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Reality Bender


Hit Points

Hit Dice: d4 per Reality Bender level
Hit Points at first Level: 4 + CON Modifier
Hit Points at Higher Levels: 1d4 (or 3) + CON Modifier per Reality Bender Level

Proficiences

Armor: None
Weapons: Simple Melee, Simple Ranged
Tools: Pick one: Chef's Tools, Potter's Tools, Chemistry Kit, Cobbler's Tools, Cartographer's Tools, Leatherworker's Tools, Jeweler's Kit, Writer's Tools, Brewer's Tools, Woodworker's Tools, Glassblower's Tools, Masoner's Kit, Weaver's Kit, Gunsmith's Tools, Tinkerer's Tools, Potter's Tools, Painter's Tools
Saving Throws: Intelligence and Pick One: Constitution or Wisdom
Skills: Choose 2:
  • Arcana
  • Insight
  • Investigation
  • Medicine
  • Nature
  • Perception
  • Religion

Overview & Creation

Reality Benders come in many different shapes and sizes, but have one thing in common: the ability to, in some strange way, shift the laws which make up our physical universe. This has proved to be very dangerous in cases, and many groups such as the SCP Foundation, Global Occult Coalition, and others have vowed to secure or destroy them.   Hunted   Due to your high amount of power, having a reality bender in your party will result in the Global Occult Coalition hunting your party closely in order to attempt to eliminate the apparent threat. Other groups, too, like the Horizon Initiative, may attempt to seize your party in order to utilize the Reality Bender's ability for their own gain. Federal Authorities, such as those of the United States, Britain, etc., may also hunt down the Reality Bender for causing mayhem, should they break any laws or cause public outrage in their borders.   Utilization   Due to the use of Reality Benders in containing or assisting in the containment of more powerful reality benders, groups such as the Chaos Insurgency and SCP Foundation utilize them frequently. Under these use cases, these organizations usually require strict guidelines to be followed in the exertion of the Reality Bender's powers. Failure to comply may result in... Termination.   Quick Build   You can make a reality bender quickly by focusing on Intelligence, which is the chief ability responsible for bending reality, your class's main feature. Due to the low health and no starting armor, Constitution may be a wise choice for the second highest ability.


Class Features

Class I Reality Bending   At the first level, you gain the ability to begin bending reality at a class I level. As a Class I reality bender, you can do the following things without risking corruption:

  • Basic Physical Object Manipulation
  • Basic Spatial Manipulation
In addition, you may attempt to bend reality at a Class II+ level, at the risk of corruption. The higher the level, the harder to pull off the task.   As a Class I reality bender, you can manipulate local reality anywhere within 30 feet of your person.   Reality Bending Origin   Choose an origin to your reality bending abilities. See the Subclass Options for the selection options.   Your choice grants you features when you choose it at 1st level, and again at 6th, 14th, 18th levels.   Metamagic   At 3rd level, you gain the ability to twist your reality bending abilities to suit your needs. You gain two Metamagic options of your choice. You gain an additional one at level 10 and again at level 17.   You gain 3 metamagical points upon receiving this ability. The amount of points increases every two levels, as depicted on the advancement chart below.   Whenever you attempt to bend reality, you may use one Metamagic option on it, unless otherwise noted by the DM.   Careful Bending. When you cast a spell that forces creatures in an area to make saving throws, you may protect some of the creatures in the area from the full force of the bending. To do so, you must spend 1 metamagical point and choose a number of creatures up to your Intelligence Modifier (minimum of one). The chosen creature automatically succeeds on the Saving Throw against the spell.   Distant Bending. When you wish to cast a spell, you may spend 1 metamagical point in order to double the range of your reality bending abilities.   Empowered Bending. When you roll damage for a spell, you may spend 1 metamagical point to reroll a number of damage dice up to your Intelligence modifier (minimum of 1). You must use the new rolls. You may use Empowered Bending even if you have already used a different Metamagical augment during the casting of a spell.   Extended Bending. When you cast a spell which has a lasting effect, you may spend 1 metamagical point to extend the duration of the effect up to 24 hours, at the discretion of the DM.   Heightened Bending. When you cast a spell that requires a creature to make a saving throw to resist its effects, you may spend 3 metamagical points to give one target of the spell disadvantage on the first saving throw made against the spell.   Quickened Bending. When you cast a spell that has a casting time of 1 action, you may spend 2 metamagical points to instead cast it as a bonus action.   Subtle Bending. When you cast a spell, you may spend 1 metamagical point to cast it without using any physical or verbal components (you may do it discretely).   Twinned Bending. When you cast a spell that targets only one creature, you may spend a number of metamagical points equal to the Reality Bending Class of the spell for the spell to target an additional target within range.   Carefree Bending. When you cast a spell, you may spend a number of metamagical points equal to the Reality Bending Class of the spell in order for it to not count towards the bending fatigue limit.   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.   Class II Reality Bending   At the 6th level, you gain the ability to begin bending reality at a class II level. As a Class II reality bender, you can do the following things without risking corruption:
  • Advanced Physical Object Manipulation
  • Basic Spatial Manipulation
  • Basic Elemental Manipulation
  • Basic Conjuration
In addition, you may attempt to bend reality at a Class III+ level, at the risk of corruption. The higher the level, the harder to pull off the task.   As a Class II reality bender, you can manipulate local reality anywhere within 60 feet of your person.   Class III Reality Bending   At the 11th level, you gain the ability to begin bending reality at a class III level. As a Class III reality bender, you can do the following things without risking corruption:
  • Masterful Physical Object Manipulation
  • Advanced Spatial Manipulation
  • Advanced Elemental Manipulation
  • Basic Conjuration
  • Basic Dimensional Manipulation ( + Pocket Dimension)
  • Basic Chronological Manipulation
  • Basic Psionic Manipulation
In addition, you may attempt to bend reality at a Class IV+ level, at the risk of corruption. The higher the level, the harder to pull off the task.   As a Class III reality bender, you can manipulate local reality anywhere within 90 feet of your person.   Class IV Reality Bending   At the 16th level, you gain the ability to begin bending reality at a class IV level. As a Class IV reality bender, you can do the following things without risking corruption:
  • Masterful Physical Object Manipulation
  • Advanced Spatial Manipulation
  • Masterful Elemental Manipulation
  • Advanced Conjuration
  • Basic Dimensional Manipulation ( + Pocket Dimension)
  • Advanced Chronological Manipulation
In addition, you may attempt to bend reality at a Class LV+ level, at the risk of corruption. The higher the level, the harder to pull off the task.   As a Class IV reality bender, you can manipulate local reality anywhere within 120 feet of your person.   Lesser Class V Reality Bending   At the 20th level, you gain the ability to begin bending reality at a weakened version of the class V level. As a Class LV (Lesser V) reality bender, you can do the following things without risking corruption:
  • Masterful Physical Object Manipulation
  • Masterful Spatial Manipulation
  • Masterful Elemental Manipulation
  • Advanced Conjuration
  • Advanced Dimensional Manipulation ( + Pocket Dimensions)
  • Advanced Chronological Manipulation
In addition, you may attempt to bend reality at a Class V+ level, at the risk of corruption. The higher the level, the harder to pull off the task.   As a Class LV reality bender, you can manipulate local reality anywhere within 150 feet of your person.


Starting Equipment

Choose one from each bullet:

  • a.) a Baton; b.) a Utility Knife; c.) a Sickle
  • an Anomalous Artifact of small size which may be used as a focus (3 charges)
  • Common Clothes
  • a set of Artisan's tools (whichever you chose to have proficiency in)

 


Spellcasting

Reality Bending   As a reality-bending entity, you have the ability to shift the reality around you through the manipulation of the fundamental makeup of reality: threads. Doing so comes at a risk, as excessive misuse of the threads of reality can result in them corrupting you, causing permanent disadvantages to your character, unremovable by any normal means.   Spellcasting Attack Modifier and Spell Save DC   To calculate your spellcasting Attack Modifier and DC, use the following:   Spellcasting Attack Modifier: proficiency bonus + Intelligence modifier
Spell Save DC: 8 + proficiency bonus + Intelligence modifier   Spells   As a reality bender, you can bend reality in any way you want. Performing minor reality altercations, such as making a light object levitate or pushing a heavy object across the ground may require little effort on your part, but large altercations, such as stopping a bullet in midair or creating a force field will require a lot of effort on your part and have the chance to corrupt the reality bender. The more corruption points you gain, the more your judgement becomes impaired and it is bad.   Simply describe what reality altercation you want to perform to your DM, and they will describe what you need to roll on a D20 to make that happen. A natural 1 will most of the time result in a corruption point as well as a backfire. Missing the DC, but not getting a natural 1 will result in failing the reality altercation. Getting a natural 20 will make the altercation extra powerful.   Focuses   Certain anomalous artifacts in the world can act as focuses for reality benders, allowing them to better bend while these objects are in their possession. These are called spellcasting focuses.   While in possession of an active spellcasting focus, the Reality Bender has advantage on spell rolls. Generally, a focus only has a number of charges before becoming inert. Inert focuses may not be re-activated.   Corruption   Corruption points are gained when natural 1's are rolled when trying to alter reality or when interacting with cursed objects/places. Corruption points can be removed by resting away from any source of corruption. It requires 1 week of complete resting to remove 1 corruption point (so three corruption points require 3 weeks of rest). Different effects occur when corruption takes root, as decided by your DM. Corruption Checks may be asked, where you are required to roll a d10 with the DC equal to your number of corruption points. The corruption check fails if you are below the DC or meet the DC (you must exceed the DC to pass a corruption check). The effect of a failed Corruption Check will be decided by the DM.   Bending Fatigue   You may bend reality a number of times equal to 2 + your Intelligence Modifier (minimum of 1) in between short/long rests normally. If you exceed this, then you cast each spell after exceeding the limit with fatigue. Every spell cast with fatigue has the opportunity to result in a corruption point.   If you exceed the limit multiplied by two, then every spell thereafter results in 1 point of exhaustion, in addition to the normal bending fatigue.   Types of Reality Bending   There are different forms of bending reality, each of which you become more proficient in bending at certain classes of reality bending. Certain forms are restricted to certain reality benders, and require certain esoteric knowledge to become proficient in.   Physical Object Manipulation: The moving of physical objects remotely. This includes levitating objects, throwing objects, stopping objects in motion, and all sorts of interactions with physical objects. Activating mechanical machinery is also included in this form of reality bending.
Spatial Manipulation: Spatial Manipulation revolves around the space objects move through. By manipulating spaces, you can make distances appear longer or shorter than they actually are, or temporarily add in additional space where there wasn't any before.
Elemental Manipulation: Manipulation of the elements, including fire, water, cold, lightning, poison, and acid.
Conjuration: The creation of objects or beings.
Dimensional Manipulation: Revolves around hopping between different dimensions and planes.
Chronological Manipulation: The manipulation of time, typically in small pockets or for individual beings. Time reversal or acceleration on a global scale is nigh impossible to achieve, even by the most powerful reality benders.
Psionic Manipulation: Manipulation of the minds of creatures. Highly advanced forms of Psionic Manipulation includes Mind Control.
Restorative Manipulation: Revolves around the healing of biological entities.
Non-Physical Manipulation: Revolves around manipulation of the souls or spiritual capacities. Allows the detection of the alignment of individuals as well as the ability to cast judgement.


Subclass Options

Psionic Dimension.   You came from an alternate dimension, where these powers were commonplace and not seen as 'reality-bending.' In this alternate universe, a focus was placed on training the Psionic abilities of the mind, and interacting with other minds Psionically, augmenting your reality bending powers with the Psionic abilities of your past.   Lesser Psionic Bending   Beginning at the 1st level, you may cast basic Psionic reality manipulations without risking corruption.   Second-Nature Psionic Bending   Beginning at the 6th level, casting basic Psionic reality manipulations does not count towards the bending fatigue limit. In addition, certain lesser Psionic reality manipulations can be taken as a bonus action (at DM's discretion).   Advanced Psionic Bending   Beginning at the 14th level, you may cast advanced Psionic reality manipulations without risking corruption.   Psionic Immunity   Beginning at the 18th level, you become immune to Psionic/Psychic damage.   Inter-Dimensional Being.   You are a being which seemed to have always existed and drifted through dimensions carelessly until one day captured by an earthly organization and contained against your will. Travelling through space and many different dimensions has given you access to more exotic forms of bending.   Lesser Restorative Bending   Beginning at the 1st level, you may cast basic restorative reality manipulations without risking corruption.   Lesser Spiritual Bending   Beginning at the 6th level, you may cast basic non-physical manipulations without risking corruption.   Spiritual Hardening   Beginning at the 14th level, whenever you successfully rest to remove a point of corruption, you may roll a corruption check. Upon a failure, an additional corruption point is removed for free.   Dimensional Contacts   Through your years of aimless drifting, you have come across many beings in various different universes which you have befriended. You may now utilize this feature to create a portal to one of these dimensions and, for a duration of 1 combat, call forth a random creature which you have met in your aimless travels (at the DM's discretion). They will fight by your side for the duration of the combat.   This feature does not require a spellcasting roll to utilize nor does it count against bending fatigue.


LevelProficiency BonusFeaturesReality Bender ClassMetamagical Points
1st+2Class I Reality Bending, Reality Bending OriginI-
2nd+2-I-
3rd+2MetamagicI3
4th+2Ability Score ImprovementI3
5th+3-I4
6th+3Class II Reality Bending, Reality Bending Origin FeatureII4
7th+3-II5
8th+3Ability Score ImprovementII5
9th+4-II6
10th+4Metamagic ImprovementII6
11th+4Class III Reality BendingIII7
12th+4Ability Score ImprovementIII7
13th+5-III8
14th+5Reality Bending Origin FeatureIII8
15th+5-III9
16th+5Ability Score Improvement, Class IV Reality BendingIV9
17th+6Metamagic ImprovementIV10
18th+6Reality Bending Origin FeatureIV10
19th+6Ability Score ImprovementIV10
20th+6Lesser Class V Reality BendingLV10

Created by

A Chris.

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