Doom Shaper (5e Class)

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Doom Shaper[edit]

A long time ago, Herionza, a tall forbidding women cackles. She had been dedicated to the study of luck, trying to figure out how to trap the magics of fortune into spells so as to bless her family and future. All of her attempts to caress the cosmic bindings of the world for goodness only halted. She would bless fields of crops and see them wither, she’d empower horses in a race only to see them die in last place. The more powerful she made her caress, the more she tried to push things right, the worst things became. The woman was forsaken, and soon she became associated with only the worst tidings, terrible luck. Herionza had discovered how effect the luck of the world, but could only make things worst. Embittered by her failure and the scorn of her friends, eventually she turned to purposefully cursing anyone who annoyed her, and she slowly evolved the art of luckcraft into a new form, the magical arts that eventually became known as doom.

Practitioners of doomcraft come in all shapes and sizes, but they have a common thing among them: They are agents of chaos, of destruction, and they seek to destroy the world around them. They delve into the magics of chaos and luck, twisting the power to destroy lives. A dealer, hired by a gambling den, watches as customer after customer fails. An assassin watches as the man he’d been hired to kill accidentally trips and dies of his own accord. A scorned witch watches as an entire villages crops comes under pestilence and ruin. These are Doom shapers.

Creating a Doom Shaper[edit]

When creating your Doom Shaper, ponder about how you learn the art of doomcraft, and with what purpose? Doom shapers often employ their powers for nefarious ends, that range from simple cheating and petty crimes to more dangerous and lethal intents, although this is not a rule set in stone. Some doomcrafters are well intentioned, bending the luck to disfavor evildoers rather than the innocent.

Quick Build

You can make a Doom Shaper quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Acolyte background.

Class Features

As a Doom Shaper you gain the following class features.

Hit Points

Hit Dice: 1d8 per Doom Shaper level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Doom Shaper level after 1st


Armor: light armor, medium armor, Shields
Weapons: Simple Weapons, scimitars
Tools: Gaming Set
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, Intimidation, Performance, Sleight of Hand or Stealth.


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

  • (a) a shield or (b) any simple weapon or (c) a shortbow and 20 arrows
  • (a) a scimitar or (b) any simple melee weapon or (c) leather armor and an explorer's pack
  • If you are using starting wealth, you have 2d4 x 10gp in funds.

Table: The Doom Shaper

Level Proficiency
Features Doom Points
1st +2 Doom Shaper Spellcasting, Doom Points, Doom Ray, Aura Sight 5
2nd +2 Luck Sap, Curse Giver 10
3rd +2 Doom Shaper Technique 15
4th +2 Ability Score Improvement 20
5th +3 Curse Giver Improvement, Luck Sap Improvement 25
6th +3 Doom Speak 30
7th +3 Doom Shaper Technique Feature 35
8th +3 Ability Score Improvement 40
9th +4 Doom Channel 45
10th +4 Mitigation of Doom 50
11th +4 Evil Eye 55
12th +4 Ability Score Improvement 60
13th +5 Death Awaits 65
14th +5 Doom Shaper Technique Feature 70
15th +5 Unfortunate Turn 75
16th +5 Ability Score Improvement 80
17th +6 Doombringer 85
18th +6 Doom Shaper Technique Feature 90
19th +6 Ability Score Improvement 95
20th +6 Doomsday 100

Aura Sight[edit]

At 1st level, you have learned to tap into the auras of fortune around creatures and modify them to bring about their doom. You can use an Action to sense the auras of any creature within 60 feet of you, and can pinpoint their location. The aura sight last until the end of your next turn.

You can use this feature a number of times equal to your Charisma modifier, and regain your uses after finishing a long rest.

Doom Ray[edit]

At 1st level, you learn to channel the basic powers of doom into physical form. You can create bolts of darkness that strike enemies. You force a target within 60 feet to make a Dexterity saving throw, that takes 1d8 + your Charisma modifier force damage on a failure.

At 5th level this attack creates two doom bolts, at 11th level 3, and at 17th level 4 Doom Ray bolts. This ability requires the ability to use somatic components (A free hand or a hand with a spellcasting focus) but does not actually involve somatic components, you are manipulating the aura of a creature.

Doom Points

You have a number of doom points equal to the amount shown on the Doom Points column on the Doom Shaper table. Whenever you hit a creature with a doom ray bolts, you can spend 1 doom point and give it to that creature.

The doom points a creature have can be consumed to generate bad luck, by many of your doom shaper features. If not consumed, the doom point that creature has is lost when you finish a long rest.

Whenever you hit a creature that has doom points with a Doom Ray, you can consume any amount of points, causing additional necrotic damage to that creature equal to the amount of doom points you choose to consume.

Doom Shaper DC

For all Doom Shaper techniques that result in a saving throw, the DC is 8 + proficiency bonus + Wisdom Modifier

Curse Giver[edit]

Beginning at 2nd level, your powers over doom blesses you increased power over curses and similar magic. You gain a limited magical power, which you can use to curse your opponents. You can cast bane and hex without requiring components or spell slots, by spending 5 doom points. The save DC to resist these spells is your Doom save DC.

In addition, whenever you cast a spell using doom points that has another creature as the target, and the creature succeeds the saving throw, the target gain doom points equal to half the amount of points spent on that spell (rounded down). If the spell has multiple targets, choose one of them.

Luck Sap[edit]

At 2nd level, you gain the ability to cause an enemy to falter in its step and make mistakes. As a reaction on your turn, in response to a target making a saving throw or making an attack, if that target has doom points, you can consume up to five doom points from them to cause the target to reduce their attack roll or saving throw by the number of doom points consumed.

At 5th level, whenever you use luck sap as a response to an attack made against you, the doom points are not consumed.

Doom Shaper Technique[edit]

At the 3rd level, you chose a technique. Choose between Evangelist, and assassin, both detailed at the end of the class description. Your choice grants you features at 3rd, and again at 7th, 14th, and 18th levels.

Ability Score Increase[edit]

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.

Curse Giver Improvement[edit]

Starting at 5th level, you learn even more powerful curses. You can use your magical power to cast bestow curse and remove curse by spending 15 doom points, or blindness/deafness spending 10 doom points.

Doom Speak[edit]

At 6th level you learn to focus doom on your enemies, cosmically bounding them to poor fortune. As an action, you utter cursed words that spread doom equal to your Doom Shaper level amongst those who hear you. Choose any creatures within 30 feet of you, and divide those doom points among them. No creature can have more than half your Doom Shaper level (rounded down) in doom points from this distribution.

Doom Channel[edit]

Beginning at 9th level, you've grown to harness the power of doom, and can move it across enemies with ease. As a bonus action, you can extract doom from a target within 60 feet who has doom points and inflict it upon another target within 60 feet. You can reduce the doom on the target by an amount up to your doom shaper level, and the second target gains half of the doom points removed from the first target. Your first target may be a deceased creature only if it is your first turn since their death.

Mitigation of Doom[edit]

At 10th level, your constant channeling of the power of misfortune had taught you to channel the forces of doom away from yourself, reducing your own chance of misfortune. Choose one ability score; you gain proficiency on saving throws using that score.

When you finish a long rest, you can change your chosen score.

Evil Eye[edit]

When you reach the 11th level, your meere gaze can curse your enemies. You gain a single 6th-level spell slot, which you can use to cast any of your Curse Giver or Greater Curses spells. You regain the use of this spell slot after used when you complete a long rest. In addition, you learn the eyebite spell, which you can cast by spending 30 doom points or the slot granted by this feature.

Death Awaits[edit]

Beginning at 13th level, you’ve managed to channel the darkest elements of the world into dooming those around you. As an action, you can damn a target within 60 feet, causing them to take 13d8 + 13 necrotic damage. For each 1d8 roll that ended on an odd number, the target also gains a doom point.

Once you use this feature, you can't use it again until you finish a long rest.

Unfortunate Turn[edit]

Beginning at 15th level, you exert an aura of doom. Incredibly unfortunate things begin to happen to those around you with doom points. As a bonus action, you can cause one of the following effects on a target with doom points:

  • By consuming 1 doom point from a target, you can cause them to trip. They must make an Acrobatics check against your doom save DC or fall prone.
  • By consuming 4 doom points, they become paralyzed with fear. They must succeed on a Wisdom saving throw, or become paralyzed with fear during their next turn, unable to move or take actions.


At 17th level, you are a constant source of doom and bad luck. When you roll initiative and have no doom points left, you regain 13 doom points.


Beginning at 20th level, you have become a harbinger of doomsday and misfortune. You may activate doomsday, where you radiate destruction and the death of days. As a bonus action on your turn, you can activate the doomsday. Everyone within 130 feet, including yourself, gains 2 doom points at the start of their turn.

In addition, a fiery aura of destruction threatens to scorch the world. At the end of each of your turns, each creature within 130 feet of you must take 1 fire damage per doom point they have. If you die during the doomsday, the effect continues. The doomsday lasts for 13 turns.

Once you use this feature, you can't use it again until you finish a long rest.


Doom Evangelist[edit]

You have become a symbol of misfortune, a foreteller of doom. You are loud and outspoken, and curse those around you to suffer the magics of doom.

Doom Boom

Beginning at 3rd level when you take this power, you can spread misfortune in waves. As an action, you can cause each creature of choice within 30 feet of you to make a Charisma saving throw. A creature gains doom points equal to your Doom Shaper level + your Charisma modifier + your proficiency bonus on a failed save, or half as much on a success.

Alternatively, you can use this feature to instead, cause all creatures within 30 feet to that have doom points to take force damage equal to the amount of doom points they currently have.

Once you use this feature, you can't do it again until you complete a short or a long rest.

Luck Steal

Beginning at 7th level, whenever you use the lucksap feature on a target, you drain some of their luck and gain a luck point. You can have one luck point from this feature at a time, and an unspent luck point is lost after 1 minute.

You can use luck point to reroll a d20, and must take the new roll.

Curse Expert

Beginning at 14th level, you can cast bestow curse once, without spending doom points. When you do so, you can also choose another target within the spell's range.

When you do so, you can't do it again until you finish a short or a long rest.

Foretold Death

At 18th level when you gain this feature, as an Action you can attempt to kill a creature. Choose a creature you can see within 120 feet that has doom points. If that creature's current amount of hit point equals 10 x the current amount of doom points it has, it must succeed on a Constitution saving throw against your Doom save DC.

On a failed save, that creature is reduced to 0 hit points. On a success, it takes damage equal to its current amount of doom points x 5 (the doom points are not consumed).

Once you use this feature, you can't do it again until you finish a long rest.

Doom Assassin[edit]

As a doom assassin, you have specialized in the art of the shadows. Some might think of you as a classic rogue, but you prefer the magics of bad luck over blades or poisons. Why kill a target when you can simply doom them to an unfortunate demise?

Roguish Tendencies

Beginning at 3rd level when you take this feature, you gain proficiency in Stealth and Deception. If you already have proficiency in these abilities, you can add double your proficiency bonus on checks with them.

Unlucky Start

Beginning at 3rd level when you choose this technique, you can add your Charisma modifier to your Initiative rolls. When you do so, all creatures within 30 feet have a penalty equal to your bonus.

Stealthy Operations

Beginning at 7th level, you can use the hide action as a bonus action.

In addition, anyone with 5 or more doom points gains disadvantage on Perception contested checks to find you.

Marked for Death

Beginning at 14th level, you can mark someone for death, filling them with misfortune. A creature you hit with your Doom Rays gains 13 doom points. This doesn't spend any doom points you have.

You can use this feature twice, and regain one use of it after completing a short rest. You regain all uses after a long rest.

Others do the Deed

Beginning at 18th level, anyone with at least 10 doom points is on the path to death. Attacks against anyone with 10 or more doom points have advantage, and they have disadvantage on all saving throws.


Prerequisites. To qualify for multiclassing into the Doom Shaper class, you must meet these prerequisites: 13 Charisma

Proficiencies. When you multiclass into the DoomShaper class, you gain the following proficiencies: Simple weapons, light armor

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