Warper (5e Class)
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Warper[edit]
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[edit]
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
Class Features
As a Warper you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Warper level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Warper level after 1st
- Proficiencies
Armor: light, medium
Weapons: 2 finesse/simple weapons
Tools:
Saving Throws: Wis,Dex
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Stealth, or Slight of hand
- Equipment
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
Level | Proficiency Bonus |
Features | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||
1st | +2 | Warp | — | — | — | — | — |
2nd | +2 | Spellcasting | 2 | — | — | — | — |
3rd | +2 | Study | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
5th | +3 | Extra Attack | 4 | 2 | — | — | — |
6th | +3 | Blink | 4 | 2 | — | — | — |
7th | +3 | Study feature | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
9th | +4 | — | 4 | 3 | 2 | — | — |
10th | +4 | Quicken Warp | 4 | 3 | 2 | — | — |
11th | +4 | Study Feature | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
13th | +5 | — | 4 | 3 | 3 | 1 | — |
14th | +5 | Shift | 4 | 3 | 3 | 1 | — |
15th | +5 | Multi blink | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Study feature | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Conquer plane | 4 | 3 | 3 | 3 | 2 |
Warp[edit]
Starting at 1st level, as an Action, you can create a distortion on the space, that teleport creatures who enter them to another place. Choose two unoccupied spaces on the ground you can see within 30 feet of you. A visible portal appear on both areas, with the entrance facing east, west, north or south (your choice for each portal). Whenever a creature passes through the portal entrance, that creature is warped to the location within 5 feet of the other portal, in the direction its entrance is facing.
At the start of your turn, without using an action, as long as you are within 30 feet of a portal, you can change the direction of its entrance. Also, as a Bonus Action, you can move one of your portals up to 30 feet.
The portal lasts for 1 minute, disappearing earlier if you are knocked unconscious. You can use this feature a number of times equal to your proficiency bonus, and regain your ability to do so after finishing a long rest.
Spellcasting[edit]
Starting at 2nd level, you use the power of the ethereal plane to fuel your spells.
- Preparing and Casting Spells
The Warper table shows how many spell slots you have to cast your spells. To cast one of your warper spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of warper spells that are available for you to cast, choosing from the warper spell list. When you do so, choose a number of warper spells equal to your Charisma modifier + half your warper level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level warper, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell guiding bolt, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of warper spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Charisma is your spellcasting ability for your warper spells, since their power derives from your connection with the ethereal plane. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warper spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warper spells.
Study[edit]
At 3rd level, you chose a study, a field of research on the nature of the ethereal plane, which defines your area of expertise. Choose between Controlled Blast, Shooting Star, or Self Centered, detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 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.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Quicken Warp[edit]
At 6th level you have learned how to use your teleportation magic even faster. When a ranged attack is made against you, or a creature charge towards you and make an attack, you can use your reaction to teleport to shift one of your Warp portals to a place within 5 feet (in the direction of the attack or charge), instantly teleporting the projectile or creature to the other portal.
A creature or projectile teleported keeps moving in a straight line from the direction of the portal exit, until it has its path blocked by a object or creature. If the attack roll result would hit the object or creature's AC, that creature suffer the effects of the attack.
You can use this feature a number of times equal to your proficiency bonus, regaining uses after finishing a long rest.
Blink[edit]
At 10th level, you gain the ability to move between areas of the Material plane by warping to the ethereal plane for a short period. The blink spell is always prepared for you, not counting against your maximum number of known spells.
In addition, a number of times equal to your proficiency bonus, you can cast blink without spending a spell slot, as a bonus action. When you do so, the spell lasts until the end of your next turn.
Shift[edit]
At 14th level your magical energy overflows through the ethereal plane into the other planes of existence. You gain the benefits of one of the planes below (choose one):
- Mechanus
This is the plane of law. You add zone of truth to your spell list. The spell is always prepared, not counting against your maximum number of spells known. In addition, you can cast charm monster at will – targeting only constructs – without expending a spell slot or material components. This ignore immunities to the charmed condition that construct would otherwise have. You must finish a long rest before you can use this invocation on the same creature again.
- Celestia
This is the plane of good. You add detect evil and good to your spell list, and you can cast it at will. In addition, when you hit a creature with an attack, you can spend a spell slot, causing radiant damage to that creature equal to 1d8, plus 1d8 per level of the spell slot spent (up to a maximum of 5d8). Fiends and undead suffer an additional 1d8 radiant damage, up to 6d8.
- Beastlands
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
- Limbo
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.
Multi-Blink[edit]
At 15th level, you gain the ability to grant the power of teleportation to others. When you cast blink, you can choose one willing creature you can see within 30 feet as a reaction to gain the same benefits.
Studies[edit]
Controlled Blast[edit]
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 helpless orc. The controlled blast study focuses on transforming the warpers gates of movement into powerful weapons of mass destruction.
- Pulsating Gate
Starting at 3rd level, whenever you open a portal with your Warp feature, you can cause it to pulse, releasing destructive energy from the ether towards creatures nearby. For the duration of your Warp, you can use a bonus action to cause it to pulse. All creatures in a 5-foot radius from the portal must succeed on a Constitution saving throw, or take 2d8 force damage, or half as much on a success.
If you use your Bonus Action to move the portal, you can use the pulse as part of the same bonus action.
- Channeled Blast
At 7th level, you can use the energy stored on the portal and infuse it on your own attacks. Whenever you make an attack through the portal, or after crossing the portal, you can use your reaction to cause additional 1d8 force damage with that attack.
You can also use this reaction whenever you cause your pulse, to increase its damage by 1d8.
- Controlled Explosion
At 11th level, you have empowered your blasts to their full potential. When you use a bonus action to create a pulse, the pulse comes from the position of both portals, as long as you are within 30 feet of them.
In addition, whenever you use any features that cause damage in an area and require a saving throw to reduce it to half, you can choose a number of creatures equal to your Wisdom modifier to not be affected by them.
- Erupt Gate
Starting at 15th 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, and all creatures within 10 feet of the gate must make a Dexterity saving throw against your spellcasting save DC, or take 3d8 fire damage and 3d8 force damage.
Self Centered[edit]
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.
- Personal Warp
Starting at 3rd level, whenever you use your Warp feature, you can create a single portal, instead of two, storing the energy of the second one on yourself. When you do so, you can teleport to the portal as a bonus action in each of your turns, as long as you are within 30 feet of it.
In addition, you gain the following benefits when using your portal:
- You can move your portal up to 30 feet towards an unoccupied space in any direction (not only on the ground) on your turn without taking an action.
- If the portal is within 5 feet of a creature, you can interact with it as if you were on the position of the portal (like for example making an attack, touching that creature or using the Help action).
- If a creature moves 5 feet away from the portal, you can make an opportunity attack against it.
- Long Distance Teleportation
At 7th level, you can teleport to huge distances. Whenever you use your Personal Warp, you can teleport to your portal position if it is within 500 feet of you. Ends the duration of your Warp.
- Selfish Strength
At 11th level, you derive power from your individualism. When you have no friendly creatures within 5 feet of you, and no friendly creatures within 5 feet of a hostile creature, you gain a bonus equal to your Wisdom modifier to damage rolls against that creature.
- Help Yourself
At 15th level, you can use your magic to greatly empower yourself. Whenever you cast a spell of 1st-level or higher that targets yourself, you regain hit points equal to the spell slot level x your Wisdom modifier (minimum 1 hit point).
Warper Spell List[edit]
You know all of the spells on the basic Warper spell list and additional spells based on your subclass.
- 1st Level
guiding bolt, chromatic orb, arms of hadar, witch bolt, magic missile ray of sickness, faerie fire, charm person, fog cloud, grease, entangle, expeditious retreat, tasha's caustic brew
- 2nd Level
tasha's mind whip, darkness, misty step, gust of wind, melf's magic arrow, scorching ray, hold person, invisibility, cloud of daggers, gentle repose
- 3rd Level
counterspell, dispel magic, blink, lightning bolt, vampiric touch, fly, haste, stinking cloud, glyph of warding, tongues, feign death
- 4th Level
dimension door, confusion, blight, dominate beast, banishment, wall of fire, greater invisibility, grasping vine, control water
- 5th Level
dominate person, cloudkill, cone of cold, hold monster, hallow, wall of stone, wall of force, legend lore, passwall, bigby's hand, dream
Multiclassing[edit]
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
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