ability Score Improvement 20 feet
13th +5 Mind Swap 25 feet
14th +5 Spacial Swap Improvement 25 feet
15th +5 Uncanny Dodge 25 feet
16th +5 Ability Score Improvement 25 feet
17th +6 Swapper Specialization Feature 30 feet
18th +6 Swap Luck 30 feet
19th +6 Ability Score Improvement 30 feet
20th +6 Swap Powers As far as you can see

Swap[edit]

Starting at 1st level, as a bonus action, you can swap with a creature within 5 feet of you. A creature who is unwilling can attempt to make a saving throw to avoid being swapped.

The range of your swap increases as you gain levels in this class, as shown in the swap range column on the Swapper table.

Any swap that have a duration can be reversed with a dispel magic or remove curse being cast on either participant of the swapping.

You start by knowing the Spacial Swap, learning more as you gain levels in this class, as shown in the Swaps Known column on the Swapper table.

Some swaps require the creature to make a saving throw. Your Swap save DC equals 8 + your proficiency bonus + your Charisma modifier.

Spacial Swap[edit]

Starting at 1st level, you can use your Swap feature to change places with another creature whose size is no more than one larger than yours, by teleporting. The target can make a Charisma saving throw to avoid being swapped.

When you use Spacial Swap, the next weapon attack made against you have Disadvantage.

Ability Swap[edit]

At 2nd level, you can use swap to replace one of your ability scores with that of the target. Choose the chosen swap and force the target to make a Charisma saving throw. On a failed save, the abilities are swapped for 1 minute, or until you use this feature again, but you can end it earlier on your turn, without using an action.

Swapper Specialization[edit]

At 3rd level, you choose a specialization. Choose between detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 5th, 11th and 17th levels.

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.

Heath Swap[edit]

At 6th level, you can use your swap to trade your current amount of hit points with another creature's current amount of hit points. The creature can make a Constitution saving throw to avoid the swap. Any hit points beyond either involved creature's maximum is wasted.

Health swap also transfers any disease affecting either target to the other (and vice versa).

After a successful swap, you can't use this feature again until you finish a short or a long rest.

Status Swap[edit]

At 7th level, you can attempt to use your swap to trade the current conditions affecting you with another creature. The target can make a Constitution saving throw to avoid this ability. On a failure, you and the creature exchange current conditions affecting both of you (if any).

If the target is immune to a condition currently affecting you when you attempt to swap, the swap automatically fails.

Reflexive Swap[edit]

At 9th level, you can attempt to use your swap as a reaction against a specific triggering event. To use the reflexive swap, you need to succeed on a Dexterity saving throw against a DC of 10. A success increases the DC in 5. The save DC is reduced back to 10 after a short or a long rest.

The reflexive swap trigger depends on the swap:

Spacial Swap

Can be used as a reaction when you fall or when you are attacked by an attack.

Status Swap

Can be used as a reaction when you fail a saving throw against a condition.

Ability Swap

Can be used as a reaction when you are forced to make a ability check or saving throw.

Health Swap

Can be used as a reaction when you take damage, instantly preventing said damage.

Mind Swap

Can be used as a reaction to failing a save against a mind altering effect or condition. Can also be used as a reaction to taking psychic damage, transfering the damage to another creature instead.

Appearence Swap[edit]

Starting at 10th level, you can assume the form of another humanoid, swapping identities with it. This functions as Alter Self being cast on both parties, and the target can make a Constitution saving throw to avoid the swapping.

Mind Swap[edit]

At 13th level, you can swap both thoughts and emotions with another creature. Doing so functions as a detect thoughts spell being cast by you on the target and vice versa. A Wisdom saving throw can prevent the swapping.

If either target is under the effect of a mind altering effect (such as charmed and frightened condition, or the "rage" feature) these are also transferred, alongside with its effects.

A successful save makes the target immune to the swapping for 24 hours.

Spacial Swap Improvement[edit]

At 14th level, you can now use Spacial Swap to change places with objects. The object needs to have roughly the same size of you: being either no more than one size smaller or one size higher). In addition, the object can't be a object that is held by another creature, nor a immovable or magica object.

In addition, there's no longer a restriction to the type of creature you can swap places with, as long as the creature target is one size smaller or bigger than you.

Uncanny Dodge[edit]

At 15th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Swap Luck[edit]

At 18th level, you can bend reality itself with your swapping powers. When a creature makes an attack roll, ability check, or saving throw, you can swap its roll as a reaction with a roll of your own.

Then, you must use the swapped roll on your next check of the same nature than the check of the swapped creature. You can have only one swapped roll at any given time, and you can't use this feature again until you use that roll.

Swap Powers[edit]

At 20th level, you can trade powers with the target you swap. This works as if the "Creature to Creature" version of the True Polymorph spell, but you keep any of your ability scores that are higher than that of the creature, and the target is unable to use any of your features from this class.

Your target can make a Wisdom saving throw to avoid the effect. You also retain your appearance and size, and the target retain theirs. After 1 hour, the effect ends for both.

Once you attempt to use this swap, you can't do it again until you finish a long rest.

Specializations[edit]

Snatcher[edit]

Snatchers are swappers who use their exchange magic to steal objects. Though most of them use this power to enrich themselves, the strongest of the snatchers learn more lethal aspects of this power, learning how to quickly change weapons in battle, disarm opponents by causing their weapons to disappear, or even learning how to swap the target's limbs.

Bonus Proficiencies

At 3rd level, you gain proficiency with the Sleight of Hand skill and with the thieves tools.

In addition, you gain proficiency with one gaming set of your choice.

Swap Object

Starting at 3rd level, you can use your Swap feature to swap an object you are holding by another object you can see within range that you are able to hold with a single hand. Swap objects being held by another creature requires the creature to make a Dexterity saving throw to avoid the snatch.

Swapping magical objects require you to make a Charisma saving throw against a DC dependent on the rarity of the item: 11 (common), 13 (uncommon), 15 (rare), 17 (very rare), 19 (legendary), 21 (artifact). On a failed save, you can't attempt to swap that item for the next 24 hours.

Reflexive Swap allow you to swap an object as a reaction when a creature drops, throw or fire an object (including projectiles). You also can swap an object when a creature uses that object.

Agile Wilder

At 5th level, when you use your Swap Object feature, you can use instantly use a function of that item that would normally require an Use an Object action or an Action (no action required). Alternatively, you can use your bonus action to make an attack.

Quick Swapper

At 11th level, you can take an additional Bonus Action in each of your turns.

Ripping Snatch

At 17th level, a gruesome aspect of your snatch power manifests, as you can manifest part of objects creatures. When your target for Swap Object doesn't fit your hand, you force that target to make a Dexterity saving throw. On a failed save, a part of the target is destroyed and appears on your hand, while the target suffers 2d8 force damage.

If the target is a creature of medium size or smaller and fails the save by rolling a 1, you cause 16 force damage (instead of rolling) and dismember the target, removing one of its limbs.

Warden[edit]

Teleporting through the battlefield, wardens use swaps to exchange places with allies engaged in combat with mighty foes, keeping them at safe distance from attackers, or to trade places with enemies, putting them in disadvantageous positions.

Bonus Proficiencies

Starting at 3rd level, you gain proficiency with martial weapons, heavy armor and shields.

Tactical Repositioning

At 3rd level, you are a specialist in maneuvering through the battlefield, swapping positions with enemies and allies. Whenever you use Spatial Swap and move to a position within 5 feet of a hostile creature, you can make an attack with a melee weapon against it as part of the same bonus action.

Alternatively, if you move to a position within 5 feet of a friendly creature, you can, instead of attacking, impose disadvantage to attacks made against that ally until the start of your next turn, or until that ally is no longer within 5 feet of you.

Extra Attack

At 5th level, you can attack twice, rather than once, when you take the Attack action on your turn.

You can forgo one of this attacks to make a Spatial Swap instead.

Sudden Rebuke

At 11th level, you can use your Reactive Swap - Spatial, whenever a friendly creature within range is attacked, to teleport to its position, becoming the new target for the attack. Then, if the attacker is within 5 feet of you, you can make an attack with a melee weapon as part of the same reaction.

Battle Jumper

Starting at 17th level, you can constantly teleport through the battlefield. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to use your Reactive Swap - Spatial.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Swapper class, you must meet these prerequisites: Dexterity 13, Charisma 13.

Proficiencies. When you multiclass into the Swapper class, you gain the following proficiencies: Light armor, medium armor, simple weapons.

5.00
(one vote)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: