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



JNAProductions
2019-10-07, 04:48 PM
HIT POINTS
Hit Dice: 1d10
Hit Points at 1st Level: 10+Constitution Modifier
Hit Points at Higher Levels: 1d10 (6)+Constitution Modifier

PROFICIENCIES
Armor: Light and Medium Armor
Weapons: Simple Weapons
Tools: None

Saving Throws: Constitution and Charisma
Skills: Choose three from Athletics, Acrobatics, Stealth, History, Nature, Animal Handling, Insight, Perception, and Survival

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Any two weapons you are proficient in, with two copies (if thrown) or twenty pieces of ammo (if using ammo)
-(a) Leather Armor or (b) Scale Mail
-Any one simple weapon
-Any one pack

Shapeshifter


Level
Proficiency Bonus
Features
Max CR


1st
+2
Shapeshifting, Shifter's Defense
1/4


2nd
+2
Archetype
1/4


3rd
+2
Spellcasting
1/2


4th
+2
Ability Score Improvement
1/2


5th
+3
Improved Shifting
1


6th
+3
Magical Strikes, Archetype Feature
1


7th
+3
Thousand Forms
2


8th
+3
Ability Score Improvement
2


9th
+4
Combat Healing
3


10th
+4
Archetype Feature
3


11th
+4
Masterful Shifting
4


12th
+4
Ability Score Improvement
4


13th
+5
Self Form Improvement
5


14th
+5
Archetype Feature
5


15th
+5
Million Forms
6


16th
+5
Ability Score Improvement
6


17th
+6
Perfect Shapes
7


18th
+6
Chimeric Form
7


19th
+6
Ability Score Improvement
8


20th
+6
Archetype Feature
8



Shifter's Defense
Your AC may equal 10+your Dexterity modifier+your Constitution modifier. You may use a shield and maintain this benefit.

Shapeshifting
You may, as a bonus action, take the form of any beast with a CR equal to or less than the CR indicated on the table. Your mental stats remain the same, as do all proficiencies you possess. Equipment either melds into your form or is dropped in your space, your choice. Your HP is not affected by this transformation, but all other physical features are. When you transform, you may spend a number of hit dice up to your proficiency bonus. To cast a spell available to one of your forms, you must expend a spell slot of the same level-if you cannot, you cannot use that spell.

Archetype
At level two, you choose whether to study Aberrations, Dragons, Elementals, Fey, Monstrosities, or Plants. This grants features at levels two, six, ten, fourteen, and twenty.

Spellcasting
At level three, you gain spellcasting. Your casting stat is based on your subclass. You know all spells on your list, and prepare a number each day equal to half your levels in Shapeshifter plus your casting modifier. You have a number of spells per day equal to an Eldritch Knight or Arcane Trickster. At level three, you gain two cantrips, and an additional cantrip known at levels eleven and seventeen.

Ability Score Improvement
At levels four, eight, twelve, sixteen, and nineteen, you improve any one stat by two or any two stats by one, to a max of twenty.

Improved Shapes
At level five, when you use shapeshifting, you may improve the Strength, Dexterity, and Constitution of the form by a total of four points, with a max of two spent on any one stat. Ability scores may not be increased beyond 20 with this.

Magical Strikes
At level six, your natural attacks are considered magical.

Thousand Forms
At level seven, you may cast Alter Self at-will.

Combat Healing
At level nine, you may spend a spell slot as a bonus action, immediately regaining 1d8 HP per slot level plus your casting modifier.

Masterful Shapes
At level eleven, you may now improve the forms of your shapes by up to eight points, with a max of increasing any one stat by four. Ability scores may not be increased beyond 22 with this.

Self Form Improvement
At level thirteen, all hit dice you gain from Shapeshifter become d12s. This does apply retroactively.

Million Forms
At level fifteen, when you cast Alter Self on yourself via Thousand Forms, the duration is permanent, though you may dismiss it at any time.

Perfect Shapes
At level seventeen, you may improve the forms of your shapes by up to twelve points, with a max of increasing any one stat by six. Ability scores may not be increased beyond 24 with this.

Chimeric Form
You may assume any form of up to CR 2 of any Aberration, Dragon, Elemental, Fey, Monstosity, or Plant.

Aberrant Form
At level two, you may assume the form of Aberrations in addition to Beasts. Your spellcasting stat at level three is Intelligence.

Aberrant Mind
At level six, you gain resistance to Psychic damage.

Aberrant Body
At level ten, you no longer take extra damage from critical hits.

Fear The Unnatural
At level fourteen, you may cast Antipathy on yourself once per long rest. When cast with this feature, it has a duration of one minute (Concentration).

Aberrant Supreme
At level twenty, your Intelligence score increases by four, to a max of twenty four.
Dragon Form
At level two, you can take the form of Dragons, in addition to Beasts. Your spellcasting stat at level three is Charisma.

Elemental Resistance
At level six, you gain resistance to Acid, Cold, Fire, Lightning, or Thunder damage. You may change what you resist on a long rest,

Draconic Wings
At level ten, you gain wings that you may retract as a bonus action. While out, you have a fly speed equal to your land speed.

Improved Resistance
At level fourteen, you may now choose two elements instead of one.

Perfect Form
At level twenty, you gain plus two to all stats, to a max of twenty.
Elemental Form
At level two, you may now take the form of Elementals in addition to Beasts. Your casting stat is Wisdom.

Tough Form
At level six, you gain plus one HP per level in this class.

Swift Form
At level ten, you gain a 10' bonus to all speeds.

Resistant Form
At level fourteen, you gain resistance to any one type of damage. You may change what damage type you resist on a long rest.

Feature
At level twenty, you gain plus four to your Constitution, to a max of twenty four.
Fey Form
At level two, you may now take the formof Fey in addition to Beasts. Your spellcasting stat is Charisma.

Fey Mind
At level six, you gain advantage on saves against becoming Charmed or Frightened.

Fey Wings
At level ten, you gain wings that you may retract as a bonus action. While out, you have a fly speed equal to your land speed.

Fey Skin
At level fourteen, you reduce all damage from bludgeoning, piercing, and slashing damage by an amount equal to your Charisma modifier. This is bypassed if the weapon is magical or cold iron.

Fey Perfection
At level twenty, your Charisma increases by four, to a max of twenty four.
Monstrous Form
At level two, you may take the form of Monstrosities in addition to Beasts. Your spellcasting stat is Intelligence.

Monstrous Body
At level six, you gain one additional HP per level in this class.

Monstrous Resilience
At level ten, you may, once per short rest, gain advantage on a save without spending an action.

Monstrous legs
At level fourteen, you gaina 10' bonus to your land speed.

Monstrous Perfection
At level twenty, you gain plus two to Strength, Dexterity, and Constitution, to a max of twenty two.
Plant Form
At level two, you may take the form of Plants in addition to Beasts. Your casting stat is Wisdom.

Plant resilience
At level six, you no longer take extra damage from critical hits.

Barky Body
At level ten, you gain an additional HP per level in this class.

Plant Affinity
At level fourteen, any plant creature that approaches within 60' of you must immediately make a Wisdom save equal to your spellcasting DC, becoming Charmed by you on a failed save. The Charm ends if you harm the plant. Once the effect is saved from or ends on a creature, it is immune to it until they complete a short rest.

Plant Wisdom
At level twenty, you gain plus four to your Wisdom score, to a max of twenty four.

Blade Ward
ControL Flames
Create Bonfire
Druidcraft
Frostbite
Guidance
Infestation
Light
Mold Earth
Poison Spray
Primal Savagery
Resistance
Thorn Whip
Animal Friendship
Bane
Beast Bond
Compelled Duel
Create Or Destroy Water
Cure Wounds
Detect Poison And Disease
Earth Tremor
Ensnaring Strike
Expeditious Retreat
False Life
Fog Cloud
Goodberry
Grease
Heroism
Longstrider
Purify Food And Drink
Sleep
Aid
Barkskin
Beast Sense
Blindness/Deafness
Darkvision
Earthbind
Enhance Ability
Enlarge/Reduce
Gust Of Wind
Invisibility
Lesser Restoration
Locate Animals Or Plants
Maximillian Earthen Grasp
Moonbeam
Pass Without Trace
Protection From Poison
Spider Climb
Aura Of Vitality
Catnap
Conjure Animals
Create Food And Water
Daylight
Erupting Earth
Feign Death
Gaseous Form
Haste
Life Transference
Meld Into Stone
Plant Growth
Protection From Energy
Revivify
Sleet Storm
Slow
Speak With Plants
Tidal Wave
Tongues
Vampiric Touch
Water Breathing
Water Walk
Aura Of Life
Aura Of Purity
Blight
Charm Monster
Conjure Woodland Beings
Control Water
Death Ward
Dominate Beast
Elemental Bane
Fire Shield
Freedom Of Movement
Giant Insect
Grasping Vine
Guardian Of Nature
Polymorph


Not feeling the best on the subclasses, but hopefully the class is reasonably balanced, or at least compelte enough for critique.

JNAProductions
2021-11-13, 11:15 AM
Reopening this class for critique, as I might want to use it.

clash
2021-11-13, 12:17 PM
This class is very flavorful and I think it would play well to the theme. Most of the abilities seem fine. The cr seems roughly level appropriate.

Do any of the creature stat blocks get adjusted for your proficiency bonus or do you play them as is?

I think the ability points added on top the forms might be too much. Particularly given that you can raise stats beyond 20 easily achieving over 30 in the primary attack stat. I would keep the number of points lower and enforce a cap on the adjusted stats

JNAProductions
2021-11-13, 12:43 PM
This class is very flavorful and I think it would play well to the theme. Most of the abilities seem fine. The cr seems roughly level appropriate.

Do any of the creature stat blocks get adjusted for your proficiency bonus or do you play them as is?

I think the ability points added on top the forms might be too much. Particularly given that you can raise stats beyond 20 easily achieving over 30 in the primary attack stat. I would keep the number of points lower and enforce a cap on the adjusted stats

You keep your own Proficiency bonus.

Added stat caps of 20, 22, and 24 for your bonuses. Note that if a form natively has a higher score, you keep that.

clash
2021-11-13, 12:54 PM
You keep your own Proficiency bonus.

Added stat caps of 20, 22, and 24 for your bonuses. Note that if a form natively has a higher score, you keep that.

That looks reasonable to me