Xirast Class Features
Xirast Class Art
Xirast
A master of magical tinkering and arcane invention, the Xirast blends intellect and craftsmanship to wield versatile magical tools and potent battlefield effects.
1 - Magical Tinkering
You are proficient with all artisan’s tools. You create a magical All-Purpose Tool that can transform into any artisan’s tool you choose. You can change its form as a bonus action.

While holding the tool, it grants a +1 bonus to your Xirast spell attack rolls and saving throw DCs, and you can use it as a spellcasting focus for your class features.

Additionally, as an action, you can learn a cantrip you don’t know from any class’s spell list. For 8 hours, you can cast that cantrip, and it counts as an Xirast cantrip for you. Once you use this ability, you can’t use it again until the next dawn.

Your All-Purpose Tool’s bonus improves as you level: +2 at 11th level and +3 at 16th level.
6 - Extra Attack
When you take the Attack action, you can attack twice.
11 - Item Savant
You can attune to one additional magic item.

Once per long rest, you can activate an attuned item as a reaction instead of its normal action.
16 - Enhanced Energy Shield
Allies within 15 feet who have temporary hit points from your Energy Shield have advantage on saving throws.

Xirast Subclasses

Aegiron Xirast Features
Aegiron Xirast
Aegiron Xirast
Aegiron Xirast are moonforged engineers who fuse starlight and steel into living armor. They bind to radiant warplate—mystic suits etched with silver runes and infused with lunar essence. Through enchantments and arcane crafting, they awaken their gear with power from the moon’s phases.
Elven Platemail (1st Level Feature)

You craft a suit of Elven Platemail—a seamless fusion of metal and arcane energy. This armor enhances both protection and intellect, granting you proficiency in the Arcana skill. While wearing your Elven Platemail, you do not have disadvantage on Dexterity (Stealth) checks, and the armor functions as a spellcasting focus. It provides an AC of 13 plus your Intelligence modifier and weighs only 20 lbs. If your Elven Platemail is lost or destroyed, you can rebuild it over a long rest using smith’s tools.

Moonveil Reinforcement (3rd Level Feature)

Your Elven Platemail radiates a fleeting aura of ancient elven magic. As a bonus action, invoke this enchantment to grant yourself resistance to all damage until the start of your next turn.

Starlight Disruption (6th Level Feature)

You release a pulse of radiant energy that destabilizes magic and constructs. As an action, each creature of your choice within 15 feet must make a Constitution saving throw against your spell save DC. On a failed save, constructs take 3d6 radiant damage and are stunned until the end of your next turn.

At 13th level, you can instead force affected creatures to be paralyzed until the end of your next turn on a failed save.

Sylvan's Grace (10th Level Feature)

Your armor’s enchantments heighten your reflexes. When you are hit by an attack or fail a saving throw, you can use your reaction to teleport up to 15 feet to an unoccupied space you can see—avoiding the attack or rerolling the saving throw with advantage. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), regaining all uses after a long rest.

Lunar Juggernaut (14th Level Feature)

When you invoke Moonveil Reinforcement, your armor surges with celestial energy, radiating a brilliant afterimage with every movement. Until the start of your next turn, melee attacks against you crackle with excess force, causing the attacker to take radiant damage equal to your Intelligence modifier.

While this protection lasts, your attacks and damaging spells also deal additional radiant damage equal to your Intelligence modifier, as the warplate channels the lingering essence of elven starlight.

Astral Reflection (19th Level Feature)

When you take damage from a creature within 30 feet of you, you can use your reaction to unleash an astral duplicate that retaliates in a burst of lunar energy. Make a ranged spell attack against the triggering creature (ignores cover and does not require line of sight if you’ve seen the target within the last round). On a hit, the target takes 15d10 radiant damage.

You can use this feature once per long rest. You may expend a 5th-level or higher spell slot to use it again.

Chrono Subclass Features
Chrono Xirast
Chrono Xirast
Chrono Xirast possess a remarkable ability to manipulate time’s delicate weave, skillfully adjusting moments and intricately shaping outcomes before they ever have a chance to unfold. With an uncanny sense for recognizing pivotal turns in events and a historian’s insightful perspective on the broader canvas of time, they play a crucial role in preserving the timeline.
Chrono Recall (1st Level Feature)

You gain proficiency in the History skill.

You can anchor a moment in time and return to it briefly. As a bonus action, you can mark your current position in space and your current hit points.

At the start of your next turn, you may choose to teleport back to that location and restore yourself to the recorded hit point total.

Once you use this feature, you can’t do so again until you finish a short or long rest.

Temporal Swap (3rd Level Feature)

As long as you are not incapacitated, you may choose any number of willing allied creatures you can see, including yourself.

When initiative is rolled, before the first turn begins, you and your allies can rearrange your positions in the initiative order. Each creature in your party may choose to swap places with another allied creature, so long as both agree to the swap.

Combat Awareness (6th Level Feature)

When you and your allies roll initiative, each willing ally within 60 feet of you adds a bonus to their initiative roll equal to your Intelligence modifier (minimum +1). A creature can only benefit from one Combat Awareness bonus at a time, using the highest available.

Timekeeper’s Resolve (10th Level Feature)

Your command over cause and consequence shields your allies from even partial harm. When you or an allied creature within 15 feet of you succeeds on a saving throw, that creature takes no damage from the effect instead of half, if the effect allows for it.

Threads of Destiny (14th Level Feature)

At the end of each Short or Long Rest, roll two d20s and record the results. You can replace any attack roll, saving throw, or ability check made by you or a creature you can see within 60 feet with one of these recorded results.

You must choose to do so before the roll is made. Each roll can only be used once, and any unused results are lost when you finish your next rest.

Chrono Nexus (19th Level Feature)

Temporal Anchor. While you are conscious, you are always considered to be under the effects of Chrono Recall. At the start of your turn, you can choose to return to your position and hit point total from the start of your previous turn. This does not require an action or reaction, but you must be conscious and not incapacitated to use it.

Time Dilated. You can act during the surprise round even if you are surprised.

Paradox Buffer. When you roll initiative, you gain a bonus to all saving throws equal to your Intelligence modifier until the end of your first turn.

Circuit Xirast Features
Circuit Xirast
Circuit Xirast
Circuit harness electrical energies and mechanized gauntlets to stun, control, and devastate foes. Masters of thunder and lightning, they wield surging power that can chain through multiple targets or pull enemies to their grasp.
Charged Physique (1st Level)
You gain proficiency in Athletics. Additionally, you have resistance to lightning and thunder damage.
Thunder Gauntlets (3rd Level)
You gain a pair of magical gauntlets. The gauntlets count as simple melee weapons that deal thunder damage. A creature hit by a gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the gauntlets emit a distracting pulse.

Your gauntlets’ damage increases as you level: 2d8 at 11th level and 3d8 at 16th level.
Pulsewave (6th Level)
When a creature hits you with a melee attack, you can use your reaction to deal lightning damage equal to your Intelligence modifier to that creature. Additionally, the attacker’s speed is reduced by 10 feet until the end of its next turn.
Chain Lightning Strikes (10th Level)
When you attack with your Thunder Gauntlets, you can target a number of creatures within 15 feet equal to your proficiency bonus. Make a separate attack roll for each target. This does not include your intelligence modifier or any additional damage modifiers.
Magnetic Pull (14th Level)
When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to force it to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet to an unoccupied space. If you pull the target to within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Overcharged State (19th Level)
Once per short rest, you can enter an overcharged state for 1 minute. While overcharged, when you take the Attack action, you can make four attacks instead of two.
Gunslinger Xirast Features
Gunslinger Xirast
Gunslinger Xirast
Gunslinger Xirasts modify firearms with elemental rounds, ricochet shots, and precision-based gunplay in Shattered Realms TTRPG. They wield modified firearms enhanced with arcane energy, ricocheting bullets off walls and delivering deadly precision shots—perfect for players who love high-damage ranged combat, trick shooting, and dominating the battlefield with sheer firepower.
Quick Hands (1st Level)
You gain proficiency in Sleight of Hand.

You ignore the loading and reloading properties of firearms you wield.
Vital Shot (3rd Level)
When you hit with a firearm attack, add your Dexterity modifier to the damage dealt.
Arcane Ammunition (6th Level)
You can magically create ammunition for your firearms. You no longer need to carry ammo.

Your firearm attacks count as magical for overcoming resistance and immunity.
Explosive Rounds (10th Level)
Once per turn, when you hit a creature with a firearm attack, you can expend one use of your Invenergy to unleash an explosive blast.

Each creature of your choice within 15 feet of the target must make a Dexterity saving throw (DC = 10 + your Dexterity modifier + your proficiency bonus). On a failed save, they take 2d8 force damage; on a success, they take half as much.
Energized Aim (14th Level)
While your Energy Shield is active, you have advantage on attack rolls.
Blink Shot (19th Level)
As a bonus action, you can teleport up to 60 feet and make one firearm attack that deals half damage.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Mad Scientist Xirast Features
Mad Scientist Xirast
Mad Scientist Xirast
The Mad Scientist Xirast experiments with volatile concoctions and twisted mutations. Using unstable alchemy and biological manipulation, they sow chaos on the battlefield through madness and chemical warfare.
Unstable Alchemy (1st Level)
You gain proficiency and Expertise in the Science skill, which uses your Intelligence modifier for checks involving scientific methods in survival and investigation within melee range.

As an action, throw a volatile concoction up to 30 feet. Creatures in a 10-foot radius must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or take 2d6 fire damage and be blinded until the start of their next turn.

Damage increases with level: 3d6 at 5th, 4d6 at 10th, and 5d6 at 16th level.

You can use this feature a number of times equal to your proficiency bonus, regaining uses on a long rest.
Virus Injection (3rd Level)
As an action, make a melee weapon attack against a creature. On a hit, expend one use of your Invenergy to impose the following: the creature can only make one attack per round and can’t use bonus actions or reactions (including legendary actions) until the start of your next turn.
Cloud of Madness (6th Level)
As an action, create a 20-foot-radius cloud at a point within 120 feet. Each creature must make one attack roll: on odd, it attacks the nearest ally; on even, it attacks the nearest enemy.

Creatures immune to poison are unaffected.
Chemical Mutation (10th Level)
You gain immunity to poison damage and the poisoned and frightened conditions.
Condition Purge (14th Level)
As a bonus action, remove one condition from yourself, including madness. Usable once per long rest.
Unstable Evolution (19th Level)
For 1 minute, you gain resistance to all damage, your weapon attacks deal an extra 2d8 acid damage, and you regain 1d8 + your Constitution modifier hit points at the start of each of your turns.

Usable once per long rest.
Runesmith Xirast Features
Runesmith Xirast
Runesmith Xirast
Runesmith Xirasts channel arcane power through mystical runes, enhancing their weapons and armor with devastating elemental effects and resilient protections.
Gem Scholar (1st Level)
You gain proficiency in History and Arcana. When you roll an arcana or history skill check, you can roll an additional d6 and add it to the roll.
Rune of Flame (3rd Level)
You gain the Rune of Flame which allows you to make your weapon attacks deal additional fire damage.

When you hit a creature with a weapon attack, you can expend one use of your Invenergy to deal an additional 2d8 fire damage to that target. You can do so only once per round on your turn.

The fire damage increases when you reach certain levels in this class, increasing to 3d8 at 5th level, 5d8 at 10th level, and 8d8 at 15th level.
Rune of Defense (6th Level)
You gain resistance to bludgeoning, piercing, and slashing damage.
Rune of Rebuke (10th Level)
When a creature hits you with an attack, it takes force damage equal to your proficiency bonus.
Rune Resonance (14th Level)
You can use your Flash of Genius for attack rolls. Additionally, when the attacker hits, they deal bonus damage equal to your Rune of Flame damage die at your current level.
Invenergy Rune (19th Level)
At the start of combat, you regain all expended uses of Invenergy.