Fighter
Base Class: Fighter

A mysterious and feared frontline warrior of the Kryn Dynasty, the Warp Knight has mastered the art of dunamis to distorts the space around them to aid them in battle. They utilize their power to bend space and reality to their will. 

Manifest Warp

You can use a bonus action to magically manifest a 10 foot radius sphere of warped space in an unoccupied space you can see within 15 feet of you. This space is a magical, translucent, gray sphere that lasts until you dismiss it as a bonus action, until you manifest another warped space, or until you’re Incapacitated.

On your turn, you can mentally move the space up to 30 feet in any direction (no action required). If your warp sphere is ever more than 30 feet from you at the end of your turn, it is destroyed.

You can use the warp sphere in the following ways:

  • When a creature enters your warp sphere you can choose to either make the space difficult terrain or double a creatures movement speed while in the space.
  • Once per turn when you hit with an attack within your warp sphere you may choose to add a number of d6 equal to your Proficiency Bonus to the damage of the attack.
  • While a creature is within your warp sphere and makes an attack you may choose to impose advantage or disadvantage on the strike. 

Unleash Warp

You can heighten your spatial distortion to devastating effect. You can as an action unleash the force of gravity within your sphere. Each creature other than yourself within your warp sphere must make a constitution saving throw (DC = 8 + CONSTITUTION MOD. + Proficiency Bonus) as gravity crushes them toward the center of the sphere. On a failed save a creature takes a number of d10’s equal to your proficiency bonus of force damage and are knocked prone and pulled 10 feet toward the center of the sphere. On a successful save a creature takes half damage.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.

Warped Vibrations

Your mastery of the manipulation of the space around you has given you the ability to send your voice and sight to the far points for space. You gain the message cantrip if you don’t already have it.

In addition you gain the ability of cast the spell sending utilizing constitution as your spell casting modifier (DC = 8 + CONSTITUTION MOD. + Proficiency Bonus). You can do this a number of times equal to your proficiency bonus as you warp space around you to allow the vibrations of your voice to reach the chosen target. You regain all uses on a Long Rest.

In addition you gain the ability to cast the spell scrying utilizing your constitution as your spell casting modifier (DC = 8 + CONSTITUTION MOD. + Proficiency Bonus). You can cast this spell once per Long Rest.

Scrambled Warp

You have Resistance to Force damage.

While within your warp sphere you gain the ability to warp the positions of those within. As a bonus action you can a number of times equal to your proficiency bonus per Short Rest you can warp the space within you sphere and teleport any number of creatures within your sphere to another location within your sphere.

Gravitational Bastion

You have mastered the warped space that you are able to create. The warped spaces you create are fortresses destruction and protection for you and your allies. All allied creatures within your warp sphere now gain the benefits of Half Cover as space warps around them. In addition while you are within your warp sphere the range of your melee attacks increases to the space of the warp sphere.

Master of the Warp

The range of your warp sphere increases to 30 foot radius.

You always have the Teleport spell prepared. With this feature, you can cast it without a spell slot or components, and your spellcasting ability for it is Constitution (DC = 8 + CONSTITUTION MOD. + Proficiency Bonus). 

Once you cast the spell with this feature, you can’t do so in this way again until you finish a Long Rest.

Previous Versions

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10/2/2024 1:01:06 PM
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