Spellwarp – Player’s Options


Any class is suitable for a Spellwarp campaign. If you have access to supplements, there are a lot of star themed subclasses which are perfect for a Spellwarp game. If none of them jump out at you, some new subclasses have been included below to  help add a little Spellwarp flavor to your character. 

Druid – The Empty Circle

Nature is sparse in the warp. Those druids who choose a life on voidships do what they can to nurture the plant and animal life they find within the warp, but many are relatively cut off from the nature they revere. These few have forsaken their circle, and instead taken on the mantle of the Empty Circle. These druids, while not cast out by any specific order, have learned to draw their strength through the warp, and its strange, alien, environment. 

Level 2 – Empty Spells

Level Spells
1Sanctuary, Shield
3Blink, Nondetection
5Passwall, Teleportation Circle
7Sequester, Teleport

Level 2 – Warp Field: Empty Circle Druids are in tune with the nature of the warp itself. They can use their body as a conduit, and open small Warp Gates between their fingers, allowing objects to pass between them, provided both hands are still used to open portals on both ends. Objects caught between these fields when one end closes take 1d6 slashing damage and are shunted to whichever side has more of the object currently. 

Level 2 – Warp Guardian: Druids of The Empty Circle have taken a new vow. One to protect the warp, and those who make their homes in this weird and wonderful land. As such, at the end of a long rest, the druid can form a bond with their crew. They attune to a number of willing creatures equal to their wisdom modifier, and can always sense relative distance (0ft, 10ft, 100ft, 1,000ft, and so on adding a 0 each time) and cardinal direction towards that creature. Additionally, by expending a use of their wild shape class feature as a reaction when they see a bonded creature about to be struck by an attack or targeted by a spell, the druid can teleport the creature 10ft per point of proficiency bonus in a straight line, closer to the druid. This usually causes attacks to miss, unless the new location is still within the creature’s reach. In that case, the attack is rolled as normal, but with disadvantage. This ability must be used before the roll is made, but an attack declared in this manner requires an action as normal. Even if it no longer has eligible targets.

Level 6 – Exile: The druid’s connection to the warp is not only to the benefit of the allies, but the detriment of its enemies. The druid can place their hand on an object and begin drawing it into the warp, slowly and painfully. This ability deals 1d6 slashing damage per round. This can be used offensively by making a melee attack against a creature and deals 1d6 slashing damage. When used on an object, or a grabbed creature, in successive rounds, this abilities damage increases as the object is drawn more and more into the warp. The druid can spend their action to continue the effect, and increase the damage by 1d6. So a druid using this ability to burn through a door will deal 1d6 damage on the first round, 2d6 on the second, and 3d6 on the third. 

Level 10 – Warp Sense: A druid’s bond to their crew grows, and their mastery of the warp expands. They can open a small warp gate in front of them, with which they can view their crew members. This functions as the Scrying spell, but is limited in effect to only allow targeting of the bonded crew. The target gets a saving throw each time you attempt to use this ability, and once they have passed, can choose for any future attempts to automatically fail, until the bond is forged again.

Level 14 – Cast into the Warp: The Empty Circle allows a druid to banish any creature touched. The subject is launched into the Warp itself in a dazzling display of color. If the target is not prepared against normal exposure, they suffer those effects each round. The creature remains there unless they have some means of exiting or returning on their own, or they can pass a charisma saving throw using the druid’s spell save DC at the end of each round. Because this is not a spell, but a physical manifestation of the warp, abilities that give advantage to spells do not help. 

Ranger – Warp Marine

Warp Marines specialize in travel through Wildspace. To be specific, they aren’t mere sailors and ships crew. Warp Marines travel Through Wildspace. They are renown for their ability to travel safely between ships undetected and perform sabotage, reconnaissance, or evacuations, and most importantly safely return. These brave, or maybe just foolhardy, individuals regularly throw themselves freely from the safety of Voidships and into the vastness of Wildspace, 

Level 3 – Wildspace Cowboy

While in Wildspace, whether onboard a Voidship or through other means, a Warp Marine gains resistance to cold, can hold their breath for twice the normal duration, and can ignore the effects of Wildspace for one round per point of proficiency bonus. 

Level 3 – Anchor

Once per short rest, for one minute, your feet can adhere to any surface within 5ft, gaining the ability to move up, down, and across any solid surface. In effect, you gain a climbing speed equal to your walking speed. If you already have a climb speed, you can anchor yourself to a given object, and are immune to effects that would move you, or knock you prone. 

Level 3: Warp Marine Spells

1Expeditious Retreat
2Misty Step
3Gaseous Form
4Dimension Door

Level 7: Warp Jump

As an action, you can open a portal within the Warp, and hop through it. You teleport yourself from your current location to any other spot within 100ft. You arrive from a second portal at the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “100 feet straight downward” or “upward to the northwest at a 45-degree angle, 30 feet.” You can bring along objects as long as their weight doesn’t exceed what you can carry. The ability fails if you attempt to travel through a space you can’t fit, although you can still take a moment to look through the portal and see why it failed. You can use this ability once per short rest.

Level 11: Breach the Gap

When you make Warp Jumps, you can hold the portal open as long as you concentrate, or until you use it to travel. With this in mind, you can allow others to traverse your portals and travel, so long as you are the last one through.

Level 15: Should be Dead

Through frequent exposure, you are inured to the effects of Wildspace, and no longer suffer the ill effects of exposure. 

Player Options

A collection of options for players to use when making characters from The Warp. 



You mean to tell me everyone on this planet relies on plants to make air for them to breath? 

Born in the empty expanse known as the Void, you grew up without a homeworld or planet to call your own. You are more at home in the emptiness of the Void than walking around on solid ground.

Tool Proficiencies: Vehicle (Void), Navigators Tools, and a Gaming Set of your choice.

Languages: Two of your choice

Equipment: A Voidship of your choice, worth no more than 1,000gp and a belt pouch containing 10 gp


Controlled Spawn

Prerequisites: Neogi. Can not be a Broodmother.


  • +1 Intelligence, Wisdom, or Charisma.
  • You can use the Find Familiar spell to summon a Neogi Hatchling which serves as a familiar.  
  • You do not continually produce new spawn, and do not become a Broodmother. 

Paralytic Venom

Prerequisites: Latrodarion Neogi


  • +1 Constitution
  • A creature wounded by the poison damage from a Latrodarion’s bite must make a constitution saving throw DC 8+Prof+Con Mod or become Paralyzed. They gain a saving throw at the end of each of their turns to end the condition. 

Prehensile Tail

Prerequisites: Primator


  • +1 Dexterity
  • You can use your tail in a prehensile manner. You can carry objects up to your light load in it, and hang from it leaving both hands free. You cannot use it to make attacks or carry a shield effectively.

Protrusible Jaws

Prerequisites: Selachii


  • +1 Charisma
  • You gain proficiency in the Intimidate skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You can make a bite attack as a bonus action once per short rest. This attack catches your opponents by surprise, and is rolled with advantage.


Wild Suit: A wild suit is a bulky, fragile, sealed outfit that can be worn to protect the wearer from the effects of Wildspace. Due to the clumsy nature of the suit, the wearer’s AC is 10. Furthermore, if they are struck by an attack, the suit will puncture and become useless. 500gp. 

Rebreather: This magical rod provides protection against Wildspace for a short duration when placed in one’s mouth. It provides air for 3d4 consecutive rounds and is single use only. It does not prevent the accumulating damage though, and is generally only used in emergency situations. 20gp.

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