Shapechange Redesigned (5e Variant Rule)

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Shapechange Redesigned[edit]

This variant rule aims to redesign shapechange spells. Making one of the most broken designs in 5e more detailed and flavorful. Polymorph and similiar spells now only provide specific forms and claimed abilities while there are risks if you abuse them, details are followed.

Redesigned Spells[edit]

Polymorph
4th-level Transmutation
Casting time: 1 action
Range: 60 feet
Components: V, S, M (a piece of clay)
Duration: 1 hour


This spell transforms yourself or a willing creature that you can see within range into a new form listed below. An unwilling creature is unaffected but it must make a Constitution saving throw to avoid being petrified until the end of its next turn. This spell has no effect on a non-organic creature or a creature with 0 hit points.

The transformation lasts for the duration or until you dismiss it as an action or until the target drops to 0 hit points or dies. The target's game statistics and class features, excluding its hitpoints and ability scores, are replaced by the statistics of the chosen from. It also retains its alignment and personality. The target always gets 10 temporary hitpoints when being turned into an altered form.

When the spell ends, the target must succeed a Constitution saving throw or become stunned until the end of its next turn.

The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

  • Aerial: A compound of the target and air-bone creatures like bat or owl. AC = 11 + Dexterity modifier, Speed 20 feet, Fly 40 feet, Small sized, Dark Vision 60 feet, Flyby and Keen Sight or Hearing features, Multiattack (two bite), Bite (melee weapon attack, reach 5 feet, 2d4 + Dexterity or Wisdom modifier Piercing damage), gain multiattack (three melee weapon attacks) if the caster is level 11th or higher.
  • Amphibian: A compound of the target and amphibian creatures like toad or newt. AC = 11 + Dexterity modifier, Speed 25 feet, Swim 30 feet, Small sized, Dark Vision 60 feet, Amphibious and Standing Leap features, Multiattack (one jaws and one tongue), Jaws (melee weapon attack, reach 5 feet, 2d4 + Dexterity or Wisdom modifier Piercing damage), Tongue (melee weapon attack, reach 15 feet, 2d4 + Dexterity or Wisdom modifier Bludgeoning damage, Hit: If the target is a Medium or smaller creature, it must succeed a DC 12 + your Dexterity or Wisdom modifier Strength saving throw or drops one of the item it is not grabing), gain multiattack (two jaws and one tongue) if the caster is level 11th or higher.
  • Aquatic: A compound of the target and aquatic creatures like shark or dolphin. AC = 13 + Dexterity modifier, Speed 5 feet, Swim 40 feet, Medium sized, Dark Vision 60 feet, Amphibious, Charge (At least 10 feet movement for 2d6 Bludgeoning damage) and Keen Hearing or Smell features, Multiattack (two jaws), Jaws (melee weapon attack, reach 5 feet, 2d6 + Dexterity or Wisdom modifier Piercing damage), gain +10 feet Swim Speed, Large sized and 2d6 addtional damage for Jaws if the caster is level 11th or higher.
  • Brute: A compound of the target and feral creatures like bear or tiger. AC = 14 + Dexterity modifier, Speed 30 feet, Large sized, Dark Vision 60 feet, Keen Smell feature, Multiattack (one jaws and one claws), Jaws (melee weapon attack, reach 5 feet, 2d8 + Dexterity or Wisdom modifier Piercing damage), Claws (melee weapon attack, reach 10 feet, 2d8 + Dexterity or Wisdom modifier Slashing damage), gain multiattack (three melee weapon attacks) and +10 feet Speed if the caster is level 11th or higher.
  • Critter: A compound of the target and small creatures like squirrel. AC = 12 + Dexterity modifier, Speed 40 feet, Climb 40 feet, Small sized, Dark Vision 60 feet, Keen Hearing and Smell and Standing Leap features, Multiattack (two jaws), Jaws (melee weapon attack, reach 5 feet, 2d4 + Dexterity or Wisdom modifier Piercing damage), gain multiattack (three melee weapon attacks) if the caster is level 11th or higher.
  • Herd: A compound of the target and hooved creatures or a Centaur-liked creature based on the target and large hooved animal for Bipedal creatures. AC = 13 + Dexterity modifier, Speed 50 feet, Large sized, Charge (At least 10 feet movement for 2d6 Bludgeoning damage) and Rentless (10 damage or less) features, Multiattack (two hooves), Hooves (melee weapon attack, reach 5 feet, 2d6 + Dexterity or Wisdom modifier Bludgeoning damage), gain Huge sized and 2d6 addtional damage for Hooves if the caster is level 11th or higher.
  • Insect: A compound of the target and insect or a Sprite-liked creature based on the target and arthropod creature for Bipedal creatures. AC = 11 + Dexterity modifier, Speed 20 feet, Climb 20 feet, Fly 30 feet, Small sized, Dark Vision 60 feet, Flyby feature, Multiattack (two stings), Sting (melee weapon attack, reach 5 feet, 1d4 + Dexterity or Wisdom modifier Piercing damage plus 1d6 Poison damage), Scale Powder (A target within 60 feet must succeed a DC 12 + your Dexterity or Wisdom modifier Constitution saving throw or take 2d6 Poison damage and become poisoned on its next turn if it fails the throw with 5 or lower), gain Keen sight feature and 2d6 addtional damage for Scale Powder if the caster is level 11th or higher.
  • Reptile: A compound of the target and reptile creatures like snake or gekko. AC = 13 + Dexterity modifier, Speed 30 feet, Climb 20 feet, Swim 20 feet, Medium sized, Dark Vision 60 feet, Hold Breath feature, Multiattack (two bites), Bite (melee weapon attack, reach 5 feet, 1d6 + Dexterity or Wisdom modifier Piercing damage plus 1d6 Poison damage), Constrict (A target within 5 feet must succeed a DC 12 + your Dexterity or Wisdom modifier Strength saving throw or gets grappled (escape DC 12 + your Dexterity or Wisdom modifier) by you and takes 1d8 Bludgeoning damage each turn until you release it as a bonus action), gain +1 AC if the caster is level 11th or higher.
  • Polymorph Exhaustion: Once a creature becomes affected by Polymorph or a similiar spell, it can't do this again until it completes a long rest. Or it must succeed a Constitution saving throw or become affected by polymorph exhaustion. Its body turns into sponge-like substance with pain and tireness. It has all of its attacks deal half damage and has its speed halven and can't use any action besides attack and move. This condition lasts until it finishes a long rest.
Baleful Polymorph
5th-level Necromancy
Casting time: 1 action
Range: 60 feet
Components: V, S, M (a piece of sponge)
Duration: until dispeled


With your snap, the target is surrounded by dark mist. When the mist gone, the target is turned into sponge-like substance. The target must succeed a Constitution saving throw to avoid this effect.

An affected creature is unable to speak or use any item. Its magical items become useless. Its speed becomes 0. Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. At the end of each turn, it can make another Constitution saving throw. On a success, the spell ends.

This spell has no effect on a non-organic creature or a creature with 0 hit points.

Animal Shapes
8th-level Transmutation
Casting time: 1 action
Range: 60 feet
Components: V, S, M (a small idol)
Duration: 1 hour


This spell transforms yourself and up to four willing creatures that you can see within range into a new form which works same as Polymorph. An unwilling creature is unaffected. This spell has no effect on a non-organic creature or a creature with 0 hit points.

On subsequent turns, you can use your action to transform yourself and affected creatures into new forms.

When the spell ends, all targets must succeed a Constitution saving throw or become stunned until the end of its next turn.

Mass Polymorph
9th-level Transmutation
Casting time: 1 action
Range: 60 feet
Components: V, S, M (a pinch of ash collected from a glass kiln)
Duration: 1 hour


This spell transforms unlimited numbers of willing creatures that you can see within range into a new form which works same as Polymorph. An unwilling creature is unaffected. This spell has no effect on a non-organic creature or a creature with 0 hit points.

On subsequent turns, each target can use its action to transform itself into a new form.

When the spell ends, all targets must succeed a Constitution saving throw or become stunned until the end of its next turn.

Shapechange
9th-level Transmutation
Casting time: 1 action
Range: 60 feet
Components: V, S, M (a jade circlet worth at least 1,500 gp, which you must place on the target's head before you cast the spell)
Duration: 1 hour


Similiar to Polymorph, but you can have access to following additional forms:

  • Giant Insect: A compound of the target and a gigantic insect monstrosity. AC = 15 + Dexterity modifier, Speed 40 feet, Climb 40 feet, Fly 40 feet, Huge sized, Dark Vision 60 feet, Tremorsense 60 feet and True Sight 60 feet, Freedom of Movement and Keen Sight features, Multiattack (two claw), Claw (melee weapon attack, reach 10 feet, 3d12 + Dexterity or Wisdom modifier Piercing damage plus 1d12 Poison damage), Scale Powder (A target within 60 feet must succeed a DC 13 + your Dexterity or Wisdom modifier Constitution saving throw or takes 10d6 Poison damage. On a failure, the target gets poisoned and until it succeed another Constitution saving throw it can make at the end of each turn or it recovers any hitpoint from class features or spells), Sticky Web (A target within 5 feet must succeed a DC 13 + your Dexterity or Wisdom modifier Strength saving throw or gets grappled (escape DC 13 + your Dexterity or Wisdom modifier) by you and takes 1d8 Bludgeoning damage each turn until it succeed the rethrow at the end of each turn or you release it as a bonus action).
  • Phoenix: A compound of the target and a mystical avian. AC = 14 + Dexterity modifier, Speed 20 feet, Fly 60 feet, Huge sized, Dark Vision 60 feet and True Sight 60 feet, Flyby, Freedom of Movement and Keen Sight features, Multiattack (two talons), Talons (melee weapon attack, reach 10 feet, 3d12 + Dexterity or Wisdom modifier Slashing damage plus 1d12 Fire damage), Shroud of Flame (If you choose to release an aura as an action, until the end of your next turn any creature at your choice that enters or ends its turn within a 20 feet radius aura around you takes 6d6 Fire damage), Solar Breath (You exhale a line of fire that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 13 + your Dexterity or Wisdom modifier Dexterity saving throw, taking 6d6 Fire damage and 6d6 Radiant damage on a failed save, or half as much damage on a successful one).
  • Sea Serpent: A compound of the target and a mystical aquatic creature. AC = 15 + Dexterity modifier, Speed 20 feet, Swim 60 feet, Huge sized, Dark Vision 60 feet and True Sight 60 feet, Amphibious, Charge (At least 10 feet movement for 2d6 Bludgeoning) and Freedom of Movement features, Multiattack (two jaws), Jaws (melee weapon attack, reach 10 feet, 3d12 + Dexterity or Wisdom modifier Piercing damage plus 1d12 Cold damage), Dragon Tail (melee weapon attack, reach 10 feet, 4d12 + Dexterity or Wisdom modifier Bludgeoning damage, Hit: If the target is a Large or smaller creature or object, it must succeed a DC 13 + your Dexterity or Wisdom modifier Strength saving throw or be pushed up to 10 feet away from you and knocked prone), Gust Breath (You exhale a line of strong wind that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 13 + your Dexterity or Wisdom modifier Dexterity saving throw, taking 6d6 Cold damage on a failed save, or half as much damage on a successful one. On a failed save, a Large or smaller creature or object will be pushed 10 feet away from you in a direction following the line. The wind disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area).
True Polymorph
9th-level Transmutation
Casting time: 1 action
Range: 30 feet
Components: V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)
Duration: Concentration, up to 1 hour


Choose one creature or nonmagical object that you can see within range. You transform the creature into another form that Polymorph or Shapechange can provide, the creature into an object, or the object into another object (the object must be neither worn nor carried by another creature). The transformation lasts for the duration or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled or the target uses its action to dismiss it.

This spell has no effect on a non-organic creature or a creature with 0 hit points. An unwilling creature is unaffected but it must make a Constitution saving throw to avoid being petrified for the duration. At the end of each turn, it can make another Constitution saving throw. On a success, the petrified condition ends.

  • Creature into Creature: Similiar to Shapechange, but the target can use its action to dismiss it if the caster concentrates on this spell for the full duration.
  • Creature into Object: The target is granted with the ability to turn into an object with similiar shape and size (statue, tree, armor set, etc.). It transforms along with whatever it is wearing and carrying into that form. It can use an action to change shape. When turned into an object, the target is immune to poisoned effect, Poison damage and Necrotic damage. It is viewed as being pertrified but it is not incapacitated and can have awareness and sense or change shape as the only action it can take. It also gets property of the object (for example, a tree has Resistance to Bludgeoning and Piercing damage but has Vulnerability to Fire damage). The target can use an action to dismiss this spell.
  • Object into Object: You can change the material and shape of a Huge or smaller object at will. If the object is magical or turned from a creature, this spell fails. You can't create or change iron, lead or cold iron object by this spell because of the unknown property of these material.

Rule Variant[edit]

Although shape change spells now only provide specific forms, you are not limited to these. You can always use your creativity to create new form that fits the game and the world set.

For example, if you are running a Lengend of Zelda based game, you can add a deku form that grants you Flight and Spin attack or a zora form that allows you to swim fast and throw blade-liked fins.

Related Hazards[edit]

Sometimes when you get hit by an ooze or a shapeless abomination like Gibbering Mouther or Mimic, you will get affected by one of the hazards following. Using a suspicious magical item, drinking uncertified potion without hesitation, eating a mutated creature also brings such hazards.

Roll a D6 to determine which hazard affects you.

'1-2. Polymorph Plague: You can't take any action besides move. You can't speak properly like there is always water within your mouth. You also can't level while being infested by polymorph plague. This effect often lasts for a week. A Lesser Restoration or a long rest allows you to make a Constitution saving throw to get recovered. A Greater Restoration has the same effect but gives you an advantage on the saving throw. Only Wish can instantally cure polymorph plague.

3-4. Polymorph Amnesia: If a person uses shapechanging ability too often, it's not surprising that he will forget what he truly looks like. You must succeed an Intelligence saving throw. When you fail this saving throw, you forget your accual form. You fall prone to primal instinct and can't cast spells, activate magic items, understand language, or communicate in any logical way. You can, however, identify your friends, follow them, and even protect them.
This effect ends after a week or until a Greater Restoration or more powerful effect is used to cure you. However, you won’t remember what happened when you were influenced by polymorph amnesia.

5-6. Polymorph Madness:You must succeed a Wisdom saving throw. When you fail this saving throw, the feral mindset of a monster influnces you more than you expected. Your aligement turns into Chaotic Evil and you become heartlessly selfish like how an animal guards its food and nest. Your DM may decide that you become under his control when your alignment changes.
This effect ends after a week or until a Greater Restoration or more powerful effect is used to cure you. However, you won’t remember what happened when you were influenced by polymorph madness.

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