Skinwalker (5e Class)
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Skinwalker
Creating a Skinwalker
- Quick Build
You can make a Skinwalker quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Wisdom. Second, choose the Faceless background.
Class Features
As a Skinwalker you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Skinwalker level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Skinwalker level after 1st
- Proficiencies
Armor: Medium armor
Weapons: Simple weapons
Tools: Disguise Kit, Thieves' Tools
Saving Throws: Wisdom, Charisma
Skills: Choose two from Animal Handling, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a tomahawk or (b) a shortbow with a quiver of 20 arrows
- (a) a burglar's pack or (b) dungeoneer's pack or (c) explorer's pack
- Two daggers and a disguise kit
- If you are using starting wealth, you have 2d6 x 10 gp (70 gp) in funds.
Level | Proficiency Bonus |
Features | Shift Shape | Cantrips | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||
1st | +2 | Change Appearance, Unsettling Visage | CR 1/3 (1 hour) | 2 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Wild Shape | CR 1/3 (1 hours) | 2 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Favored Form | CR 1 (1 hours) | 2 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | CR 1 (2 hours) | 3 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | CR 1 (2 hours) | 3 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | — | CR 2 (3 hours) | 3 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | CR 2 (3 hours) | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | CR 2 (4 hours) | 3 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Form Feature | CR 3 (4 hours) | 3 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | — | CR 3 (5 hours) | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | CR 3 (5 hours) | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | CR 4 (6 hours) | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | Form Feature | CR 4 (6 hours) | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | — | CR 4 (7 hours) | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | CR 5 (7 hours) | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | CR 5 (8 hours) | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Form Feature | CR 5 (8 hours) | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Beast Shape | CR 6 (9 hours) | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | CR 6 (9 hours) | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Raven Mocker | CR Unlimited (10 hours) | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
- Cantrips
At 1st level, you know two cantrips of your choice from the skinwalker spell list. You learn additional skinwalker cantrips of your choice at higher levels, as shown in the Cantrips Known column of the skinwalker table.
- Preparing and Casting Spells
The skinwalker table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these skinwalker spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of skinwalker spells that are available for you to cast, choosing from the skinwalker spell list. When you do so, choose a number of skinwalker spells equal to your Charisma modifier + your skinwalker level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level skinwalker, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Disguise Self, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
- Spellcasting Ability
Wisdom is your spellcasting ability for your skinwalker spells, since your magic draws upon your devotion and attunement to nature. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a skinwalker spell you cast and when making an attack roll with one.
Spell save DC= 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier= your proficiency bonus + your Charisma modifier
- Ritual Casting
You can cast a skinwalker spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Change Appearance
As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die.
You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.
Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
After first level, you can stay in this form for a number of hours equal to half your skinwalker level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
Unsettling Visage
When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses.
Using this trait reveals your shape shifting nature to any creature within 30 feet that can see you.
Wild Shape
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
You can transform into a beast with a challenge rating as high as your skinwalker level divided by 3, rounded down, as shown in the Beast Shapes table. At 2nd level, for example, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1/3 that doesn't have a flying or swimming speed.
Level | Limitations | Example |
---|---|---|
2nd | No swimming or flying speed | Wolf |
6th | No flying speed | Crocodile |
8th | None | Giant Eagle |
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality traits, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
- When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
- You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
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.
Beast Shapes
Beginning at 18th level, you can cast many of your skinwalker spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a skinwalker spell while in a beast shape, but you aren't able to provide material components.
Additionally, you can ignore the verbal and somatic components of your skinwalker spells, as well as any material components that lack a cost and aren't consumed by a spell. You only gain this benefit in your beast shape from Wild Shape.
Raven Mocker
At 20th level, you can use your Wild Shape an unlimited number of times.
Favored Form
At 3rd level, you chose a form favored by you for specific tasks. Choose between Beast, Glamor, Illusionist, and Lycan, all detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.
Beast
Those who walk the path of The Beast draw from a bestial spark burning within their souls. That beast howls to be released and bursts forth in the throes of rage.
- Form of The Beast
Starting when you choose this path at 3rd level, when you enter your rage, you can transform, revealing the bestial power within you. Until your rage ends, you manifest a natural melee weapon, choosing one of the following options each time you rage:
Bite. Your mouth transforms into a bestial snout or great mandibles (your choice). Your bite deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with your bite, you regain a number of hit points equal to your Constitution modifier (minimum of 1 hit point).
Claws. Your hands transform into claws, which deal 1d6 slashing damage on a hit. When you take the Attack action on your turn and make an attack with your claws, you can make one additional attack using your claws as part of the same action.
Tail. You grow a lashing, spiny tail, which deals 1d12 piercing damage on a hit and has the reach property.
- Bestial Soul
Beginning at 6th level, the feral spirit within you grows in power, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
You can also call on the feral spirit to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:
- You gain a swimming speed equal to your walking speed, and you can breathe underwater.
- You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.
- Infectious Fury
At 10th level, when you hit a creature with your natural weapons while you are raging, the spirit within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):
- The target must use its reaction to make a melee attack against another creature of your choice that you can see.
- Target takes 2d12 psychic damage.
- You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
- Call of The Hunt
At 14th level, the beast within grows so powerful that you can spread its ferocity to your allies. When you enter your rage, you can choose a number of willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). Until your rage ends, the chosen creatures gain the Reckless Attack feature and you have advantage on saving throws against being frightened. You also gain 5 temporary hit points for each creature that accepts the benefit.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Glamor
Glamors are regarded with a mixture of awe and fear. Their performances are the stuff of legend. They are so eloquent that they can cause captors to release them unharmed and can lull a furious monster into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous Glamors can leech off a community for weeks, abusing their magic to turn their hosts into thralls. Heroes of this college instead use this power to gladden the downtrodden and undermine oppressors.
- Mantle of Inspiration
When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.
As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.
- Enthralling Performance
Starting at 3rd level, you can charge your performance with seductive, fey magic.
If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
If a target succeeds on its saving throw, the target has no hint that you tried to charm it.
Once you use this feature, you can’t use it again until you finish a short or long rest.
- Mantle of Majesty
At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast Command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast Command as a bonus action on each of your turns, without expending a spell slot.
Any creature charmed by you automatically fails its saving throw against the Command you cast with this feature.
Once you use this feature, you can’t use it again until you finish a long rest.
- Unbreakable Majesty
At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.
In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.
Once you assume this majestic presence, you can't do so again until you finish a short or long rest.
Illusionist
Illusions focus on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists – including many gnome wizards – are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.
- Illusion Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Illusion spell into your spellbook is halved.
- Improved Minor Illusion
When you choose this school at 2nd level, you learn the Minor Illusion cantrip. If you already know this cantrip, you learn a different skinwalker cantrip of your choice. The cantrip doesn't count against your number of cantrips known.
When you cast Minor Illusion, you can create both a sound and an image with a single casting of the spell.
- Malleable Illusions
Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.
- Illusory Self
Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.
Once you use this feature, you can't use it again until you finish a short or long rest.
- Illusory Reality
By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.
The object can't deal damage or otherwise directly harm anyone.
Lycan
Of the many terrible curses that plague the realm, few are as ancient or as feared as Lycanthropy. Passed through blood, this affliction seeds a host with the savage strength and hunger for violence of a wicked beast. Through intense honing of one’s own willpower, combined with the secrets of magic rituals, some learn to control and unleash their hybrid form. Enhanced physical prowess, unnatural resilience, and razor sharp claws make these warriors a terrible foe to any evil that crosses their path. Yet, no training is perfect, and without care and complete focus, even the greatest can temporarily lose themselves to the bloodlust.
- Hybrid Transformation
Upon choosing this archetype at 3rd level, you begin to learn to control the lycanthropic curse that now lives in your blood. As a bonus action, you can transform into your hybrid form. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier as a bonus action. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. This feature replaces the rules for Lycanthropy within the Monster’s Manual.
Once you use this feature, you must wait a minimum of 1 hour before using it again. While you are transformed, you gain the following features:
Feral Might. You gain a +1 to melee damage rolls. This bonus increases by 1 at 11th level (+2) and 18th level (+3). You also have advantage on Strength checks and Strength saving throws.
Raptors wings.You gain a flight speed of 60 feet and the ability, deflect missiles.
Deflect missiles: you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your skinwalker level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a simple weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silver weapons. While you are not wearing heavy armor, you gain a +1 bonus to your AC.
Predatory Strikes. You can apply your Crimson Rite feature to your unarmed strikes as single weapon. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action. Your unarmed strikes deal 1d6 slashing damage. The damage increases to 1d8 at 11th level.
Bloodlust. If you begin your turn with no more than half of your maximum hit points, you must succeed on a DC 8 Wisdom saving throw or move directly towards the nearest creature to you and use the Attack action against that creature. You can choose whether or not to use your Extra Attack feature for this frenzied attack. If there is more than one possible target, roll to randomly determine the target. You then regain control for the remainder of your turn.
If you are under an effect that prevents you from concentrating (like the skinwalker’s Rage feature), you automatically fail this saving throw.
- Stalker's Prowess
At 7th level, your speed increases by 10 feet( This applies to all types of movements( swimming, walking, flying ie: ). You also can add 10 feet to your long jump distance and 3 feet to your high jump distance. In addition, your hybrid form gains the Improved Predatory Strikes feature.
Improved Predatory Strikes. You gain a +1 bonus to attack rolls made with your unarmed strikes. This bonus increases by 1 at 11th level (+2) and 18th level (+3). In addition, when you have an active Crimson Rite while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
- Advanced Transformation
Starting at 11th level, you learn to unleash and control more of the beast within. You can use your Hybrid Transformation feature again after 30 minutes. In addition, your hybrid form gains the Lycan Regeneration feature.
Lycan Regeneration. At the start of each of your turns, before you roll for bloodlust, you regain hit points equal to 1 + your Constitution modifier (minimum of 1) if you have at least 1 hit point and no more than half of your hit points left.
- Brand of Voracious
At 15th level, you have advantage on your Wisdom saving throws to maintain control of your bloodlust in hybrid form. In addition, your Brand of Castigation now binds your foe to your hunter’s thirst for savagery. While in your hybrid form, your attacks have advantage against a creature branded by you.
- Hybrid Transformation Mastery
At 18th level, you have wrestled your inner predator and mastered it. You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form can now last indefinitely.
You also gain the Blood Curse of the Howl for your Blood Maledict feature. This does not count against your number of blood curses known.
Skinwalker Spell List
You know all of the spells on the basic Skinwalker spell list.
- Cantrips
- Chloromorpho
- Devilish Charm
- Minor Illusion
- Shady Visage
- Stonefists
- 1st Level
- Charm Person
- Color
- Color Spray
- Comprehend Languages
- Disguise Self
- False Life
- Glamer
- Illusory Script
- Mage Armor
- Peltskin
- Silent Image
- Silhouette
- Speak With Animals
- Unseen Servant
- 2nd Level
- Alter Self
- Alter Size
- Animal Messenger
- Barkskin
- Beastmask
- Blur
- Change Sex
- Darkvision
- Enhance Ability
- Enlarge/Reduce
- Invisibility
- Lesser Restoration
- Magic Aura
- Mirror Image
- Pass Without A Trace
- Scent Mask
- See Invisibility
- Spider Climb
- Spit Venom
- Web
- 3rd Level
- Chameleon
- Fade
- Gaseous Form
- Greater Disguise Self
- Haste
- Hypnotic Pattern
- Major Image
- Meld Into Stone
- Nondetection
- Tongues
- Water Breathing
- Water Walk
- 4th Level
- Confusion
- Conjure Minor Elementals
- Conjure Woodland Beings
- Dominate Beast
- Fabricate
- Faithful Hound
- False Vision
- Freedom of Movement
- Gender Bend
- Giant Insect
- Greater Invisibility
- Hallucinatory Terrain
- Phantasmal Killer
- Polymorph
- Stoneskin
- 5th Level
- Antilife Shell
- Arcane Hand
- Conjure Elemental
- Creation
- Dominate Person
- Geas
- Greater Restoration
- Hold Monster
- Mislead
- Modify Memory
- Tree Stride
- 6th Level
- Flesh To Bees
- Flesh To Stone
- Programmed Illusion
- True Seeing
- Wind Walk
- 7th Level
- Form of Sea, Air, and Land
- Foul Form
- Mirage Arcane
- Project Image
- 8th Level
- Animal Shapes
- Clone
- Feeblemind
- Fusion
- Otherworldly Polymorph
- 9th Level
- Astral Projection
- Unparalleled Body
- Shapechange
- True Polymorph
Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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