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View Full Version : D&D 5e/Next Shapeshifter - Base Class



Quintus Vorenus
2016-10-09, 10:15 PM
https://upload.wikimedia.org/wikipedia/commons/thumb/1/14/Vasnetsov_Frog_Princess.jpg/800px-Vasnetsov_Frog_Princess.jpg


A frog changes into a princess in the painting Tsarevna Frog ("The Frog Princess")
Viktor Vasnetsov • Public domain

Shapeshifter:

A brute of a man corners an elven child in a dark alley. She shifts in to a middle age woman even before her claws slice through his throat . She smiles, by taking his form she and her companions would ensure the tyrant would die tonight.

Feeling a suden rush of fear from his companions the human ceases scouting and turns back to camp, only to find it surounded by orcs. He takes one moment to send a summons right before turning in to a panther. Soon a dozen panthers join him and together they leap in to the threy.

Thrown in to the arena the dwaff stumbles to his feet just as the gate opens. The crowd chears as the recently aquired exotic saurian creature spring's forth. The dwarf smiles, statisfied with his plan and content with the knowledge of a new shape, right before shifting and flying away.

Primal Magic:
Shapeshifters are inheritors of an ancient magic. It is a wellspring from which the druids draw only a few drops of power. It is a source of health and supernatural resilience that allows them to change their very shapes at a whim. However not all shifters are born with their source, some of them achive it by pact ou ritual, while others have it imposed upon them and only come to their power by the domination of a curse.

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

Proficiencies
Armor: Light armor.
Weapons: Simple Weapons.
Saving Throws: Strength, Constitution.
Skills: Choose three from Arcana, Animal Handling, Deception, Insight, Nature, Perception, Survival, and Stealth.

Level Proficiency Bonus Features

1st +2 Shifting Form, Shapeshift,
2nd +2 Changeling Way.
3rd +2
4th +2 Shapeshift improvement, Ability Score Improvement
5th +3 Extra Attack
6th +3 Changeling Way feature
7th +3
8th +3 Shapeshift improvement, Ability Score Improvement
9th +4
10th +4 Changeling Way feature
11th +4
12th +4 Ability Score Improvement
13th +5 Regeneration
14th +5 Changeling Way feature
15th +5 Master of Many Forms
16th +5 Ability Score Improvement
17th +6
18th +6 Changeling Way feature
19th +6 Ability Score Improvement
20th +6 Unending

Class Features:

Some of your features may require that your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Shapeshifter save DC = 8 + your proficiency bonus + your Constitution modifier

Shifting form:
Beguiling the first level a shapeshifter gains a pool of temporary hit points of 4+Con hit points per level. These hit points are regained after a long rest. Or half of them after a short rest.

Shapeshift:
Starting at 2nd level, if you have temporary hit points from Shifting Form, you can use your action to magically assume the shape of a beast you have knowledge of.

At the 6th level you can shapeshift as a bonus action.
At the 12th level you can shapeshift as a reaction once per long rest.

You cannot transform into a creature that has a Cr higher than your Shapeshifter level, . You must also obey the limitations on the Shifter Shape table.
At 2nd level, for example, you can transform into any beast, that has a challenge rating of 2 or lower that doesn’t have a flying or swimming speed.

Table: Shifter Shapes
Level Limitations
2nd No flying or swimming
4th No flying speed
8th No limitations

While you are transformed, the following rules apply:


• Your game statistics are replaced by the statistics of the creature, but you retain your alignment, personality, 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.

• Your natural weapons count as magical for the purpose of damage resistance.

• When you transform, you keep your Hit Dice. You revert if your Shifting Form hit points drop 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 creature's 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 GM 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.

Changeling Path
At 2nd level, you choose one a Changeling Path: the Path of the Dopellganger, the Path of the Pack, or the Path of the Apex Predator. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement
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.

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

Regeneration:
Starting at 13th level you may enter a state in which your body recuperates from injury very fast. Once per long rest you may use the regeneration spell on your self. This healing only applies to your temporary hit points from Shifting Form.

Master of Many Forms:
At 15th level the shapeshifter may use the Shapechange spell once per long rest.

Timeless Body:
Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Unending:
At 20th level, with reguard to its continuous effects, your always count as under the effect of your regeneration class ability.



Path of the Dopellganger:

Those of the path of the Dopellganger chose to specialize in infiltating, and imitating other creatures.

Take the Shape
At 2nd level those of the path of the Dopellganger may use the Alter Self spell at will.

Deceptive Guile
At 6th level those of the path of the Dopellganger becomes proficient in the Deception and Insight, if they already have them they may double their proficiency bonus instead.

Lie to the Mind
At the 10th level the shifter may use the Mindblank spell once per long rest, and may use the Detect Thoughts spell at will.

Master of Language
At the 14th level the Dopellganger may understand and speak any language he has heard.

Skinwalk
At the 18th level those of the Dopellganger may once per long rest move their fisical body into another creature. Otherwise this counts as a use of the magic jar spell.



Path of the Pack:

Those of the path of the pack know that nature's greatest strength is in numbers.

Animal Frend
At 2nd level, and every 4 levels thereafter, the pack shifter may use the animal frendship and speak with animals spell once per short rest.

Pride Tactics
At the 6th the pack shifter may use the Master of Tatics class feature just as a Mastermind Rogue.

Summon the Pride
At the 10th level level the shifter may use the conjure animals spell once per short rest.

Feel the Wind
At the 14th level the Pack Shifter can form an empathic link with up to five individuals. If the link is not consented the target may make a cha save, if he passes he is imune to this ability for 24 hours.

Shape the Pride
At the 18th level the pack shifter may once per long rest use the animal shapes spell.



Path of the Apex Predator

Shapeshifters of this path share a fascination with predators and a belief that true strength comes from being on the top of the food chain. They devote themselves to achieving the greatest power and proficiency with the shapes they take.

Predators Guile
At 2nd level, the shifter may use the cunning actions ability, just like a rogue would.

Shape Proficiency
At the 6th level the shifter becomes more proficient with the forms he takes. Thereafter he may add the difference between his and his form's proficiency bonus to all dependant abilities. He may also make an extra atack with a natural weapon by expending a bonus action.

Dire Shape
At the 10th level when the shifter shapeshifts may take an Dire Shape once per long rest, while he remains in this form he increases one size category, gaining +1 to ac and a progresion on his damage die.

Predator not Prey
At the 14th level the apex preadator attains such confidence in his position that he becomes immune to fear.

Apex Shapeshifter
At the 18th level the apex shifter gains a second use of the shapeshift spell, he may also add his shifting form temporary hit points to those of any form he assumes.

Surrealialis
2017-06-10, 10:44 AM
I like the bones of the class but feel the subclasses could be better. I don't like the prides spell like ability and focus on summoning. Seems counter to what the class focuses on attempting and more druid knock off.
The doppelganger is a cool idea but I also feel that the spell like abilities are strange for the class.

Quintus Vorenus
2017-11-22, 08:41 AM
I added the extra attack class feature as to give the class a small damage increase while not shapeshifted.

If anyone has any balance issues please share, any ideas that could help the class or subclasses feal more unique are welcome.