Steel beast (5e Class)

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Creating a Steel Shifter[edit]

Quick Build

You can make a <!-Steel Shifter-> quickly by following these suggestions. First, <!-Strength-> should be your highest ability score, followed by <!-constitution->. Second, choose the <!-background name-> background.

Class Features

As a Steel Shifter you gain the following class features.

Hit Points

Hit Dice: 1d8 per Steel Shifter level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Steel Shifter level after 1st


Armor: All Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: Tinker's Tools, Vehicles
Saving Throws:
Skills: Choose two from Arcana, History, Investigation, Perception, Slight of hand, Survival


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

  • (a) Explorer's pack or (b) Scholar's pack
  • (a) a martial weapon and shield or (b) two martial weapons
  • (a) hain Mail or (b) Studded leather and a longbow with 30 arrows

Table: The Steel Shifter

Level Proficiency
Features Shifts recharges
1st +2 Fighting style 0 0
2nd +2 Shifting and recharges 1 1
3rd +2 Augmentations 1 1
4th +2 Ability Score Improvement, Shifting improvement 2 1
5th +3 Extra Attack 3 2
6th +3 Shifting improvment 3 2
7th +3 Shifting modifications 4 2
8th +3 Ability Score Improvement, Shifting improvement 4 2
9th +4 Augmentations 5 2
10th +4 Sturdy 5 3
11th +4 Extra attack 6 3
12th +4 Ability Score Improvement, Shifting improvment 7 3
13th +5 7 3
14th +5 Ability score improvement 8 3
15th +5 Sturdier 8 4
16th +5 Ability Score Improvement, [ 9 4
17th +6 Extra Attack 10 4
18th +6 10 4
19th +6 Ability Score Improvement, [ 11 4
20th +6 Shifting improvement 12 5

Fighting style[edit]

At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.


While you are wearing armor, you gain a +1 bonus to AC.


When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.


When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting[edit]

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Shifting an Recharges[edit]

at 2nd level you can use your action to assume the shape of a metallic beast you can stay in this form for a number of minutes equal to your constitution mod (min 1). in order to change your form you must use your Shifts. your Shift will allow you to change into a creature whose CR is equal to the number of Shifts expended (E.g using 1 Shift=CR 1, using 3 Shifts=CR 3). Every long or short rest you gain a number of recharges shown on the table you can use a recharge to regain a number of shift equal to your constitution modifier (min 1).


you are becoming one with the machines you can choose one augmentation at 3rd level and one more at 9th


your fingers are tipped with extremely sharp claws your unarmed strikes deal 1d4+strength slashing

night vision[edit]

you gain 60ft of dark vision for 10 minutes if you already have dark vision it is increased to 120ft you can do this a number of times equal to your constitution modifier per long or short rest

Nano repair[edit]

gain temporary hit points equal to twice your level you can do this a number of times equal to you constitution modifier per long or short rest


you can add you constitution to any unarmed or improvised weapon attacks damage

displacement pads[edit]

you can move half your movement speed over any light thin or narrow surfaces that could not bear your weight finishing your movement on these surfaces imposes the normal conditions

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.

Shifting improvement[edit]

when you reach 4th level you can free shift into creatures that are CR 1/4 or lower and you max time is twice your constitution modifier (min 4 minutes). this increases to CR 1/2 and half an hour at level 8, CR 1 and 1 hour at level 12, CR 2 and 8 hours at level 16, CR 3 and forever at 20th

Shifting modification[edit]

At 7th level you can use a number of your shifts when shifting to apply modifications to your beast form


(1)Choose acid, fire, lightning, radiant, necrotic, or thunder damage your beast form is resistant to this type of damage


(x)You can use a number of shifts to double the max time you can stay in your beast form

Integrated weapon[edit]

(3)You can use 3 shifts to have a force cannon on your beast this cannon deals 1d10+strength force damage and has a range of 20/120 it takes a single action to fire


(1)Choose acid, fire, lightning, radiant, necrotic your beasts attacks now deal that type of damage

Advanced alloy[edit]

(x) Use a number of shift to increase your beast AC and HP. each Shift adds +1 AC and +10 HP


(2) The shield grants a +2 to your beasts AC and can be used with the Protector fighting style


At 10th level when you are reduced to 0 hit points but are not killed outright you can choose to remain at 1 hit point. once you have used this ability you cant use it until you have taken a long rest. when you reach 15th level if you choose to remain at 1 hit point you can shift into a creature of CR 1 or less as a reaction.

<!-Class Option 1->[edit]


Prerequisites. To qualify for multiclassing into the Steel Shifter class, you must meet these prerequisites: Constitution 16

Proficiencies. When you multiclass into the Steel Shifter class, you gain the following proficiencies:

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