Shapechange Redesigned (5e Variant Rule)
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]
4th-level Transmutation | |
Casting time: | 1 action |
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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 or a hostile creature judge by you is unaffected but it must make a Constitution saving throw to avoid being affected by polymorph exhaustion. 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 spend one turn to rest. Or it must succeed a Constitution saving throw or gets affected by polymorph exhaustion.
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 + Dex 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 + Dex or Wis 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 + Dex 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 + Dex or Wis modifier Piercing damage), Tongue (melee weapon attack, reach 15 feet, 2d4 + Dex or Wis modifier Bludgeoning damage, Hit: If the target is Medium or smaller, it must succeed a DC 12 + your Dex or Wis modifier Strenth 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 + Dex 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 + Dex or Wis 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 + Dex 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 + Dex or Wis modifier Piercing damage), Claws (melee weapon attack, reach 10 feet, 2d8 + Dex or Wis 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 + Dex 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 + Dex or Wis 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 + Dex 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 + Dex or Wis 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 + Dex 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 + Dex or Wis modifier Piercing damage plus 1d6 Poison damage), Scale Powder (A target within 60 feet must succeed a DC 12 + your Dex or Wis 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 + Dex 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 + Dex or Wis modifier Piercing damage plus 1d6 Poison damage), Constrict (A target within 5 feet must succeed a DC 12 + your Dex or Wis modifier Strenth saving throw or gets Grappled 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), gain +1 AC if the caster is level 11th or higher.
- Polymorph Exhaustion: Your body turns into sponge-like substance with pain and tireness. You have all of your attacks deal half damage and have your speed halven and can't use any action besides attack and move. This condition lasts until you finish a short or long rest. You can make a Constitution saving throw at the end of each turn to end this effect.
5th-level Necromancy | |
Casting time: | 1 action |
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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 mutated and under the influnce of infamous polymorph exhaustion.
This spell works the same as polymorph exhaustion, except it deals 4d6 Necrotic damage and only finishing a long rest can end polymorph exhaustion caused by this spell. The target can make a Constitution saving throw to avoid being affected by polymorph exhaustion. On a failture, it can repeat the saving throw at the end of each turn, end the polymorph exhaustion on a succeed.
This spell has no effect on a non-organic creature or a creature with 0 hit points.
8th-level Transmutation | |
Casting time: | 1 action |
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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. On subsequent turns, you can use your action to transform yourself and affected creatures into new forms. When the spell ends, you and the influenced targets must spend one turn to rest. Or each of you must succeed a Constitution saving throw or gets affected by polymorph exhaustion.
9th-level Transmutation | |
Casting time: | 1 action |
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Range: | 60 feet |
Components: | V, S, M (a piece of clay) |
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. On subsequent turns, each target can use its action to transform itself into a new form. When the spell ends, you and the influenced targets must spend one turn to rest. Or you must succeed a Constitution saving throw or gets affected by polymorph exhaustion.
9th-level Transmutation | |
Casting time: | 1 action |
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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 + Dex 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 + Dex or Wis modifier Piercing damage plus 1d12 Poison damage), Scale Powder (A target within 60 feet must succeed a DC 13 + your Dex or Wis modifier Constitution saving throw or takes 10d6 Poison damage. On a failure, the target gets Poisoned and until it succeed the rethrow 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 Dex or Wis modifier Strenth saving throw or gets Grappled 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 + Dex 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 + Dex or Wis 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 Dex or Wis 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 + Dex 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 + Dex or Wis modifier Piercing damage plus 1d12 Cold damage), Dragon Tail (melee weapon attack, reach 10 feet, 4d12 + Dex or Wis modifier Bludgeoning damage, Hit: If the target is a Large or smaller creature or object, it must succeed a DC 13 + your Dex or Wis modifier Strenth 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 Dex or Wis modifier Dexterity saving throw, taking 6d6 Cold damage on a failed save, or half as much damage on a successful one. On a failture, 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).
9th-level Transmutation | |
Casting time: | 1 action |
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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 one of the Polymorph or Shapechange forms, 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 you dismiss it as an action 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 until the target dismiss it.
This spell has no effect on a non-organic creature or a creature with 0 hit points. An unwilling creature or a hostile creature judge by you is unaffected but it must make a Constitution saving throw to avoid being Petrified by the spell. On a failure, it can reapeat the saving throw at the end of each turn and dispel the effect on a succeed.
- Creature into Creature: Similiar to Shapechange, but the target can use an action to dismiss this spell.
- 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 Petrified 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]
- Polymorph Plague: Sometimes when you get hit by an ooze or a shapeless abomination like Gibbering Mouther or Mimic, you will get affected by polymorph plague. Using a suspicious magical item, drinking uncertified potion without hesitation or eating mutated creature also brings such hazard.
- You are viewed as under the effect of polymorph exhaustion and 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 (unless your DM is VERY kind).
- This effect often lasts for a week. A Lesser Restoration or a long rest allows you to make a Constition saving throw (saving DC depends on the infestion source which is judged by DM) to get recovered. A Greater Restoration has the same effect but gives you an advantage on the saving throw. Only a very powerful spell like Wish can instantally cure polymorph plague.
- Polymorph Amnesia: If a person uses shapechanging ability too often, it's not surprising that he will forget what he truly looks like. If you abuse shape change (judge by the DM of course), 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.
- Polymorph Madness:If you abuse shape change (judge by the DM of course), 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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