Warper (5e Class)
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A ranger try's to shoot a arrow at tiefling, and the arrow disappears and hits the ranger, then the tiefling walks forward and ends up behind said ranger. A thief try to steal gold from a vault, and suddenly 5 guards appear in the vault. A drunken fight breaks out in a tavern, the tavernkeeper comes out and somehow all the fighters disappear.
The Warper is someone who study's the ethereal plane for years and has figured out how to use it, OR was somehow infused with part of the ethereal plane. weather forced on you or not you now have the power of teleportation.
Creating a Warper
How did you get your magic? Did you want to get said magic? Who got you the magic? Are you hidden or public about your magic? What do you do with your magic?
- Quick Build
You can make a Warper quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Haunted one background. Third, choose A,A,A,B equipment
As a Warper you gain the following class features.
- Hit Points
Armor: light, medium
Weapons: 2 finesse/simple weapons
Saving Throws: Wis,Dex
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Stealth, or Slight of hand
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Scholars kit or (b) Explorers kit
- (a) A finesse weapon or (b) 2 simple weapons
- (a) Arcana focus or (b) Component pouch
- (a) Padded leather or (b) leather
|Features||—Spell Slots per Spell Level—|
|4th||+2||Ability Score Improvement||3||—||—||—||—|
|8th||+3||Ability Score Improvement||4||3||—||—||—|
|12th||+4||Ability Score Improvement||4||3||3||—||—|
|16th||+5||Ability Score Improvement||4||3||3||2||—|
|19th||+6||Ability Score Improvement||4||3||3||3||2|
As a action you can choose to create 1-2 spots on the field within 30 ft of you, they will link to one another immediately, anything that touch's them will immediately be warped to the other, as long as it is large size or bellow, anything with momentum going in will keep said momentum coming out. You choose the side they come out, being north, west, east, and south you can do this up to your Wis mod+prof per long rest. The amount of spots you have on the board increasses form two at levels 6/3, 11/4, 17/5, you and your Dm choose what it looks like.
At second level you gain the ability's to control yourself and the ethereal plane just that little bit more As a bonus action you can cast blink on yourself with a duration of 1 round. You can do this 1+ you Wis mod times per long rest
You use the power of the ethereal plane to fuel your spells.
You know two cantrips at first level from the wizard list. You do not learn any more.
Spell Slots The Waper 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.
For example, if you know the 1st-level spell Bane and have a 1st-level and a 2nd-level spell slot available, you can cast Bane using either slot.
Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the wizard spell list.
The Spells Known column of the warper table shows when you learn more warper spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the warper spells you know and replace it with another spell from the wizard spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability Charisma is your spellcasting ability for your warper spells, since the power of your magic relies on your ability to project your will into the ethereal plane. 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 manipulator 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 a warper spell as a ritual if it is a spell you know and that spell has the ritual tag.
At 3 level, you chose a study. Choose between controlled blast, Shooting star, or self centered detailed at the end of the class description. Your choice grants you features at level 7 and again at 11 and finally 17.
Ability Score Improvement
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.
At 5th level you have learnt how to use your teleportation magic even faster. You can do this ability's 1+ your wisdom mod times per long rest. When a projectile is thrown at you or someone runs up to you to attack you, as a reaction, you can force the enemy to make a dex save(Dc 11+your dex If close range, Dec 14+your dex is far) If they succeed nothing happens, but if they fail the enemy or the projectile is teleported out of the closest warp spot in a random direction(roll a D4).
At 9th level you gain the power to attack twice per attack action due to your magical energy overflowing.
At 13t level your magical energy overflows through the ethereal plane into the other planes of existence. Pick one plane and gain its benefits, at 17th level you may pick a second. You also learn communicate other plane.
- This is the plane of law. Picking this plane gives you the ability to cast zone of truth at will, and the ability to attempt to control constructs that are metallic and under half you level (rounded down) Cr. With a dc 19 + your wisdom - Half there Cr Wisdom saving throw. If they fail you may control them with a action for 1d6 minutes. You can do this twice per long rest.
- This is the plane of good. Picking this plane gives you the ability to use basic paladin smites with you spell slots. You can also use your action to detect evil in a 30 ft Radius.
- This is the land of beasts as such it is neutral. Picking this plane gives you the ability to communicate with any beast and be able to cast tree stride once per long rest. You also learn the spell. You can also choose too, Once per long rest, When someone goes through any warp zone, you can choose to turn them into a cr 3-5 beast, on there will save of 14+Your Wis mod
- This is the plane of Chaos. Picking this plane gives you the ability to Turn into any slaad while retaining your Hp. You stay as a Slaad for 2d6+wis mod rounds. If you turn into a death slaad it is only 1d4+Wis mod rounds. If you choose any of these you CANNOT infect people, however you have no control gem. You can do this once per long rest.
- The Abyss
- This is the plane of evil, talk to your Dm before choosing this plane. Picking this plane allows you to attempt to summon a demon, at level 13 you can summon up to a cr of 4 creature(s), Every level this goes up by 1/2. When summoning make a dc 15 Wis saving throw. This goes up by 1 every two levels. If you succeed the saving throw, the demon is under your control and stays for 1d6 rounds, If you fail it is still summoned, however it not under your control and its angry, it stays around for 2d6 rounds. You can do this twice per long rest. Have fun.
A tiefling warper stands, readying for attack. A orc charges her with a battle axe above his head. She quickly waves her hand and the orc finds himself beside a warp gate, but not for long as it quickly erupts into gaseous ethereal mist and ignites into flames that quickly engulf the hapless orc. The controlled blast study focuses on transforming the warpers gates of movement into powerful weapons of mass destruction.
- Erupt Gate
Starting at third level, as an action you can cause one of your gates to fall apart and be destroyed. As the ethereal essence spreads out and combusts all creatures within 10 feet on the gate must have a dexterity save equal to your spellcasting save or take 2d10 damage. This damage type is determined the time you first choose this study and remains this type until changed over a long rest. You can pick from fire, cold, lightning, and acid damage. This damage increases as you get to higher levels by 1d10 at levels: 6, 9, 12, 15, and 18.
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After defeating the first wave of enemies, the gnome sees more reinforcements on the way, and a lot. He wishes his party good luck, and disappears. He means no harm to his friends, but simply thinks that he is of higher value. Self Centered Warpers care less about the party, and think that their lives more important. Most are not the bravest of the bunch, but some use their abilities to benefit others. Picking this also means you may not choose Mechanus or Celestia from you shift chart.
- Long Distance Teleportation
At third level, a Self Centered Warper gains access to Long Distance Teleportation. Long Distance Teleports allows a warper within 500 feet of any of his previously placed portals to instantly teleport, without placing more. This can be used to run away or regroup with others. This can be done 1 + Wis times. It is fully recharges after a long rest.
- Help Yourself
At the seventh level, a Self Centered Warper gains access to Help Yourself. Help Yourself allows a Warper to dump Fey magic onto someone, either creating enough rations to feed 25 people, or create a pool of 20 Hp that can be given to any willing creature with a action. However, if the creature is not the Warper, then they will receive only 3/4 of the original amount of healing given. This can be done once per long rest.
- Selfish Strength
At eleventh level, a Self Centered Warper gains access to Selfish Strength. This time pulling from the Underdark or even the 9 Hells, a Warper benefits from its selfish actions. On every ability check, saving throw, attack roll and damage roll, the Warper gains a plus modifier equal to its Wisdom modifier. This effect lasts for three rounds, and has a drawback. At the end of the third round, the Warper must make a Wisdom saving throw (DC 18). If failed, the Warpers greed finally catches up with them. For the next two rounds the Warper gets a minus 1 to all of the above and its movement speed is halved. Durring this time, it also cannot use Long Distance Teleportation or Help Yourself.
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
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- 2nd Level
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- 3rd Level
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- 4th Level
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- 5th Level
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Prerequisites. To qualify for multiclassing into the warper class, you must meet these prerequisites: Wis 15, Ability to cast spells
Proficiencies. When you multiclass into the warper class, you gain the following proficiencies: Arcana Acrobatics