Skinwalker (5e Class)

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Skinwalker[edit]

Creating a Skinwalker[edit]

Quick Build

You can make a Skinwalker quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. 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, Intelligence
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.

Table: The Skinwalker

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, Pelt Transformation Improvement CR 1 (2 hours) 3 4 3
5th +3 Extra Attack 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[edit]

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 Intelligence 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 Intelligence 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 Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier

Spell attack modifier= your proficiency bonus + your Intelligence 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[edit]

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[edit]

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[edit]

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[edit]

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.


Pelt Transformation Improvement[edit]

As witches and shamen you have learned to use pelts of animals to impower your transformations, starting at level 4.

Pelt Of The Wolf - This pelt allows your movement speed to be increased by 10ft

Pelt Of The Goat - This pelt allows any attack to either push or pull a target by 5ft (DC is your spell save)

Pelt Of The Sheep - This pelt increases your AC by 1+

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Beast Shapes[edit]

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[edit]

At 20th level, you can use your Wild Shape an unlimited number of times.

Favored Form[edit]

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[edit]

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, you gain the ability to twist your wild shape and enter an unnatural, monstrous form. One that defies the natural order in ways that can't fully be understood. As a bonus action you can expend a use of your wild shape to enter this unholy state, Wwile in this unnatural form:

  • You gain resistance to bludgeoning, piercing, and slashing damage from all sources but silvered weapons.
  • You lose the ability to concentrate on spells, but retain the ability to cast them
  • You gain advantage on strength checks and saving throws

Your Form of the Beast lasts for the same duration as your wildshapes would. You may enter your Form of The Beast while wildshaped, or wildshape while in your Form of The Beast, but you must expend uses of the wild shape for each bonus action respectively.

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 9th 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 13th 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 17th 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[edit]

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[edit]

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.


Skinwalker Spell List[edit]

You know all of the spells on the basic Skinwalker spell list.

Cantrips

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

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

8th Level

9th Level

Multiclassing[edit]

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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