The Warshaper (V2.1) Smiling behind a scale helm, the Warshaper shields her eyes from the blinding light that spreads from her outstretched palm. The light coalesces into an indescribable creature that charges towards her foe. Their eyes widen in fear as the beast crashes into them, sending them sprawling to the floor. Clenching her fist, the Warshaper’s apparition disperses into thin air, her enemy’s spirit and body broken. She turns on the rest of the encroaching horde, raising her spear. Her smile widens as her free hand begins to pulse with light once again, causing her gathered foes cower in terror. Masters of Summoning Illisis’ passage through the Dark portal caused a great rift in the weave, where wild magic ran rampant across the lands. At the source of these tears, the frayed edges of the material plane coalesced and formed fantastic creatures filled with rage. The Wizards of Trist studied these anomalies and through them learned to control the weave to mimic the wild manifestations. With time, they could imbue the apparition with their own strength and for a short duration give it a solid body of their choosing. The Plane-Touched soldiers on the front lines of the Godwar quickly adopted the new methods, forming a new warrior caste – The Warshaper. Fighting with blade and mail, the beasts they could now manifest could be used to quickly breach combat lines and sow discord amongst their enemies. Born of Study Commonly born to families of magic users, the vast majority of Warshapers have lived and breathed their calling since birth. Every Warshaper spends years in training, both martial and magical, in order to control their manifestaions and temper the wild will of of the Weave. Perfect recall and concentration is required of a Warshaper. Should they make a mistake during their manifestation, the Weave could undo their very being, erasing them from history in heartbeat. It is mainly down to this reality that few Warshapers exist, and those that survive to old age should be both feared and respected. Creating a Warshaper As you create a Warshaper, bear in mind that they are primarily front-line melee combatants who use their summoning capabilities in moments of need. What has to happen to cause them to manifest a beast? What do they think of their upbringing? Are they loyal to their old masters? Most adventuring Warshapers fight for a cause they believe in, their years of study having removed their worldly desires. They often join groups fighting to free oppressed peoples. Some long for personal achievement, hoping to rise in power and explore new methods with which to manipulate the weave. 1

The Warshaper Level Proficiency Bonus Manifestation Points Manifestation Damage Features 1st +2 2 d4 Manifestation Points, Manifest, Warshaper Save DC 2nd +2 2 d4 Weave Ward (1/rest) 3rd +2 3 d4 Order 4th +2 3 d6 Ability Score Improvement 5th +3 3 d6 Greater Manifestation 6th +3 3 d6 Weave Ward (2/rest), Force of Arcana 7th +3 4 d8 Order feature 8th +3 4 d8 Ability Score Improvement 9th +4 4 d8 Arcane Shield 10th +4 4 d10 Order feature 11th +4 5 d10 Second Greater Manifestation 12th +4 5 d10 Ability Score Improvement 13th +5 5 2d6 Ferocious Visage 14th +5 5 2d6 Arcane Shield Mastery 15th +5 6 2d6 Order feature 16th +5 6 2d8 Ability Score Improvement 17th +6 6 2d8 Weave Wings 18th +6 6 2d8 Weave Ward (3/rest) 19th +6 7 2d10 Ability Score Improvement 20th +6 7 2d10 Master of the Weave Quick Build You can make a Warshaper quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Strength or Constitution. Second, choose the Sage background. Class Features As A Warshaper, you gain the following class features. Hit Points Hit Dice: 1d10 per Warshaper level Hit Points as 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Warshaper level after 1st Proficiencies Armor: Light armor, medium armor Weapons: Simple Weapons, Martial Weapons Saving Throws: Constitution, Intelligence Skills: Choose two from History, Insight, Athletics, Arcana, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background. (a) a longsword or (b) any martial weapon

(a) a chain shirt or (b) studded leather armor

(a) a scholar's pack or (b) an explorer's pack

a light crossbow and 20 bolts 2

Manifestation Points You have a pool of points which you spend to summon creatures from the weave and channel your abilities. You regain any spent Manifestation Points when you finish a short or long rest. Warshaper Save DC Some of your Class features refer to your Warshaper Save DC, this is calculated as follows:



Warshaper Save DC = 8 + your proficiency bonus + your Intelligence modifier Manifest You call forth a creature from the Weave and imbue it with your physical prowess to charge down your foes. On your turn, you can use a action and expend a Manifestation point to choose a creature within 30 feet. Your target and all hostile creatures in a line between you and your target must make a Dexterity saving throw with a difficulty equal to your Warshaper Save DC. On a failed save, the target takes 1d4 force damage. The amount of damage inflicted by Manifest increases as you gain Warshaper levels as shown in the Manifestation Damage column of the Warshaper table. Weave Ward Starting at 2nd level, you gain the ability to manipulate the Weave and momentarily manifest a shield of pure arcane energy. When a creature you can see makes a successful attack on a target you can see within 30 feet, you may use your reaction to reduce the attack's damage by an amount equal to your Manifestation Die + Int Mod. You must then finish a short or long rest before you can use this ability again. Beginning at 6th level, you can use Weave Ward twice between rests, and beginning at 18th level you can use it three times between rests. When you finish a short or long rest, you regain your expended uses of this feature. Warshaper Order When you reach 3rd level, you are accepted as a member of one of the Warshaper Orders. Until this time you have been expanding your knowledge of the weave and have finally proven yourself worthy of a place amongst the ranks of the Order of Undoing, Augmentation or Binding, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th and 15th level. Greater Manifestation Beginning at 5th level, you learn to manifest monstrous apparitions with varying effects. When you first gain this feature, you select one of the below apparitions to learn. When you gain this feature again at 11th and 17th level, you must choose a different Apparition to learn from the list. Greater Manifestations cost two Manifestation Points to use. Apparitions Apparitions are presented in alphabetical order. Raging Blade. You manifest the weave into your weapon, utilising the energy to guide your blows. You may use your bonus action to make an attack. If this attack hits, add your Manifestation Damage die to the roll in addition to any other modifiers. Swooping Horrors. You manifest countless winged abominations above the heads of your foes which dive and claw at them. As an action, select a point within 100 feet of you. creatures within a 20 foot radius of that point must succeed on a Wisdom saving throw with a difficulty equal to your Warshaper Save DC. Creatures take your Manifestation Damage dice as Force damage on a failed save, or half as much on a successful one. Creatures that fail this saving throw are also knocked prone. Weave Link. You momentarily create a link between two creatures in the weave, allowing you to reflect their attacks back at them as pure energy. When a creature you can see makes a successful attack and deals damage to a target within 60 feet, you may use your reaction to force it to make a Constituion saving throw with a difficulty equal to your Warshaper Save DC. If it fails, the attacking creature also takes half the attack's damage (rounded down) as force damage. Weave Wings. As a bonus action you manifest a winged creature which attaches itself to a target within 60 feet of you, granting them a flight speed of 30 feet for a number of rounds equal to 1 + your Intelligence modifier (minimum 1). 3

Force of Arcana Upon reaching 6th level, whenever you critically hit with a melee weapon attack as part of an attack action, you regain one Manifestation Point. Arcane Shield At 9th level, your constant manipulation of the Weave has caused a constant protective flow of magical energies within you. Choose a damage type from the following; Fire, Cold, lightning. You have resistance to that damage type from magical sources. You may change this choice whenever you finish a long rest. Ferocious Visage At 13th level, you gain the ability to alter your appearance through the weave, creating abominable visions in a creatures mind when they look at you. When a creature makes an attack against you, you may use your reaction to force them to make a Wisdom save with a DC equal to your Warshaper Save DC or become frightened of you for 1 minute. It may repeat this save at the beginning of each of its turns to end the effect early. On a success, that creature becomes immune to your Ferocious Visage for 24 hours. Arcane Shield Mastery When you reach 14th level, the Weave that surges through your body has grown stronger and provides more substantial protection from magical attacks. When you choose a damage type to resist with your Arcane Shield feature, you may choose a second damage type from the following; Necrotic, Radiant, Thunder. You gain resistance to this damage type in addition to the resistance granted by the Arcane Shield feature. You may change these choices when you finish a long rest. Master of the Weave At 20th level, you have almost become one with the weave and can tap into it with reckless abandon. When you enter combat and have no remaining Manifestation Points, you gain a number of Manifestation points equal to your Intelligence modifier, up to your Manifestation Point maximum. Warshaper Orders Every Warshaper is the member of a specialist Order, each manipulating the weave in a unique way. The Order you choose greatly affects how you use your abilities and approach combat. Order of Augmentation The Order of Augmentation focuses on manipulating manifestations to bolster their allies and hinder their foes. Members of this order can be found at the forefront of battle-lines, enhancing the abilities of those around them. Benevolent Conjuring When you select this Order at 3rd level, you gain the ability to enhance your allies attacks. When a creature within 30 feet of you makes an attack, you may expend a Manifestation Point to use your reaction to add your Manifestation Damage die to the attack roll. Taunting Manifestation Beginning at 7th level, you can summon a manifestation to distract your enemies. As an action, you may expend a Manifestation Point to select one creature you can see within 30 feet. This creature must succeed on a Wisdom saving throw with a difficulty equal to your Warshaper Save DC or it has disadvantage on any attacks it makes before the beginning of its next turn. Grasping Strike At 10th level, when you hit with an attack, you may expend a Manifestation Point to reduce your target's movement speed to 0 feet until the beginning of your next turn. Bolster Being When you reach 15th level, you have mastered infusing manifestations into flesh. On your turn as a bonus action, you may expend a Manifestation Point to grant a creature within 60 feet a +4 bonus to their AC and advantage on saving throws until the beginning of your next turn. Order of Binding The Order of Binding has spent centuries perfecting the art of maintaining their manifestations for longer periods of time before they dissipate. They are normally used as saboteurs, penetrating deep behind enemy lines where their ability to multiply their forces with a thought allows them to defend themselves should things go sour. Bound Manifestation When you join this Order at 3rd level, the creatures you summon with your Manifest feature are more substantial than those of other Orders. As an action, you can expend a Manifestation Point to summon a indescribable creature within 30 feet of you in an unoccupied space you can see. This creature lingers for a number of rounds equal to your Intelligence modifier. You can spend a bonus action to move your Bound Manifestation up to 30ft and make an attack with it. The Bound Manifestation adds your Intelligence bonus to its attack rolls and deals your Manifestation Damage die as force damage on a succesful attack. You can only have one Bound Manifestation active at a time. Using this feature again whilst you have an active Bound Manifestation causes the currently active Manifestation to immediately dissipate. 4