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World Breaker


Hit Points

Hit Dice: d10 per World Breaker level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per world breaker level after 1st.

Proficiences

Armor: Light armor
Weapons: Simple weapons and four martial weapons of your choice
Tools: One set of artisans tools, instruments, or gaming sets of your choice.
Saving Throws: Constitution, Charisma
Skills: Determination and choose two Wisdom or Charisma based skills.

Overview & Creation

World breakers can bend the laws of creation to their whim, or create their own to meet their standards. Their sheer will or knowledge of the world fuels their power and even enhances it. They are often scholars of the rules of nature and creation, or sometimes creatures with desperate need to survive.   They are determined to hone their abilities, usually to alter the world or to study it. Much like a wizard, a world breaker can create effects and alter the world around them, but where wizards use magical energy; world breakers use natural energy. As such, most of the effects they create are non-magical, granting them a certain range of key differences to how their powers interact with the world.


Class Features

Distortions

At 1st level, you can call upon your will to distort aspects of the universe around you. Distortions come in different levels of power, costing an amount of Will Points to cast depending on its level.   You know three distortions of your choice and the Distortions Known column of the World Breaker table shows when you learn more distortions. Additionally, when you gain a level in this class, you can switch out one of the distortions you know for another distortion of your choice.  

Warps

At 1st level, you know two warps of your choice from the distortion list. You learn additional warps of your choice at higher levels, as shown in the Warps Known column of the World Breaker table.  

Mind Slots

You can learn additional distortions outside of gaining levels in this class by committing ones you've learned or have seen to your mind. You have a number of Mind Slots equal to half your Proficiency Bonus + your Wisdom Modifier (min 1).   You can spend an hour to attempt to commit a distortion into one of your Mind Slots. When you do so, make a Determination check (DC depends on the Distortion's level). On a success, you can add the distortion to an empty Mind Slot or replace one of the distortions already committed to a Mind Slot. Once a Distortion is committed to a Mind Slot, you can use that distortion normally. If you haven't already seen or learned the distortion before, the DC is increased by 3.  

Will Points

You have a well of power that fuels your distortions and other world breaker abilities. This power is measured in Will Points. The Will Points column of the World Breaker table shows how many points you have as you level up in this class. You regain all of your expended Will Points after finishing a night's rest.  

Will Ability

The power of your distortions stems from either your Constitution, Wisdom, or Charisma (your choice).   Will Save DC = 8 + your Proficiency Bonus + your Will modifier   Wiill Attack modifier = your Proficiency Bonus + your Will modifier  

Orbistom

You can use an orbistom as a focus for your distortions. At 1st level, you can spend 1 hour to construct your personal orbistom. Once you do this, you cannot do so again. If you lose your orbistom, you must either find it again or use a new orbistom.  

Worldly Idiom

At 2nd level, you realize your affinity for a certain worldly idiom, representing the power you hold. Your idiom grants you features at 2nd level and additional benefits at 6th, 10th, 14th, and 18th level.  

Willpowers

At 2nd level, you gain two Willpowers of your choice. When you gain certain world breaker levels, you gain additional Willpowers of your choice.   Additionally, when you gain a level in this class, you can choose one of the Willpowers you know and replace it with another Willpower that you can learn.  

Force of Spirit

At 3rd level, the force of your spirit is grown greater in strength. You can use this force to free yourself mental and physical ailments. As an action, you can spend 2 Will Points to cast the lesser restoration spell on yourself. When you reach 9th level, you can spend 5 Will Points to cast the greater restoration spell on yourself. When you reach 15th level, you can cast either of these spells on creatures other than you.  

Ability Score Improvement

When you reach 4th, 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.   If your DM allows the use of feats, you may instead take a feat.  

Determined Mind

At 5th level, your determination is hardly outmatched. You gain expertise in the Determination skill, and once per Nyte's Rest you can gain advantage on one determination check you make.  

Breaking the World

At 18th level, you have achieved the ability to truly break aspects of reality. When you use a distortion that you must concentrate on, you spend a will point to have that distortion last for the duration without having to concentrate on it.   Additionally, when you gain this feature, choose Constitution, Wisdom, or Charisma. Whenever you use a distortion, you always gain the benefits of having that ability as your will ability for the purpose of extra effects your distortions have. You also add half of that modifier to your will save DC and will attack modifier.  

Mind Break

At 20th level, you have learned to distort your own mind in order to bolster your abilities. You gain a +3 bonus to your attack and damage rolls. You do not gain this benefit when using a +x weapon.   When you gain this feature, you choose an additional ability for your Breaking the World feature and gain the same benefits for the new choice.   In addition, you regain a number of Will Points equal to your will ability modifier whenever you finish a short rest.
 


Spellcasting

Strength of Will

At 1st level, you have a well of power that fuels your distortions and other world breaker abilities. This power is measured in Will Points. The Will Points column of the World Breaker table shows how many points you have as you level up in this class. You regain all of your expended Will Points after finishing a night's rest.   In addition, you can spend one hour concentrating and honing your mind to reconstruct your will. When you do so, you can change your Will Ability to either Constitution, Wisdom, or Charisma.


Subclass Options

Distortions

At 1st level, you can call upon your will to distort aspects of the universe around you. Distortions come in different levels of power, costing an amount of Will Points to cast depending on its level.   You know three distortions of your choice and the Distortions Known column of the World Breaker table shows when you learn more distortions. Additionally, when you gain a level in this class, you can switch out one of the distortions you know for another distortion of your choice.  

Mind Slots

You can learn additional distortions outside of gaining levels in this class by committing ones you've learned or have seen to your mind. You have a number of Mind Slots equal to half your Proficiency Bonus + your Wisdom Modifier (min 1).   You can spend an hour to attempt to commit a distortion into one of your Mind Slots. When you do so, make a Determination Check (DC depends on the Distortion's level). On a success, you can add the distortion to an empty Mind Slot or replace one of the distortions already committed to a Mind Slot. Once a Distortion is committed to a Mind Slot, you can use that distortion normally. If you haven't already seen or learned the distortion before, the DC is increased by 3.  

Will Ability

The power of your distortions stems from either your Constitution, Wisdom, or Charisma (your choice).   Will Save DC = 8 + your Proficiency Bonus + your Will modifier   Wiill Attack modifier = your Proficiency Bonus + your Will modifier  

Strength of Will

At 1st level, you have a well of power that fuels your distortions and other world breaker abilities. This power is measured in Will Points. The Will Points column of the World Breaker table shows how many points you have as you level up in this class. You regain all of your expended Will Points after finishing a night's rest.   In addition, you can spend one hour concentrating and honing your mind to reconstruct your will. When you do so, you can change your Will Ability to either Constitution, Wisdom, or Charisma.  

Willpowers

At 2nd level, you gain two Willpowers of your choice. When you gain certain world breaker levels, you gain additional Willpowers of your choice.   Additionally, when you gain a level in this class, you can choose one of the Willpowers you know and replace it with another Willpower that you can learn.  

Worldly Idiom

At 2nd level, you realize your affinity for a certain worldly idiom, representing the power you hold. Your idiom grants you features at 2nd level and additional benefits at 6th, 10th, 14th, and 18th level.  

Force of Spirit

At 3rd level, the force of your spirit is grown greater in strength. You can use this force to free yourself mental and physical ailments. As an action, you can spend 2 Will Points to cast the lesser restoration spell on yourself. When you reach 9th level, you can spend 5 Will Points to cast the greater restoration spell on yourself. When you reach 15th level, you can cast either of these spells on creatures other than you.  

Ability Score Improvement

When you reach 4th, 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.   If your DM allows the use of feats, you may instead take a feat.  

Determined Mind

At 5th level, your determination is hardly outmatched. You gain expertise in the Determination skill, and once per Nyte's Rest you can gain advantage on one determination check you make.  

Breaking the World

At 18th level, you have achieved the ability to truly break aspects of reality. When you use a distortion that you must concentrate on, you spend a will point to have that distortion last for the duration without having to concentrate on it.   Additionally, when you gain this feature, choose Constitution, Wisdom, or Charisma. Whenever you use a distortion, you always gain the benefits of having that ability as your will ability for the purpose of extra effects your distortions have. You also add half of that modifier to your will save DC and will attack modifier.  

Mind Break

At 20th level, you have learned to distort your own mind in order to bolster your abilities. You gain a +3 bonus to your attack and damage rolls. You do not gain this benefit when using a +x weapon.   When you gain this feature, you choose an additional ability for your Breaking the World feature and gain the same benefits for the new choice.   In addition, you regain a number of Will Points equal to your will ability modifier whenever you finish a short rest.
 


LevelProficiency BonusFeaturesDistortions KnownWill PointsWillpowers
1+2Distortions, Strength of Will342
2+2Willpowers, Worldly Idiom45
3+2Force of Spirit56
4+2Ability Score Improvement67
5+3Determined Mind78
6+3Worldly Idiom Feature88
7+3-98
8+3Ability Score Improvement108
9+4-109
10+4Worldly Idiom Feature1110
11+4-1211
12+4Ability Score Improvement1212
13+5-1313
14+5Worldly Idiom Feature1314
15+5-1415
16+5Ability Score Improvement1416
17+6Breaking the World1517
18+6Worldly Idiom Feature1518
19+6Ability Score Improvement1519
20+6Mind Break1520

Created by

Lexon2535.

Statblock Type

Class Features

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