Artificer
Base Class: Artificer

Those who call themselves a warper utilize special teleportation technology that allows them to manipulate their own and others location. Powerful warpers are even capable of mildly altering reality, sometimes changing parts of themselves and turning invisible.

Warper Spells


3rd-level Warper feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Warper Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Warper Spells
Artificer Level Spell
3rd shape waterminor illusion
5th misty stepblur
9th shadow bladeblink
13th gaseous formgreater invisibility
17th misleadtelekinesis

 

Translocation Apparatus

3rd-level Warper feature

You have a device capable of warping reality in a variety of ways. A number of times equal to your proficiency bonus, you can activate one of the following effects. Any expended uses of this feature are restored when you finish a short or long rest.

Swap Location. As a bonus action, you attempt to switch places with a target creature that you can see within 30 feet. If the target creature is unwilling, it must make a Dexterity saving throw against your spell save DC. On a failed save, you successfully switch places with it. On a successful save, this feature has no effect.

Wormhole. As an action, you can tear open a medium hole in reality at a point you can see within 30 feet of you. You can have 2 of these open at any time, but the 2nd one must be created within 120 feet of the first one. Any wormholes disappear 1 hour after creation. If 2 wormholes exist and you or another creature you can see ends its turn on one of your wormholes, you can force them to make a Dexterity saving throw at disadvantage against your spell save DC. A creature can choose to fail. On a failed save, they are transported to the location of the other wormhole. On a successful save, this feature has no effect.

 

Improved Transmutation

5th-level Warper feature

When you cast a transmutation spell, you and up to 3 other creatures within 10 feet of you gain temporary hit points equal to twice your proficiency bonus. Additionally, the range of your Translocation Apparatus' Swap Location effect is now 50 feet.

 

Warp Apparatus

9th-level Warper feature

You have made new innovations with your warping device. You now can activate one of these effects when you use your Translocation Apparatus feature.

Alter Limbs. As an action, you can change your limbs in a way that allows for improved locomotion. You may give yourself a swimming or climbing speed equal to your walking speed. While you have a swimming speed from this feature, you can breath underwater. You can only have one of them from this feature at any time. This lasts for 10 minutes or until you dismiss it as an action.

Warp Perception. As an bonus action, you attempt to alter the mind of a target creature within 30 feet of you. The target creature must succeed a Wisdom saving throw against your spell save DC, or become blinded and deafened until the end of your next turn and take a number of d8s of psychic damage equal to your proficiency bonus.

Warped State. As a bonus action, you may enter a warped state, making yourself partially incorporeal. While in this state, on subsequent turns, you can turn invisible or visible as a bonus action. You lose this invisibility if you take the attack action, receive damage, or exit your warped state. This state lasts for 1 minute or until you dismiss it as an action.

 

Enhanced Warped State

15th-level Warper feature

When you are in your warped state, you gain a flying speed equal to your walking speed, you gain blindsight out to 60 feet, and you can teleport to an unoccupied space within 15 feet of you as a bonus action.

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