Shapechanger (5e Class)
From D&D Wiki
- 1 Shapechanger
- 1.1 Creating a Shapechanger
- 1.2 Class Features
- 1.2.1 Table: The Shapechanger
- 1.2.2 Basic Transformation
- 1.2.3 Physical Transformation
- 1.2.4 Way of the Shape
- 1.2.5 Ability Score Increase
- 1.2.6 Transmute
- 1.2.7 Passive Strengths
- 1.2.8 Elemental Transformation
- 1.2.9 Sap
- 1.2.10 Greater Shapechange
- 1.2.11 Mirror Clone
- 1.2.12 Safety Clone
- 1.2.13 Impostor
- 1.2.14 Superior Transformation
- 1.3 Way of Design
- 1.4 Way of Power
- 1.5 Multiclassing
A human wandering through the woods stumbles upon a feral pack of wolves. Suddenly, the man changes.
Creating a Shapechanger
A shapechanger is a being who is constantly changing and shifting, it never really has a true form, it only becomes what its mind has in store for it. This power could have been granted through long studying, a gift from your ancestors that lies in your blood, or perhaps it was given by a deity or a powerful wizard? Think about why your character decided to go on an adventure. Were they seeking gold? Talent? Fame? Why did your character choose to adventure rather than to learn about his new abilities? Did someone drag you into it? Or was it by your own free will? But maybe your character felt like it was their responsibility to go questing? Are you a commoner with these unlikely powers? Or were you born into a noble family with wealth and riches? Does your character's abilities bother other people? Or is it that they praise you and respect you? Or perhaps it was simply a secret until now?
- Quick Build
You can make a shapechanger quickly by following these suggestions. First, Intelligence should be your highest ability score. Second, choose the Charlatan background.
As a Shapechanger you gain the following class features.
- Hit Points
Armor: Light armor, Medium Armor, Shields
Weapons: Simple Weapons, Shortswords, Handaxes, Rapiers, Scimitars, and Longswords
Saving Throws: Intelligence, Wisdom
Skills: Choose three skills from Athletics, Acrobatics, Stealth, Arcana, Investigation, Insight, Perception, Nature, Religion, Survival, Medicine, Deception
You start with the following equipment, in addition to the equipment granted by your background:
- One weapon of your choice
- (a) Leather Armor or (b) Scale Mail
- (a) A shield or (b) One weapon of your choice
- If you are using starting wealth, you have 4d4 x 10 in funds.
|3rd||+2||5||Way of the Shape Feature|
|4th||+2||8||Ability Score Improvement|
|6th||+3||11||Way of the Shape Feature|
|8th||+3||15||Ability Score Improvement|
|10th||+4||16||Way of the Shape Feature|
|12th||+4||18||Ability Score Improvement|
|14th||+5||19||Way of the Shape Feature|
|16th||+5||21||Ability Score Improvement|
|19th||+6||23||Ability Score Improvement|
Starting at 1st level, choose three creatures that have a CR less or equal to half your Shape Changer level. You are not restricted to only creatures you have seen before. You may select more creatures as you level up in this class, as shown on the Shapechanger table. In addition, you may also replace one of your creatures for a different one, every time you complete a long rest. As an action, you may transform into one of your selected creatures. You can also transform into any creature not on your list, as long as you still follow CR restrictions and you have disadvantage on all attacks, ability checks, and saving throws. When you do this, you can choose whether your equipment melds into you, drops, or you are still wearing the equipment. You do not gain benefits from armor while melded. You may only wear armor if the creature could wear that armor. You may choose the higher AC if you have armor. You can still use your weapons you have if the creature can wield them. You may not transform into any specifc people (yet). You assume the Strength, Dexterity, and Constitution scores of the creature. If your Strength, Dexterity or Constitution is greater than the creature you are transformed into, you may add 2 to that ability score, likewise, if your score is 7 or more greater than theirs, you may add 4 instead of 2. You assume the Intelligence, Wisdom and Charisma scores of that creature if is it is higher than yours. All the features in this class that temporarily increase ability scores (except for ability score increase) have their bonuses and penalties persist through transformations and ignore the 20 score cap. You also assume its size, hit points, traits, actions, legendary actions, AC (not counting armor), skills, speed, type, languages, vulnerabilities, immunities, resistances, proficiencies, senses and replace your own with theirs. You do not receive any Lair actions. You do not receive the items (if any) of the creature. You may use another action to transform into a different form or back to your original form. Any damage taken in one form carries over to the next whenever you change form. If you fall below 1 hit point as result, you instead fall unconscious for 1d4 hours with 1 hit point You may still use your class features while transformed. You can stay transformed indefinitely. If you die while transformed, you are dead. Every time you transform, there is a chance something might go wrong. Immediately after transforming, roll a d20. See the table for effects.
|1||The transformation doesn't work and you may not attempt to transform again for 1d4 hours|
|2||The transformation doesn't work and you may not attempt to transform again for 1d4 minutes|
|3||You may not attempt to transform again for 1d4 days|
|4||You may not attempt to transform again for 1d4 hours|
|5||You transform into a random monster chosen by the DM and you may not attempt to transform again for 1d4 hours|
|6-10||You may not attempt to transform for 1d4 minutes|
You don't have to roll on the table if you are transforming into a creature whose CR is less than or equal to 1/4 of your Shapechanger level or transforming back to your original form.
At 2nd level, you have mastered your transformation to a degree that you can temporarily change your physique to the way your want it. You may use a bonus action while not transformed to increase your Strength, Dexterity or Constitution score by your Intelligence modifier for 20 minutes. You may not use this feature again until you have completed a long rest.
Way of the Shape
Ability Score Increase
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.
At 5rd level, you may spend 1 minute to transform an object within 5 feet of you smaller than a 1 by 1 foot cube into another object of similar size. At 8th level, this cube increases to 2 by 2 and again at 16th level to 3 by 3. The new object must be within 5g value of the original object. At 9th level, this increases to 15g, and again at 17th level to 25g. At 19th level, you may use an action instead of spending one minute. After you use this feature, you may not use it again until you complete a short or long rest.
At 7th level, when you finish a long rest, choose an ability score. Until you complete another long rest, that ability score is increased by 2, even if you are transformed.
At 9th level, you may take on the power of an element to aid you in battle. You spellcasting ability for these is Intelligence. You may gain one of the following effects for 120 seconds:
- Water Beast
You gain a swimming speed equal to your walking speed. Also, you may cast Control Water at will. You have advantage on all stealth checks if you are underwater. You gain resistance to acid and poison damage.
- Tree Beast
You regain hit points equal to your Constitution modifier at the start of each of your turns. Your Wisdom increases by 2, but your Dexterity decreases by 4. Your AC increases to 17.
- Air Beast
You may cast Gust of Wind twice during the duration. You gain a flying speed of 60ft. You may cast Fog Cloud at will. Your Dexterity increases by 4, but your Strength decreases by 2.
- Earth Beast
You gain temporary hit points equal to 4 times your Shape Changer level + your Constitution modifier. You gain resistance to fire, cold, and lightning damage. You gain vulnerability against thunder damage. You also become one additional size larger. Your Dexterity decreases by 6. You also deal double damage to building and other structures.
- Frost Beast
You gain immunity to cold damage. Your AC increases to 17. You can cast Ray of Frost at will. You have the effects of Sleet Storm centered on you.
- Stone Beast
You gain temporary hit points equal to 2 times your Shape Changer level + your Constitution modifier. Your AC increases to 18. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage. You can gain the effects of Meld into Stone at will. Your dexterity decreses by 4.
- Fire Beast
You can cast Firebolt and Burning Hands at will. You can cast Fireball twice during the duration. Any creature that enters or starts its turn in a 5 foot radius of you takes 2d4 + your Dexterity modifier fire damage. Your Dexterity increases by 2. You gain a flying speed of 20 feet. You become immune to fire damage and heat effects, but you become vulnerable to cold damage.
- Storm Beast
You may cast Shocking Grasp and Thunderwave at will. You may cast Lightning Bolt twice during the duration. Your Dexterity increases by 2. You gain a flying speed of 40 feet.
- Iron Beast
You gain resistance to nonmagical bludgeoning, piercing and slashing damage. Your AC increases to 20.
- Shadow Beast
You gain vulnerability to all damage. In the dark, you have +10 to stealth checks and you can cast Misty Step at will. You constantly have the effects of Blur on you. You can cast Darkness twice during the duration. Your Dexterity increases by 4, your Charisma increases by 2.
- Ferocious Beast
You also gain temporary hit points equal to 2 times your Shape Changer level + your Constitution modifier. Your unarmed strikes now deal 1d10 slashing damage. You may use an attack action to swing your tail, dealing 1d12 bludgeoning damage and the target must succeed a Strength saving throw (DC = 10 + your proficiency bonus + your Strength modifier) or be knocked prone. Your movement speed increases by 15 feet. Your Strength and Dexterity increase by 2. You may not wield weapons in this form.
You also become one size larger regardless of the element. You can't use any armor in these forms. After using this feature, you may not use it again until you finish a long rest.
At 11th level, you may use an action to reduce 2 of a target’s ability scores by half your intelligence modifier and you gain the same amount to those scores for 1 hour. The target must be within 5 feet of you. When you use this feature, you may not use it again until you have completed a long rest.
At 13th level, you add your intelligence modifier to the maximum CR of the creature you can transform into with Basic Transformation. At 19th level, you may add double your intelligence modifier instead. If you do, you may only stay in that form for 10 minutes before reverting back to your original form, collapsing from exhaustion, becoming unconscious for 1d4 hours, and you can't use this feature again until you finish a long rest. If you end the effect early by transform into something else, you still collapse unconscious for 1d4 hours.
At 15th level, you can spend an action make a number temporary duplicates of yourself up to your intelligence modifier, each one having hit points equal to your Constitution modifier (minimum of 1). These clones cannot attack. They also mirror your actions. The duplicates’ AC are equal to yours. You can control them without expending an action. It takes a successful investigation check (DC = 8 + proficiency bonus + intelligence modifier) to distinguish between you and your clones. After using this trait, you may not use it again until you complete a short or long rest.
At 17th level, you gain the effect of Clone up to once a week. When using it this way, you may only have 1 clone at a time and the clone only takes 30 days to mature.
At 18th level, you can take the shape of any specific people. If you wish to transform into a player character, treat their level as if it were their CR.
At 20th level, you may transform into your most pristine state, becoming a very powerful being. Once, and regaining the ability to do so after finishing a long rest, you may choose to become a powerful creature for 60 seconds as an action. When in this form, you are resistant to all nonmagical bludgeoning, piercing, and slashing attacks. If you are already resistant, you gain immunity instead. You also gain temporary hit points equal to your Constitution modifier times 5. All your attacks are considered magical. In addition, all your attacks deal an additional damage equal to your intelligence modifier. You are immune to being frightened or charmed. When the effect ends, you gain 1 level of exhaustion. You may not use this feature while your Elemental Transformation feature is in effect, or vice versa.
Way of Design
This way is focused on to what precision and order you can form things.
- Ability Enhancement
At 3rd level when you choose this Way, you may gain one of the effects of' enhance ability for 30 minutes as a bonus action. Once you use this feature, you cannot use it again until you have completed a long rest.
- Change Physique
At 6th level, as an action you may gain one of the effects of Alter Self until you complete long rest or until dismissed as a bonus action. You can only have one effect active at a time. After dismissing the effect you may not use this trait again for 1 minute. You cannot change the effect without dismissing and using this feature again.
- Wispy Shape
At 10th level, as an action you may become wispy ghost for up to 10 minutes, gaining the effects of gaseous form. After transforming back, you may not use this trait again until you complete a short or long rest.
- Mind Scuplter
As an action, you may touch one creature with 5 feet of you, either to empower or wreak havoc on its mind. The target makes a Intelligence saving throw, (DC = 8 + your proficiency bonus + your Intelligence modifier). You may either impose advantage or disadvantage on this roll. If the target succeeds the saving throw, they get +2 to all Intelligence, Wisdom, and Charisma saving throws and ability checks and resistance to psychic damage for 1d4 hours. If they fail the saving throw, they take 6d12 psychic damage and are stunned for 1 round. When you use this feature, you make not use it again until you complete a long rest.
Way of Power
This way is focused on raw force and trying to change into the strongest possible form.
- Energy Enhancement
At 3rd level when you choose this way, as a bonus action you gain the effects of Haste, Fly, Barkskin or Jump. With Jump this way, the effect is increased to times 10 jump height. With Fly this way, the effect is increased to a flying speed of 120 feet. If you already have a flying speed, your flying speed is instead increased by 180 feet. The effect lasts for 120 seconds. After using this feature, you may not use it again until you have completed a long rest.
- Power Shift
At 6th level, as an action you may increase one of your ability scores by 1d6 and decrease another random ability score by the same amount. If this would reduce you to below 1 hit point, you instead fall unconscious for 1d4 hours with 1 hit point. This lasts until you complete a short or long rest. If you dismiss the effect, you may not use it again until you complete a short or long rest.
- Stone Shape
At 10th level, you can use an action to surround yourself in a stony covering. For 30 minutes, your base walking speed is decreased by 20, you have disadvantage on all Dexterity saving throws and attacks, you get a -4 Dexterity penalty, gain advantage on all Constitution saving throws, gain resistance to nonmagical bludgeoning, piercing, and slashing damage, your weight is multiplied by 20, and your minimum AC becomes 18.
- Unholy Regeneration
At 14th level, your body shifts and twists back together, recovering from significant of harm. In a short or long rest, your body heals all minor injuries, including growing back small body parts (i.e. toes, fingers, hands, feet, ears). For larger body parts (i.e. arms, legs) you need to have your severed part. Though, your body cannot replace a significant amount of lost blood. In addition, you may use a bonus action if you are under 70 percent of your maximum hit points to regain 1d4 + your Constitution modifier hit points.
Prerequisites. To qualify for multiclassing into the shapechanger class, you must meet these prerequisites: 13 Intelligence
Proficiencies. When you multiclass into the shapechanger class, you gain the following proficiencies: Simple Weapons, Light Armor, Medium Armor