World Shaper (5e Class)
Shaper of Another Realm[edit]
Shape your own personal dimension to your pleasing (Note: Please do not edit this page, additionally make sure to check with your DM even if you get approval in-case they want to rebalance any features for your campaign)
World Shaper[edit]
Through some means or another, you've obtained your own personal pocket dimension under your control. Better yet, you've figured out how to bring your creations into other dimensions, though to a lesser extent.
Creating a world shaper[edit]
Okay, so, here's a few questions to help you with your character. How'd you obtain the pocket dimension? Do you prefer reality or your dimension? What do you consider it as (e.g., an escape from reality, a personal workshop, a new world to rule, etc.)? How do you feel about your creations?
- Quick Build
You can make a world shaper quickly by following these suggestions. First, dexterity should be your highest ability score, followed by charisma or intelligence. Second, choose the artist or engineer background.
Class Features
As a World Shaper you gain the following class features.
- Hit Points
Hit Dice: 1d8 per World Shaper level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per World Shaper level after 1st
- Proficiencies
Armor: Light
Weapons: Simple
Tools: Painter's Tools, Engineering Kit, or Sculptor's Tools
Saving Throws: Dexterity, charisma or intelligence
Skills: Choose two from Arcana, History, Insight, Perception, Performance, or Persuasion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Painter's Tools or (b) Engineering Kit or (c) Sculptor's Tools
- If you are using starting wealth, you have 2d4x10 GP in funds.
Level | Proficiency Bonus |
Features | Dimensional Strain |
---|---|---|---|
1st | +2 | Dimensional Strain, Pocket Dimension, Shape Reality, Creation Time | 5+dex |
2nd | +2 | Dimensional Portal | 8+dex |
3rd | +2 | Creation Discipline | 10+dex |
4th | +2 | Ability Score Improvement | 13+dex |
5th | +3 | Construct Limit | 17+dex |
6th | +3 | Creation Discipline Feature | 17+dex |
7th | +3 | Persistent Life | 22+dex |
8th | +3 | Ability Score Improvement, Mass Construction | 22+dex |
9th | +4 | — | 28+dex |
10th | +4 | Creation Discipline Feature | 28+dex |
11th | +4 | — | 35+dex |
12th | +4 | Ability Score Improvement, Dimensional Anchor | 35+dex |
13th | +5 | — | 43+dex |
14th | +5 | Pocket Recall, Creation Discipline Feature | 43+dex |
15th | +5 | — | 52+dex |
16th | +5 | Ability Score Improvement | 52+dex |
17th | +6 | — | 62+dex |
18th | +6 | True Creator, Creation Discipline Feature | 62+dex |
19th | +6 | Ability Score Improvement | 73+dex |
20th | +6 | Pillar of Creation | 85+dex |
Dimensional Strain[edit]
Creating outside the pocket dimension strains your connection to it. You start with 0 dimensional strain, with it growing as you use your features. Upon reaching the upper limit of your current level, you may not use any feature besides entering your pocket dimension. Furthermore, your strain resets to 0 after completing a long rest. It should also be noted that while dimensional strain is only affected by features used outside the pocket dimension, you cannot use your features within the pocket dimension upon reaching the upper limit.
Pocket Dimension[edit]
At first level, you gain access to your own pocket dimension. The plane begins as a 100 ft. cube with no features other than the terrain you chose. It grows by 50. ft per level, with the size limit being removed at 20th level. Additionally, only you can enter or exit it. This is done automatically.
Shape Reality[edit]
At first level, you can create objects or simple lifeforms inside your pocket dimension. Lifeforms created this way have significantly shorter lifespans and are not sentient. Outside your pocket dimension, you can create a number of simple or extremely simple objects equal to your proficiency bonus. Using this outside your pocket dimension adds 1 to your strain.
Creation Time[edit]
Creating objects takes time, based on complexity. The times are as follows: Extremely simple creations take 1d4 seconds, Simple creations take 1d6 seconds, Semi-Complex creations 1d6+1d4 seconds minus half your dexterity modifier, Complex creations take 1d6x1d4 seconds (x1.5 rounded up if 1d4 roll is a 1).
Dimensional Portal[edit]
You may now choose to create a portal when entering your pocket dimension, using a bonus action. Creatures within 5 feet are pulled in and may choose to resist with a DC check of 8 + your proficiency bonus + your charisma modifier. Using this adds 2 to your strain, with every creature that successfully resists adding an additional 1 to the strain.
Creation Discipline[edit]
At 3rd level, choose a creator's discipline from the following: Painter, Sculptor, Tinkerer (each listed at the end of this entry)
Extended Construction[edit]
At 5th level you can create a number of semi-complex objects equal to half your proficiency bonus, rounded down, outside your pocket dimension. Using this adds 2 to your strain.
Persistent Life[edit]
At 7th level you can fully control the lifespan of creatures you create, with an upper limit of half the lifespan of your species. Additionally, you can create more intelligent - but still not sentient - creatures.
Mass Creation[edit]
At 10th level you cut the creation time of anything made inside your pocket dimension in half.
Dimensional Anchor[edit]
At 12th level you can summon 30 ft. of your pocket dimension into the real world. This space behaves as if it was your pocket dimension, however any creations made within it will disappear outside the radius. It lasts for up to 10 minutes. You regain this feature after a long rest. Using this adds 20 to your strain.
Pocket Recall[edit]
At 14th level you can recall yourself and up to 5 willing creatures to your pocket dimension as a bonus action. This takes 1 minute per creature excluding yourself. Using this adds 3 strain per creature excluding yourself.
True Creator[edit]
At 18th level you may instantly create 3 complex objects within your pocket dimension - you regain this after a long rest - and create sentient life.
Pillar of Creation[edit]
At 20th level, your pocket dimension is a universe all it's own. It is now self-sustaining (weather, time, and ecosystems all visibly function). You may designate one core creation, which cannot be fully destroyed by any means besides destroying its soul (if applicable) and which can leave the pocket dimension for 5 minutes (if killed or destroyed, it returns and is unable to leave again for 2d20 days)
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.
Painter[edit]
Paint a masterpiece of your world.
- Brush of Creation
At level 3 you use a paintbrush to shape your world, creating by painting it as if on a canvas. Furthermore, you can manifest paintings you make into the pocket dimension.
- Imbued Paint
At level 6 you may give your paintings temporary basic abilities or traits. This lasts for 1 hour.
- Colour Bound
At level 10 you may force paint a 'mood' for created creatures. This lasts 1 hour and effects how they interact with anyone brought into your dimension including yourself.
- Muse of Reality
At level 14 you can create 3 lifeforms outside your pocket dimension, which act as pets loyal to you. Use the following to determine the statblock of pets: 5 x World Shaper level for hit points, 13 + your proficiency bonus for AC, and distribute the following amidst your ability scores: 15, 14, 13, 10, 8, 8 (You may choose to increase a different score by 1 on all of the lifeforms made every 2 levels, or give an ASI to your creations instead of using it on yourself or to get a feat with a maximum of 18 for each ability score)
- The Final Stroke
At level 18 you create a 'masterpiece' which grants permanent bonuses to you and your allies depending on what said masterpiece depicts. (IE: A painting depicting a battle may boost AC). It can be changed after a long rest.
Sculptor[edit]
Sculpt your own little world.
- Carve from Stone
You carve objects from raw dimensional essence. Your creations are now more durable, and weapons deal +3 extra damage.
- Shaping Spirits
You can create up to 3 semi-sentient creatures. They can be imbued with a simple trait of your choosing (E.G. durable, quick, powerful, etc.). These creations will be loyal to you. They last for 24 hours or until combat ends.
- Permanent Sculptures
Shaping Spirits can now create 1 additional, semi-permanent, creature. It uses the stats of the Stone Golem.
- Form of the Maker
For one hour, you may take up one trait from any single creature made using the Shaping Spirits feature.
- Eternal Masterpiece
You may create one semi-permanent (lasts until destroyed) sculpture. It can be imbued with 2 simple traits, which will also be slightly amplified, and one feature.
Tinkerer[edit]
Engineer the perfect machinery. (Note: All tinkerer features use intelligence)
- Mechanical Constructs
At level 3 your creations are mechanical. As such, cannot create 'organic' life, however you can create robots which follow your commands. They have a 1d10 - 3 + your intelligence modifier chance to glitch (6 or higher and no form of glitching happens, 5 or lower and it will glitch. The lower the number, the more intense the glitches) every long rest. Giving more complex commands throughout the day increases the chance of glitching. They must be fixed by you or are destroyed completely within 24 hours of glitching.
- Precision Engineering
At level 5 your creations are more advanced, allowing you to enhance them with elemental effects equal to your intelligence modifier.
- Dimensional Mechanization
At level 10, your entire pocket dimension is now mechanical, allowing you to fully automate it and install a 'core' which you may program with routines and triggers for said routines.
- Clockwork Mind
At level 14, you may create a mechanical replica of yourself to perform maintenance in your dimension without your direct involvement needed.
- Synthetic Mind
At level 18, all your robots are connected via a central AI, gaining an additional +5 on intelligence checks, and no longer glitch. They can also be given more complex commands.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the world shaper class, you must meet these prerequisites: Charisma score of at least 17, an intelligence score of atleast 13, and proficiency in one of the 3 toolsets used for creation.
Proficiencies. When you multiclass into the World Shaper class, you gain the following proficiencies: Light armor, simple weapons, your chosen toolset
Back to Main Page → 5e Homebrew → Classes<!-class does not use tags and does not fall into any of the archetypes of the tags above->]]