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## Emotion Shaper You have endured strong emotions, maybe you were born during a time of great celebration or sadness and the energy from the instense energies of emotion have stayed with you have given you magical abilities. You could also have been stuck or born on a plane with stong emotional energy like the feywild, Olympus or Xoriat. You can channel your emotions to manipulate the weave, and affect the world around you, You can even manifest your emotional energy into a creature made of emotions that will do your bidding. ### Emotion Shaper Personality Traits Emotion Shapers that have their bodies filled with strong emotional energy can sometimes develope weird habits, you can use the table below as inspiration when making your emotion shaper. | d6 | Personality Trais | |:---:|:-----------:| | 1 | I hide my emotions and have a blank face except for times when i use my magic, then i get super emotional | | 2 | I love invoking emotions in other people, if its fear, love, sadness or joy, i like to see their emotions | | 3 | I dont know how to handle when other people around me get emotional | | 4 | I have a hard time knowing what mood i should be so i usually just try and replicate people around me | | 5 | My emotions are all over the place, sometimes i just burst out laughing or crying | | 6 | When i am fighting people i often wonder what mood they are in, sometimes i ask them | ### Favorite Emotion Some emotion shapers have a hard time keeping track of all their emotions, so they focus on one emotion most of the time, you can also change it when you want or even pick a new one every day. If you want you can pick a favorite emotion for your emotion shaper. | d6 | Emotion | |:---:|:-----------:| | 1 | Exited | | 2 | Tender | | 3 | Sad | | 4 | Happy | | 5 | Scared | | 6 | Angry | \columnbreak ### Emotion Shaper Features As an emotion shaper you get the following features. #### Emotion Shaper Spells As an emotion shaper you get to additional spells, You get the following spells when you reach certain sorcerer levels, they are added to your spelllist but does not count toward your total spells known, they all count as sorcerer spells for you. | Sorcerer Level | Spells | |:---:|:-----------:| | 1st | Tasha’s Hideous Laughter | | 3rd | Calm Emotions | | 5th | Fear | | 7th | Confusion | | 9th | Dominate Person |
\pagebreakNum #### Manifest You have strong emotions, strong enough to move and shift the weave around you. You can manifest your emotions into an arcane construct that will come to your aid and heed your command. At 1st level you learn the "Manifest Arcane Construct" spell listed at the end of this class. You always have this spell prepared and it doesn't count towards your known spells, it is a sorcerer spell for you. When you summon the Arcane Construct with the "Manifest Arcane Construct" you also empower it. The Construct will you your proficiency bonus rather than its own. It can also add your proficiency bonus to its armor class. If your Charisma Score is greater than its Dexterity score, you can make its Dexterity score equal to your Charisma score. #### Infusion As you develop your ability to control and manifest your emotions, you have also taught yourself how to infuse and shape your manifestation. At 2nd level, you learn two infusions of your choice. A list of the available options can be found on the Optional Features page. You learn an additional infusion at 6th level, 9th level, 13th and 17th level. You can use an infusion on your manifested construct as an action and by paying the cost for the infusion with shaper points, the infusion will last for the duration of your construct. The construct can't be affected twice by the same infusion. Additionally, when you gain a level in this class, you can choose one of the infusions you know and replace it with another infusion that you could learn at that level. A level prerequisite in an infusion refers to shaper level, not character level. #### Emotional Protection When you reach 6th level you can manifest your fear into a shield that will protect you from strikes, but there is a chance that the fear might consume you. Whenever you get hit by a creature you can see within 60 feet, you can use your reaction to reduce the damage by 1d20 plus your sorcerer level. If you a 1 on the d20, you don't reduce the damage and you roll another 1d20 and conduct the table below. | 1d20 | Madness | |:---:|:-----------:| | 5-20 | You suffer a random short-term madness | | 2-4 | You suffer a random long-term madness | | 1 | You suffer a permanent madness | \columnbreak #### Arcane Shaping When you reach 6th level you know how to make the attack of your construct infused with magical powers. Creatures you have summoned with spells have magical attack for the purpose of bypassing resistances. #### Weave Infusion can use infusion when casting manifest At level 14 you can weave in infusions as part of the spell that manifests your construct. When you cast the 'Manifest Arcane Construct' spell on your turn, as part of that action you can use one of your infusions, that infusion will cost 1 less sorcerery point. #### Double Manifest When you reach 18th level you know how to manipulate the weave around you with emotions, and you know how to manifest and maintain more than one construct. When you cast the 'Manifest Arcane Construct' spell on your turn, you can spend 12 Sorcery points to manifest two instead of one arcane construct. When you use an infusion, it will target both of them.
> #### Credits > > Fire summoner by Lodestone: https://ffxiv.consolegameswiki.com/wiki/Summoner > > _____ > > Summoner by Paizo : https://www.d20pfsrd.com/classes/base-classes/summoner/ > > > >
\pagebreakNum ### New Spell #### Manifest Arcane Construct *1st-level conjuration* --- - **Casting time:** 1 Action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to 10 minutes --- You manipulate the weave and arcane powers around you to manifest them into a physical form. Choose a point that you can see within range. An Arcane Construct appears there, it will use the "Arcane Construct" statblock listed below, though some parts are determined by which level spell slot you use top cast this spell, but the construct can look however you want it to. In combat you roll initiative for your construct and can tell it what to do (no action required). **At higher levels** When you cast the Spell at higher levels aspects of the Arcane Construct will increase according to the table below: | Spellslot level | HP | Damage Die| |:---:|:-----------:| :-----------:| :-----------:| :-----------:| | 1 | 10 | 1d6 | | 2 | 23 | 1d8 | | 3 | 42 | 1d10 | | 4 | 61 | 1d12 | | 5 | 83 | 2d8 | | 6 | 110 | 2d10 | | 7 | 136 | 2d12 | | 8 | 149 | 3d8 | | 9 | 175 | 3d10 | ___ > ## Arcane Construct >*Medium Construct, unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 10 > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|14 (+2)|14 (+2)| 8 (-1)|10 (+0) | 9 (-1)| >___ > > - **Languages** Understands the summoners' languages but can't speak. > - **Damage immunity:** poison > - **Condition immunity:** Exhausted, poisoned. > > ___ > > ### Actions > > ***Attack.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit*: 4 (1d6+2) slashing, bludgeoning or piercing damage. >
### Infusions ##### Exited (Cost: 1) Your manifestation has +10 to its walking speed and opportunity attacks against it has disadvantage. ##### Sad (Cost: 1) Whenever the summoner takes damage, the construct can use its reaction to direct the damage onto itself. ##### Envy (Cost: 1) Whenever a creature within 30 feet of the construct gets a critical hit, the construct gets temporary hit points equal to its summoners level. ##### Pride (Cost: 1) The construct grows to one size category larger, it has advantage on Strength checks and saving throws. ##### Anger (Cost: 2) *Prerequisite: level 6* ***** Your manifestation can attack twice, instead of once, whenever it takes the Attack action on its turn. ##### Happy (Cost: 2) *Prerequisite: level 6* ***** Your manifestation has advantage on all saving throws. ##### Protective (Cost: 2) *Prerequisite: level 6* ***** Your manifestation has +2 to its AC, if it's summoner is within 5 feet of it, the summoner gets +4 to its AC. ##### Determination (Cost: 3) *Prerequisite: level 9* ***** If the construct drops to 0 hit points, it can make a DC 10 Constitution saving throw. If you succeed, it drops to 1 hit point instead. Each time it uses this feature after the first, the DC increases by 5. ##### Hatred (Cost: 3) *Prerequisite: level 9* ***** If the construct took damage since it's last turn, all its attacks this turn will deal an additional 3d6 damage. ##### Satisfied (Cost: 4) *Prerequisite: level 13* ****** When the construct has more than half its maximum hit points (rounded up), it has resistance to all damage ##### Desperate (Cost: 4) *Prerequisite: level 13* ***** When the construct has less than half its maximum hit points (rounded up), it makes all its attacks with advantage.