Shapeshifter (5e Class)

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Shapeshifters[edit]

Shapeshifters can be the result of many different events. Some gained their powers supernaturally, or through the help of the gods. Others are the offspring of a doppelganger and another race (human, dwarf, etc). Their true form is that of an existing race based on their non-doppelganger parent or what race they were before they became a shapeshifter. Most shapeshifters are seen as more monstrous beings than humanoid and in many cities openly transforming without an excuse leads to your hunting down.

Creating a Shapeshifter[edit]

Why did you choose to become a shapeshifter if you were not born of a doppelganger? What was goal in obtaining these powers, is it to become strong, trick others, hide your identity, or some other reason? Shapeshifters usually try to blend into society and try not to show their powers, but will you openly show your powers or hide them? Finally, what you do with your powers is the question.

Quick Build

You can make a shapeshifter quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution then Dexterity. Second, choose the Entertainer background.

Class Features

As a Shapeshifter you gain the following class features.

Hit Points

Hit Dice: 1d6 per Shapeshifter level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Shapeshifter level after 1st

Proficiencies

Armor: Light armor and medium armor
Weapons: Simple melee weapons
Tools: One type of artisan's tools
Saving Throws: Charisma, Dexterity
Skills: Deception and pick 2 from Acrobatics, Animal Handling, History Intimidation, Medicine, Performance, Persuasion, Sleight of Hand, Survival, and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Shapeshifter

Level Proficiency
Bonus
Features Number of Shapeshifting
Creatures
Maximum CR
1st +2 Shapeshift 3 1/4
2nd +2 Unusual Anatomy 4 1
3rd +2 Way of The Shifter 5 1
4th +2 Ability Score Improvement 6 1
5th +3 Elusive 7 2
6th +3 Imbued Strikes 8 2
7th +3 Way of the Shifter feature 9 3
8th +3 Ability Score Improvement 10 3
9th +4 Resilient Body 11 4
10th +4 Way of the Shifter feature 12 4
11th +4 Shifter 13 5
12th +4 Ability Score Improvement 14 5
13th +5 Instincts 15 6
14th +5 Way of the Shifter feature 16 6
15th +5 Enhanced Senses 17 7
16th +5 Ability Score Improvement 18 7
17th +6 Sleepless 19 8
18th +6 Way of the Shifter feature 20 8
19th +6 Ability Score Improvement 21 9
20th +6 Unlimited Lesser Shapeshift, Shifter Improvement 22 9

Shapeshift[edit]

At 1st level, you are able to use your action to shapeshift from your original or true form into a known transformation that is not an undead or construct chosen when you level up based on the Shapeshifter table. You start with 3 known CR 1/4 or less transformations, and when you gain a level in this class, you may choose an additional creature to transform into that's CR is less than or equal to the CR stated in the Maximum CR column.

While shapeshifted, you gain none of the benefits of your equipment and cannot cast your know spells or any spells known by the transformed creature. You gain the movement methods, saving throw bonuses, speeds, reach, and all other special qualities or actions of the chosen form besides their spells. You learn none of the languages the creatures knows and can only speak the languages you know if the creature you transformed into can speak. You retain your personality and alignment as well as your Wisdom, Charisma, and Intelligence score if it is higher than the creature's scores. You cannot take legendary actions, lair actions, or legendary resistances of any creature you shapeshift into.

If your shapeshifted form is reduced to 0 hit points, you return to your true form and are knocked prone without taking any damage on your true form. While shapeshifted, you may also revert to your true form as an action.

You may shapeshift a number of times equal to half of your Charisma modifier(minimum 1) rounded up and you regain all uses of this feature after you finish a short or long rest.

You can only be shapeshifted in one form for your proficiency bonus number of hours.

Unusual Anatomy[edit]

At 2nd level, you have advantage on saving throws against poison, and you have resistance against poison damage and psychic damage.

Way of The Shifter[edit]

At 3rd level, you may choose a Way of The Shifter path out of the following: Conformer or Abnormality, both detailed at the end of the class description. Your subclass choice grants you features at 3rd level and again at levels 7th, 10th, 14th, and 18th.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.

Elusive[edit]

At 5th level, when you fail a saving throw, you can reroll it. If you do so, you must use the new roll. Once you use this feature, you can not use it again until after you finish a long rest.

Imbued Strikes[edit]

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Resilient Body[edit]

At 9th level, your form has become ever more resilient to outside influences. You become immune to any spell or effect that would alter your form against your will and you gain proficiency with Constitution saving throws. If you already have this proficiency, you instead gain proficiency in Strength saving throws.

Shifter[edit]

At 11th level, choose a CR 2 or below creature that you can shapeshift into. You can shapeshift into that creature once. You may change this chosen creature to another CR 4 or below creature of your choice when you reach 20th level. Once you use this feature, you can not use it again until you finish a short or long rest.

Instincts[edit]

At 13th level, you gain proficiency in the Survival skill, if you already have proficiency in it, you can double your proficiency bonus.

Enhanced Senses[edit]

At 15th level, you gain a blindsight of 10ft and can see through magical darkness and mist.

Sleepless[edit]

At 17th level, you may sleep for only 4 hours to gain the benefits of a long rest. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you already have a trait that provides this benefit, reduce the time needed to gain a long rest to 2 hours.

Unlimited Lesser Shapeshift[edit]

At 20th level, you gain the ability to shapeshift into any creature with a CR of 3 or less for as long as you want.

Conformer[edit]

Conformers tend to be the type of individuals who wish to blend in with society, rather than sticking out. Those who choose to become Conformers know that they are many other ways to resolve conflicts beside combat, but should things go south, they will be ready to fight.

Imposter[edit]

Beginning at 3rd level, you may use your Shapeshift feature to shapeshift into any humanoid whose CR is less than or equal to the maximum CR listed for your level in the CR of Shapeshifting Creatures column of the Shapeshifter table. Also, while you are transformed into a humanoid creature, as an action, you can change your appearance to that of a different individual of that creature's race, changing things such as height, hair, scars, color, ect. Your changed appearance has no impact on the shapeshifted creature's actual stats.

Battle Ready[edit]

By 7th level, you have learned that you should always be ready for battle, regardless of circumstances. When you enter combat, your body instantly responds to your battle urges releasing a heavy dose of adrenaline into your system. After rolling your Initiative roll, you gain temporary hit points equal to half your shapeshifter level + your Constitution modifier. If you are the first to be targeted, the first melee or ranged attack made against you has disadvantage.

Multilingual[edit]

Beginning at 10th level, you may cast the tongues or message spells, even while shapeshifted. These spells do not need material, verbal, or somatic components to be cast. This feature can be used a number of times equal to half your Charisma modifier, and you regain all uses of this feature upon finishing a short or long rest.

Diversify[edit]

At 14th level, and again at 16th, 18th, and 20th level, you may replace a known creature transformation and replace it with another creature with a CR less than or equal to your Maximum CR of Shapeshifted Creatures.

Master Shapeshifter[edit]

At 18th level, you have finally mastered the art of transforming. While shapeshifted, you may use your Shapeshift feature to shapeshift into another creature as long as that new creature's creature type is the same as your previous transformations. You gain all of the stats of the new creature when you transform in this way.

Abnormality[edit]

Abnormality shapeshifters are those that embrace shapeshifting to the fullest. These individuals have no qualms about staying shapeshifter for indefinite periods of time and seek to make their shapeshifted forms as powerful as possible by augmenting them with various mutations.

Preferred Transformation[edit]

At 3rd level, you may select a preferred creature of CR 1/4 or lower to transform into as an action for as long as you want. When you reach 7th level, you may select a new CR 1/2 or lower creature to be your preferred transformation. You may select a new preferred creature with a higher CR again when you reach 10th level (CR 1), 14th level (CR 3), 18th level (CR 4), and 20th level (CR 6).

Partial Transformation[edit]

Beginning at 7th level, you gain access to a partial transformation in your true form(untransformed form). You may only have one partial transformation at any time and it requires an action to change partial transformations.

  • Claws. Your unarmed strikes now deal 1d10 slashing damage.
  • Long Legs. Your walking speed is increased by 10 feet.
  • Large Arms. Your unarmed strikes now deal 1d10 bludgeoning damage.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Gills. You can now breath underwater.

Mutation[edit]

At 10th level, you may choose one mutation. Your choice of mutation grants you various benefits which get more powerful as you gain shapeshifter levels, but you only gain the benefits of the Mutation feature while you are shapeshifted. You gain additional mutations at levels 14 and 18, but you may not choose the same mutation twice.

  • Enhanced Breathing: you can breathe underwater and your base walking speed increases by 5 feet. At 14th level, you no longer need to breath. At 18th level, your base walking speed increases to 10 feet.
  • Dense Hide: your AC goes up by +1. At 18th level, this changes to +2.
  • Toughened Weapons: your unarmed strikes do an additional 1d4 damage based on what damage your unarmed strikes deal. At 14th level, all your melee attacks now deal an additional 1d6 damage, and at 18th level this damage changes to 1d8.
  • Evolved: You gain a +1 bonus to all saving throws, and at 18th level this changes to +2.
  • Versatile: You gain an additional creature to shapeshift into at levels 10, 14, and 18.

Multiclassing[edit]

Requires shapeshifting to be gifted by magic, the gods, supernaturally, or a shapeshifting creature gives you their blood.

Prerequisites. To qualify for multiclassing into the shapeshifter class, you must meet these prerequisites: Charisma 15 and Constitution 13.

Proficiencies. When you multiclass into the shapeshifter class, you gain the following proficiencies: light armor, medium armor, and simple weapons.



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