Steelshaper

Standing grim but resolute, a half-orc bodyguard covered in odd tattoos towers over her charge, watching for anyone with mischief on their mind. She seems unarmed, and none but the careful observer might notice the way her tattoos subtly shift and slide along her skin, ready to spring forth at the first sign of danger.

A dwarf explorer chips away at the rocky wall with her pickaxe until she glimpses a hint of gemstone. The tool morphs in her hands, forming a small chisel and mallet as the excess steel crawls back up her sleeves. She leans closer in for some finer work.

Swirling shapes of shifting steel cleave through a swarm of the undead as a gnome pushes her way closer and closer to the doors of the cursed library. The hammer she used to crush one skeleton suddenly transforms into a sword on the backswing, splitting another skeleton in two as she struggles to reach the abandoned knowledge that waits ahead.

In their quests for honor, riches, or the world’s hidden truths, a steelshaper knows no greater ally than their shaper steel. Formed as a blade or bulwark, a shaper’s steel is an extension of their body, wielded with a comfort and expertise beyond the limits of natural training.

A Tool for Any Situation

Born through months of rituals, shaper steel is a living weapon, a steelshaper’s first and last line of defense, and their solution to overcome any obstacle. Whether they belong to an isolated order, or discovered the arcane secrets in an ancient tome, steelshapers have toiled and sacrificed to bond themselves, blood and soul, to their shaper steel. Starting with the ability to transform their shaper steel into simple tools and mundane arms, over time a shaper’s control grows, until they can mentally manipulate their steel at a nearly molecular level.

Due to the focus required to skillfully manipulate their shaper steel, a steelshaper’s fighting style will never be as ferocious as a barbarian’s, as nimble as a monk’s, or as steadfast as a fighter’s. Instead, they remain flexible on the battlefield, shifting their positioning and adapting to their surroundings while they wait to seize upon an opening. All a steelshaper needs is one opportune moment to turn the tables on their opponents, often with devastating effect.

An Independent Study

While they come from all walks of life, the time a steelshaper spends in training teaches them to appreciate a solitary lifestyle. Kingdoms and cultures often create steelshapers to serve as elite guards for nobles and rulers. However, many are driven, by their existence in a near-constant state of intentionality of thought, to nourish their minds with a quest for knowledge. Others internalize the fluid nature of their shaper steel and journey into the world in search of unique problems to solve.

Few adventurers will find a companion more steadfast than a steelshaper. Their unique experiences may make them reluctant to open themselves up to others, but, once they have been formed, a steelshaper’s bonds are difficult to break.


Credit: Steve Argyle

Creating a Steelshaper

When creating your steelshaper, consider what it is that put you on this unique path. How did your character come to undergo a steelshaper’s training? Were you born into an ancient tradition, or are you a plunderer of hidden secrets? Are you reluctant to reveal your abilities to others?

Did you abandon an obligation to venture into the world? What purpose drives you forward? Do you seek recognition, enrichment, personal gain, or simply to settle a score? With your versatile talent, you may simply be looking for an excuse to put all your hard work into practice.

The Linguist
Level Proficiency Bonus Features Shaper Arts Known d4 d6 d8
1st +2 Shaper Steel, Shaper Defense, Restoration
2nd +2 Fighting Style, Shaper Arts 2 2
3rd +2 Steelshaper Path feature, Essence Transfer 2 2
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack 3 3
6th +3 Unerring Throw 3 3
7th +3 Steelshaper Path feature 4 4 2
8th +3 Ability Score Improvement 4 4 2
9th +4 Fast Thinking 4 4 2
10th +4 Steelshaper Path feature 5 4 3
11th +4 Mental Fortitude 5 4 3
12th +4 Ability Score Improvement 5 4 3
13th +5 6 4 3 2
14th +5 Shaped Focus (d6) 6 4 3 2
15th +5 Steelshaper Path feature 6 4 3 2
16th +5 Ability Score Improvement 7 4 3 3
17th +6 Synchronous Defense, Shaped Focus (d8) 7 4 3 3
18th +6 Wellspring of Focus 7 4 3 3
19th +6 Ability Score Improvement 8 4 3 3
20th +6 Become One 8 4 3 3

Quick Build

You can make a steelshaper quickly by following these suggestions. First, Strength should be your highest ability score, followed by Intelligence. Second, choose the adept background.

Class Features

As a steelshaper, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per steelshaper level.
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per steelshaper level after 1st

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: One melee weapon, shaper steel
  • Tools: None
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, Athletics, History, Insight, Intimidation, Investigation

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather
  • a melee weapon you are proficient in
  • (a) a dungeoneer's pack or (b) an explorer's pack

Shaper Steel

Through years of training and months of arcane rituals, you have bonded a fragment of your soul to a length of steel, granting you the ability to reshape it with your mind. Your shaper steel has the following properties:

  • As a bonus action, you can form your shaper steel into a wide variety of shapes or objects.
  • Your shaper steel can be formed into one two-handed melee weapon or up to two one-handed melee weapons (see Player’s Handbook chapter 5 for weapon options). You are proficient with it while you wield it.
  • Your shaper steel can be formed into mundane adventuring gear that requires no more than 36 square inches of solid material, such as a crowbar, manacles, or pitons. Skill checks using gear formed with shaper steel are made with proficiency.
  • As long as you are no more than 90 feet away from it, you can summon your shaper steel to your hand. If there is a solid barrier between you and your shaper steel, you can make an Intelligence check + double your proficiency bonus to try and break through.
  • Whether you go to sleep or are rendered unconscious, your shaper steel has a default state it reverts to when you stop exerting mental control over it. Typically this takes the form of distinct tattoos across the body but, with an hour’s focus, this form can be made to resemble anything from a mundane weapon to an assortment of heavy jewelry.
  • If your shaper steel is somehow separated from your sphere of influence, it takes the form of a 2”x2”x9” bar of steel weighing 10 lb. As long as it remains on the same plane as you, you always know the exact location of your shaper steel.

Shaper Defense

Beginning at 1st level, you can use your Intelligence modifier in place of your Dexterity modifier when determining AC. When you are wielding a one-handed shaper steel weapon and the other hand is free, you gain a +2 bonus to AC.

Restoration

At 1st level, you can restore your shaper steel from a single fragment, no matter how small. The process requires an amount of quality steel equivalent to what was lost. By focusing for one hour per lb. of missing material, your shaper steel can be restored to full form and function.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you get a +1 bonus to AC.

Dueling

While you are wielding your shaper steel weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a shaper steel weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. Your shaper steel weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a one-handed shaper steel weapon and have the other hand free.


Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Shaper Arts

By the time you reach 2nd level, you have learned to focus your mental energy into your shaper steel to achieve spectacular transformations called shaper arts. Your ability to focus is represented by a number of shaper dice.

Shaper Dice

The Steelshaper table shows you how many shaper dice you have to active your shaper arts. To activate one of these arts, you must expend a shaper die of the art’s magnitude. You regain expended d4-magnitude shaper dice up to your maximum when you finish a short rest, or all expended shaper dice when you finish a long rest.

Shaper Arts Known of d4 Magnitude and Higher

You know two d4-magnitude shaper arts of your choice. Your shaper arts are detailed at the end of the class description.

The Shaper Arts Known column of the Steelshaper table shows when you learn more shaper arts of your choice. Each of these arts must be of a magnitude for which you have shaper dice. For instance, when you reach 6th level in this class, you can learn one new art of d4 or d6 magnitude.

Additionally, when you gain a level in this class, you can choose one of the shaper arts you know and replace it with another art from the shaper art list, which must be of a magnitude for which you have shaper dice.

Shaping Ability

Some of your shaper arts require your target to make a saving throw to resist the art’s effects. The saving throw DC is calculated as follows:

Shaper art save DC = 8 + your proficiency bonus + your Intelligence modifier

Steelshaper Path

At 3rd level, you choose a steelshaper path, guiding the evolution of your shaper style and techniques. Choose the Path of Imagination or the Path of Inspiration, both detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, and 15th level.

Essence Transfer

Beginning at 3rd level, you can transfer the essence of one magic weapon or shield into your shaper steel by performing a special ritual while you hold both in your hands. You perform the ritual over the course of 1 hour, which can be done during a short rest.

When the ritual completes, the weapon or shield becomes mundane and transfers its bonus to attack and damage rolls or AC to your shaper steel. This bonus applies to attack and damage rolls with your shaper weapon, and your AC when you are wielding a one-handed shaper steel weapon and the other hand is free. Your shaper steel counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Transferring the essence of another weapon or shield replaces any of your shaper steel’s current bonuses. You can perform a ritual over the course of an hour to permanently remove all bonuses from your shaper steel.

Ability Score Improvement

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.

Unerring Throw

Starting at 6th level, attacking at long range doesn’t impose disadvantage on your thrown weapon attack rolls with your shaper steel. In addition, the maximum range of your shaper steel thrown weapons increases by 5 feet for each point of your Intelligence modifier.

Fast Thinking

At 9th level, your ability to assess a threatening situation has become well honed, granting you advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can still take a reaction on the first turn of combat.

Mental Fortitude

By the time you reach 11th level, your bond with your steel strengthens all aspects of your being. You gain a bonus to your saving throws equal to your Intelligence modifier (with a minimum bonus of +1).

Shaped Focus

When you reach 14th level, you can expend multiple shaper die to recover expended shaper die of a higher magnitude. As a bonus action on your turn, you can expend two d4-magnitude shaper die to recover one expended d6-magnitude shaper die. At 17th level, you can expend two d6-magnitude shaper die to recover one expended d8-magnitude shaper die.

You can use this feature to recover up to two d6-magnitude shaper die before you finish a short rest or a long rest. At 17th level, you can also recover one additional d6-magnitude shaper die (for a total of three) and up to one d8-magnitude shaper die before a rest.

Synchronous Defense

Beginning at 17th level, you have learned to enhance your shaper defense to contend with specific threats. When you are wielding a shaper steel weapon, you gain resistance to the type of base damage it deals. When you form a shaper steel weapon in each hand, choose which weapon you gain this resistance from.

Wellspring of Focus

Starting at 18th level, when you roll initiative and have no d4-magnitude shaper dice remaining, you regain two d4-magnitude shaper dice.


Become One

At 20th level, you have truly become one with your shaper steel. As a bonus action, you can have your shaper steel sink through your skin and inhabit your body, completely hiding it from view. You are immune to poison and disease, and while your shaper steel is completely within your body, you can add your Intelligence modifier to Strength and Constitution skill checks.

Additionally, your shaper steel can mend your wounds from within. If you have control of your shaper steel, at the start of each of your turns, you regain hit points equal to 5 + your Intelligence modifier. This healing cannot exceed half the damage you received since the end of your previous turn, rounded up.

Steelshaper Paths

Steelshapers follow one of two paths when expanding their mastery over shaper steel: the Path of Imagination and the Path of Inspiration.

Path of Imagination

Follow the Path of Imagination to free your mind of all preconceptions and completely open yourself to infinite possibilities. As you broaden your creativity, you will learn to shape your steel into fantastical forms.

Shifting Weapon

At 3rd level, you learn to shape a shifting weapon. When you from your shaper steel into one two-handed melee weapon or up to two one-handed melee weapons, you can create unnatural weapons that only you can wield.

Shifting weapons default to 2d6 damage for two-handed weapons and 2d4 damage for one-handed weapons, dealing bludgeoning, piercing, or slashing damage as chosen when the weapon is formed. A shifting weapon’s damage can be reduced when formed to gain access to additional features. You start knowing four such features: Improved Critical, Reach, Enhanced Reach, and Thrown.

Your shifting weapon can have multiple features as long as you have the required damage level reductions available. Shifting weapons decreases in damage according to the progression as follows:

One-handed: 2d4>1d8>1d6>1d4

Two-handed: 3d4>2d6>1d12>1d10

Enhanced Critical. Your shifting weapon attacks score a critical hit on a roll of 19 or 20. Reduce your shifting weapon damage by one level.

Reach. Your shifting weapon adds 5 feet to your reach when you attack with it. Reduce your shifting weapon damage by one level. This feature cannot be combined with enhanced reach.

Enhanced Reach. Your shifting weapon adds 10 feet to your reach when you attack with it. Reduce your shifting weapon damage by two levels. This feature cannot be combined with reach.

Thrown. Your one-handed shifting weapon becomes light and can be thrown to make a ranged attack with a range of (20/60). Reduce your shifting weapon damage by one level.

Shaped Mobility

Beginning at 7th level, you have learned to divert focus from your shifting weapon to enhance your mobility. When you are wielding a weapon in each hand, you can only add shaped mobility features if both weapons are shifting weapons, and adding a shaped mobility feature reduces the damage level of both weapons. When shaping a shifting weapon, you can choose from the following features:

Clambering Steel. You gain a climbing speed equal to your walking speed and can move upside down along ceilings while leaving your hands free. Climb checks made while using this feature can be made as Intelligence checks with proficiency. Reduce your shifting weapon damage by one level.

Sheathed Steps. You ignore difficult terrain and, while standing, your saving throws against forced movement have advantage. Reduce your shifting weapon damage by one level.

You can use your reaction when making a saving throw against forced movement while standing to gain this feature. If you do so, reduce your shifting weapon damage by two levels instead and you cannot form different weapons with your shaper steel on your next turn.

Vault. Your jump distance is doubled. When calculating falling damage, subtract 5 feet from the height of the fall for every point of your Intelligence modifier if you can land on your feet. Reduce your shifting weapon damage by one level.

You can use your reaction when falling to gain this feature. If you do so, reduce your shifting weapon damage by two levels instead and you cannot form different weapons with your shaper steel on your next turn.

Shaper Tools

When you reach 10th level, you gain proficiency with a set of artisan’s tools of your choice. You can use your shaper steel to form any artisan’s tools you are proficient in, and any skill checks with your shaper’s tools can be made as Intelligence checks.

Flexible Mind

Starting at 15th level, you have learned to split your focus between your shaper arts. You can maintain concentration on two different arts at the same time. Whenever you take damage while concentrating on two arts, make one Constitution saving throw to maintain your concentration with disadvantage. On a failed save, you lose concentration on both arts.

Path of Inspiration

The Path of Inspiration values rapid adaptation and iteration above all else. A steelshaper that is always one step ahead can fell even the mightiest of foes. Master your inspiration and learn to shape your steel at the speed of thought.

Swiftshaping

At 3rd level, you learn the art of swiftshaping. Once per turn, when you attack with your shaper steel in your main hand, you can form it into one two-handed melee weapon or up to two one-handed melee weapons as part of the same action. This can only be done before the attack roll is made.

You can use this feature twice per turn starting at 9th level and up to three times per turn starting at 13th level.


Amplified Strikes

Beginning at 7th level, you have learned to time your swiftshaping to amplify the force of your blows. When you swiftshape your shaper steel, you gain a +2 bonus to the damage roll on your next weapon attack.

Inspired Reflex

Starting at 10th level, you have perfected your spatial awareness. If a creature’s movement would provoke an opportunity attack from a weapon other than the one you have formed, you can use your reaction to expend a use of swiftshaping to form your shaper steel into that weapon and make an opportunity attack.

Bulwark

When you reach 15th level, you can use your shaper steel to rebuff certain area effects, such as a red ragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can add your proficiency modifier to that roll if it doesn’t already use your proficiency bonus.

You take no damage if you succeed on the saving throw, and only half damage is you fail. You can’t use this feature again until you finish a short or long rest.

Shaper Arts

Certain shaper arts can only be learned by followers of a specific path, either Imagination or Inspiration. You can only use one shaper art per turn, unless otherwise noted.

Absolute Defense


  • Magnitude: d6
  • Activation: 1 reaction, which you take when you are hit by a bludgeoning, piercing, or slashing attack
  • Range: Self
  • Duration: Concentration, up to 1 minute

When another creature damages you with a bludgeoning, piercing, or slashing attack, you can use your reaction and expend one d6-magnitude shaper die to blunt a portion of that damage with your shaper steel.

Halve the attack’s damage against you and roll your shaper die. Until the art ends, when a creature hits you with a melee attack, you gain a bonus to AC equal to your shaper die’s value against all subsequent attacks made by that creature for the rest of the turn, and you have resistance to bludgeoning, piercing, and slashing damage.

The triggering attack does not require a save to maintain concentration.

Binding Wires


  • Magnitude: d4
  • Activation: When you hit with a shaper steel weapon attack
  • Duration: Concentration, up to 1 minute

When you hit a creature with a shaper steel weapon attack, you can expend one d4-magnitude shaper die to attempt to bind the target in wires as they flow from your weapon.

You add the shaper die to the attack’s damage roll, and if the target is large or smaller, it must make a Strength saving throw. On a failed save, the target is restrained until the art ends. A creature restrained by your wires can use its action to escape by making a Strength or Dexterity saving throw.

Constricting Veil


  • Magnitude: d6
  • Activation: When you hit with a shaper steel weapon attack
  • Duration: Concentration, up to 1 minute

When you hit a creature with a shaper steel weapon attack, you can expend one d6-magnitude shaper die to cover your target’s eyes in constricting bands of steel.

You add the shaper die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, the target is blinded until the art ends.

As long as the target is blinded, it takes 1d6 crushing damage at the start of its turns. This art’s damage increases by 1d6 when you reach 11th level (2d6) and 17th level (3d6). A creature blinded by your steel can use its action to make a Strength saving throw to end this effect.

Danger Zone


  • Magnitude: d6
  • Activation: When you hit with a shaper steel melee weapon attack
  • Range: Self(20-foot radius)
  • Duration: Concentration, up to 1 minute

When you hit a creature with a shaper steel melee attack, you can expend one d6-magnitude shaper die to surround yourself in a tangled field of steel barbs.

You add the shaper die to the attack’s damage roll, and create an area of difficult terrain with a 20-foot radius that moves with you, centered on you, for the duration.

Until the art ends, you can use your reaction for an opportunity attack even if you have already expanded your reaction this round, but not if you have already used your reaction this turn.

Creatures that ignore the movement penalty do not trigger opportunity attacks granted by this art.

Eviscerate


  • Magnitude: d8
  • Activation: When you hit with a shaper steel melee weapon attack
  • Duration: Concentration, up to 1 day

When you hit a creature with a shaper steel melee weapon attack, you can expend one d8-magnitude shaper die to try and force your steel into the target’s body through the wound.

You add the shaper die to the attack’s damage roll, and the target must make a Constitution saving throw. On a failed save, you force the entirety of your shaper steel into the target’s body.

As a bonus action or as part of the same action you use to form something with your shaper steel, you rip the steel from within the target’s body, ending this art. The target must make a constitution saving throw. On a failed save it takes 10d8 piercing damage, or half that much damage on a successful one. This art’s damage increases by 4d8 at 17th level (14d8).

If you lose concentration or the target moves outside of your sphere of influence, this art ends and your shaper steel forces its way out of the target’s body. The target must make a constitution saving throw. On a failed save it takes 4d8 piercing damage, or half that that much damage on a successful one.

You can use your action to carefully draw your shaper steel from the target and end this art harmlessly. Damage dealt by this art ending cannot be resisted.

Flicker

Prerequisite: Path of Inspiration feature


  • Magnitude: d4
  • Activation: 1 use of swiftshaping, when you make a shaper steel weapon attack

When you make a shaper steel weapon attack against a creature, you can expend one d4-magnitude shaper die and one use of swiftshaping to shift your weapon at the very last instant, making it impossible to avoid.

Swiftshape your shaper steel weapon. You add the superiority die + your Intelligence modifier to the attack roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. Using flicker does not count toward your one shaper art per turn.

Flowing Shield

Prerequisite: Path of Imagination feature


  • Magnitude: d4
  • Activation: 1 reaction, when you are hit by an attack and wielding a shifting weapon
  • Range: Self
  • Duration: 1 round

When a creature hits you with an attack, you can expend one d4-magnitude shaper die to try and turn aside the blow.

Roll the shaper die and reduce your shifting weapon damage by two levels. Until the start of your next turn, you have a bonus to your AC equal to your shaper die value + your Intelligence modifier, including against the triggering attack.

Grasping Field


  • Magnitude: d8
  • Activation: 1 action
  • Range: Self (20-foot radius)
  • Duration: Concentration, up to 1 minute

You can use your action and expend one d8-magnitude shaper die to drive your shaper steel into the ground, causing it to erupt from beneath your nearby foes, dragging them down.

An area in a 20-foot radius around you bursts forth with dozens of lashing steel tendrils extending 5 feet off the ground, lasting for the duration. All enemies within the area must make a Dexterity saving throw. Roll your shaper die. On a successful save the target takes half that much damage. On a failed save, the target takes that much damage and is knocked prone and restrained until the art ends.

Any enemy that starts its turn in or moves into the area takes 1d8 slashing damage, and an additional 1d8 slashing damage for every 5 feet it travels within the area. This art’s damage increases by 1d8 when you reach 17th level (2d8).

A creature restrained by this art can use its action to make a Strength saving throw to escape. An enemy that ends its turn in the area must make a Dexterity saving throw or be knocked prone and restrained until the art ends.

While maintaining concentration on this art, you must remain within the area of effect and cannot form anything using your shaper steel. Leaving the area of effect, whether through forced movement or otherwise, ends the art immediately.

Leashing Strike


  • Magnitude: d4
  • Activation: When you hit with a shaper steel thrown weapon attack

When you hit a creature with a ranged attack from a shaper steel thrown weapon, you can expend one d4-magnitude shaper die to attempt to leash it in steel and pull it toward you.

You add the shaper die to the attack’s damage roll, and if the target is large or smaller, it must make a Strength saving throw. On a failed save, the target is pulled directly toward you, up to 10 feet for each point of your Intelligence modifier.

Magnified Weapon


  • Magnitude: d6
  • Activation: When you hit with a shaper steel melee weapon attack
  • Range: Self
  • Duration: Concentration, up to 1 minute

When you hit a creature with a shaper steel melee weapon attack, you can expend one d6-magnitude shaper die to suddenly shift the weapon’s weight, magnifying its force the moment it strikes.

Until the art ends, you can add 1d6 to your melee attack damage rolls with your shaper steel, including the triggering attack.

Momentum Shift


  • Magnitude: d4
  • Activation: 1 reaction, when a creature makes a melee weapon attack against you

When a creature makes a melee weapon attack against you, you can use your reaction and expend one d4-magnitude shaper die to use their momentum against them.

Roll your shaper die and add that number to your AC for this attack. If the attack misses you, the target must make a Strength saving throw. On a failed save, you rip the weapon from their hands, sending it clattering away, up to 5 feet for each point of your Intelligence modifier.

Opportune Takedown


  • Magnitude: d4
  • Activation: When you hit with a shaper steel weapon opportunity attack

When you hit a creature with an opportunity attack from a shaper steel weapon, you can expend one d4-magnitude shaper die to knock the target to the floor, halting its movement.

You add the shaper die to the attack’s damage roll, and if the target is large or smaller, it must make a Dexterity saving throw. On a failed save, you knock the target prone and its speed becomes 0 for the rest of the turn.

Thousand Cutter


  • Magnitude: d4
  • Activation: When you hit with a shaper steel weapon attack
  • Duration: Concentration, up to 1 minute

When you hit a creature with a shaper steel weapon attack, you can expend one d4-magnitude shaper die to swarm the target’s body with dozens of tiny blades.

You add the shaper die to the attack’s damage roll. At the beginning of each of the target’s turns, it takes 1d4 slashing damage. At the end of each of the target’s turns, it can make a Constitution saving throw to end this effect.

This art’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Vortex of Steel


  • Magnitude: d8
  • Activation: 1 action
  • Range: Self (20-foot radius)

You can use your action and expend one d8-magnitude shaper die to explode your shaper steel into dozens of tendrils, entangling your foes and drawing them close for a frenzied strike.

Roll your shaper die. Each enemy creature that is large or smaller within 20 feet must make a Dexterity saving throw. On a successful save the target takes half that much damage. On a failed save, the target takes that much damage and is pulled directly toward you, up to 20 feet.

Make one shaper steel weapon attack with advantage targeting each enemy within reach that failed their save. On a hit, the target takes an additional 6d8 damage. This art’s damage increases by 2d8 when you reach 17th level (8d8).

Background: Adept

You are a member of a selective order, chosen from a young age for your aptitudes to toil and sweat and study in order to learn a specific set of skill and serve a specific purpose. Whether you are a master of book or blade, your effort and dedication have transformed you into a fearsome weapon, ready to be set loose upon the world.

Discuss with your DM the nature of your order and their place in society. Do they exist in the public knowledge, or are they only spoken of in whispers? What purpose do they serve, and how far is their reach? How likely are you to encounter other members of your order, and will they view you as a betrayer for living the life of an adventurer?


  • Skill Proficiencies: Athletics, plus one from among Arcana, History, Nature, and Religion, as appropriate for your order
  • Tool Proficiencies: One tool or set of tools, as appropriate for your order
  • Languages: One of your choice
  • Equipment: The training garb of your order, a token or trinket bearing the symbol of your order, one tool or set of tools you are proficient in, and a belt pouch containing 10 gp

    A Reason to Be

    Whatever their training entails, every adept is raised to perform a duty or fulfill a specific role. Choose your intended purpose, or roll on the table below.
d8 Purpose d8 Purpose
1 Mercenary 5 Spy
2 Soldier 6 Researcher
3 Personal guard 7 Investigator
4 Assassin 8 Explorer

Feature: Disciplined

Thanks to your time with the order, you are no stranger to hard, repetitious work. Even when gold may not suffice, you can secure the basic necessities, such as shelter, food, and water, any place where there’s some extra work that needs doing. Your ability to complete laborious tasks with speed and accuracy ingratiates you to any community you spend time with, making them more likely to grant favors and offer aid to you and your companions.

Suggested Characteristics

Adepts have spent their lives being taught to see the world in a certain way. No matter how much distance they may put between themselves and their order, they cannot divorce themselves of those lessons completely. Like it or not, from time to time they will bleed through.

d8 Personality Trait
1 I am a tool to be wielded. Personal feelings have no place in the work I do.
2 The world is a threatening place, and I anticipate danger at every turn.
3 My order has instilled in me the belief that those of a higher social standing are to be obeyed.
4 I am always on the lookout for a job that pays well.
5 I have little respect for those who live a life without purpose.
6 I will go to great lengths to uncover a hidden truth
7 I will endeavor, in any way I can, to keep my history a secret from those I encounter in my travels.
8 I cannot sit still when there is so much more world for me to explore.
d6 Ideal
1 Ambition. I will be the one in control, no matter the cost. (Evil)
2 Disinterest. Leave me to my work and I will leave you to your affairs. (Neutral)
3 Duty. We all have a role to fulfill in society and it is our responsibility to do so. (Lawful)
4 Generosity. Of what use is my training, if I do not provide for those in need? (Good)
5 Purpose. Whatever my situation, I intend to make the most of my abilities. (Any)
6 Willfulness. Never again will I allow my life to be dictated by rigidity and structure. (Chaotic)
d6 Bond
1 I will remain ever faithful to the teachings of my order.
2 No matter what divides us, I will always think of those who trained alongside me as family.
3 My order cannot be allowed to stand, and I will be the one to overturn it.
4 I have strayed from my path, and now those who I once called "friends" regard me as their enemy.
5 I need to understand why my family left me in the care of the order.
6 I am all that remains of my order, and I will not rest until my fallen brothers and sisters have been avenged.
d6 Flaw
1 Though I find my teachings questionable, I obey them without pause.
2 As long as the pay is good, I couldn't care less about the details.
3 I am immediately distrustful of anyone who does not belong to my order.
4 Anyone who would disparage my order will be met with violence.
5 I live in constant paranoid fear that my order has sent someone after me.
6 My pride in my skills leads to fits of braggadocio where I sometimes let slip the secrets of my order.