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View Full Version : D&D 5e/Next Shapeshifter Mk II: Shape Harder



JNAProductions
2022-06-06, 01:54 AM
HIT POINTS
Hit Dice: 1d12
Hit Points at 1st Level: 12+Constitution Modifier
Hit Points at Higher Levels: 1d12 (7)+Constitution Modifier

PROFICIENCIES
Armor: None
Weapons: All 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)
-Any one simple weapon
-Any one pack

Shapeshifter






—Spell Slots per Spell Level—


Level
Proficiency Bonus
Features
Max CR
Cantrips
1st
2nd
3rd
4th
5th


1st
+2
Shapeshifting, Natural Defense
1/4
—
—
—
—
—
—


2nd
+2
Spellcasting
1/2
3
2
—
—
—
—


3rd
+2
Archetype
1
3
3
—
—
—
—


4th
+2
Ability Score Improvement
1
3
3
—
—
—
—


5th
+3
Extra Attack, Beast Spells
2
4
4
2
—
—
—


6th
+3
Improved Shapes, Primal Strike
2
4
4
2
—
—
—


7th
+3
Archetype Feature
3
4
4
3
—
—
—


8th
+3
Ability Score Improvement
3
4
4
3
—
—
—


9th
+4
Thousand Forms
4
4
4
3
2
—
—


10th
+4
Archetype Feature
4
4
4
3
2
—
—


11th
+4
Masterful Shapes
5
5
4
3
3
—
—


12th
+4
Ability Score Improvement
5
5
4
3
3
—
—


13th
+5
Self Form Improvement
6
5
4
3
3
1
—


14th
+5
Ten Thousand Forms
6
5
4
3
3
1
—


15th
+5
Archetype Feature
7
5
4
3
3
2
—


16th
+5
Ability Score Improvement
7
5
4
3
3
2
—


17th
+6
Perfect Shapes
8
6
4
3
3
3
1


18th
+6
Million Forms
8
6
4
3
3
3
1


19th
+6
Ability Score Improvement
9
6
4
3
3
3
2


20th
+6
Chimeric Form
9
6
4
3
3
3
2



Natural Defense
Your AC may equal 10+your Dexterity Modifier+your Constitution Modifier.

As written, you can use shields and even wear armor while benefiting from this. This is intentional-you lack the native proficiency, and even if you gain armor proficiency from elsewhere, you're still only gaining +2 to AC from a shield. It's SLIGHTLY better than a Barbarian's Unarmored Defense, since you can wear armor and still benefit... But unless you gain proficiency in that armor, you're still screwed. :P

Shapeshifting
As a bonus action, you can take the form of a Beast who's CR is no greater than the maximum CR indicated on the table for your level. You retain your Intelligence, Wisdom, and Charisma scores, as well as all proficiencies you normally possess. Your equipment either melds into the new form or drops on the ground in your space, unless the new form is capable of wearing/wielding the equipment. In that case, it may either meld in, or be worn/wielded as appropriate. Your HP total is not affected by your transformation (even if your Constitution score changes), but all other physical characteristics are replaced.

Some forms may have innate spellcasting. In order to use any spell available to a form you take, you must expend your own spell slot of the appropriate level or greater.

Finally, you may freely alter your own personal cosmetic details, within the normal limits of your race.

The meat and potatoes of this class. Animals! Beasts! Shapechanging! This is what you'll be doing often. It's a handy feature for sure-especially since it DOES allow flight from level 1. Though only as pretty weak forms.

I could see it as tempting for a one-level dip, to snag utility Wild Shape type bonuses and maybe a small AC boost. But I don't think this class is worth dipping before level 5 for the benefits it gives-though hopefully it should be worth taking to level 5 in its own right.

Spellcasting
At level two, you gain spellcasting. Charisma is your spellcasting ability, and you may prepare a number of spells per day equal to half your Shapeshifter levels plus your Charisma modifier. You may use any magical focus for your spells. The spell list is below.

Casting. Half-casting to be precise. Similar to Paladins and Rangers with the Cantrip Fighting Style.

Archetype
At level three, choose which forms you wish to specialize in. You may choose from Aberrations, Dragons, Elementals, Fey, or Monstrosities. This grants you features at levels three, seven, ten, and fifteen.

Yes, not all types are here. That's intentional-I don't think Fiends or Celestials fit well.

Also Giants. Kinda wanted to squeeze 'em in somewhere, but not sure where, and they ain't worth a whole archetype on their own, I think.

Ability Score Improvement
At levels four, eight, twelve, sixteen, and nineteen, you may improve any one ability score by two points, or any two ability scores by one point. You may not exceed your normal maximum with these improvements.

Usual levels, usual deal.

Extra Attack
At level five, you may attack twice, rather than once, when you take the Attack action on your turn.

Usual level, usual deal.

Beast Spells
Also at level five, you may cast Shapeshifter spells while in a form that cannot normally perform somatic and verbal components. You must still provide the components, however, they take the form of whatever is appropriate to your current body. You also must have the appropriate material components or focus melded in or wielded by your form.

This is something I'm a lil' iffy on. You still stand out casting spells, since the components are there, and you don't bypass materials for anything expensive. But... Is level five too early for this?

I don't THINK so-since I did limit it to your Shapeshifter spells ONLY. So even in gestalt or as a 15/5 multiclass, you ain't getting full casting out of this. But still.

Primal Strike
At level six, all your attacks made while shapeshifted are considered magical.

Pretty standard stuff here.

Improved Shapes
Also at level six, when you take on a new form, you may improve the Strength, Dexterity, and Constitution of the form by a total of four points. Ability scores may not be increased beyond twenty with this ability.

Beefs up forms slightly, to keep them competitive. Also allows a bit of customization.

Note: If a form inherently has a score higher than 20, it stays there.

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

Flavor mostly. Does give you a decent attack in base form, though.

Masterful Shapes
At level eleven, when you take on a new form, you may improve the Strength, Dexterity, and Constitution of the form by a total of eight points. Ability scores may not be increased beyond twenty two with this ability.

This is a big boost. Four points? Brings you up to snuff. Eight points, and maxing at 22? This is big stuff! But it's also a new tier.

Self Form Improvement
At level thirteen, you gain an additional thirteen HP. Each subsequent level in this class grants one extra HP.

Boring, but solid.

Ten Thousand Forms
At level fourteen, when you cast Alter Self using your Thousand Forms ability, you may apply the bonuses of the spell to your shapeshifted forms.

Really leaning into the shifter feel. Customization too.

Perfect Shapes
At level eleven, when you take on a new form, you may improve the Strength, Dexterity, and Constitution of the form by a total of twelve points. Ability scores may not be increased beyond twenty four with this ability.

The big boy. This is gonna make your forms GOOD. But this is also when full-casters get their ninths, so it feels right.

Million Forms
At level eighteen, when you cast Alter Self using your Thousand Forms ability, the duration is permanent and no longer needs concentration. It may be dismissed at any time, and you may freely change what modes you are using in the spell as a bonus action.

Mastery of body! You are now fully mutable.

Chimeric Form
At level twenty, you may take any form of CR 2 or less.

A capstone. A pretty potent one for shenanigans, not so much raw power.

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
Healing Word
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
Antilife Shell
Awaken
Cloudkill
Contagion
Enervation
Greater Restoration
Immolation
Insect Plague
Mass Cure Wounds
Reincarnate
Skill Empowerment
Tree Stride
Wall Of Stone
Wrath Of Nature


Aberrations

Aberrant Form
At level three, you may also take the form of aberrations with your Shapeshifting feature.

Aberrant Mind
At level seven, you gain resistance to psychic damage.

Aberrant Body
At level ten, critical hits no longer deal extra damage to you.

Inscrutable Psyche
At level fifteen, anyone who deals psychic damage to you must make a save against your spell DC. On a failure, they suffer the same psychic damage you take (after your resistance is applied).

Furthermore, any time you deal psychic damage to a target (including through this feature), they suffer a penalty of -1d4 on their next d20 roll.


Dragons

Draconic Form
At level three, you may take the form of Dragons with your shapeshifting feature.

Draconic Resistance
At level seven, you gain resistance to Acid, Cold, Fire, Lightning, or Thunder damage. You may change what damage you resist at the completion of any rest.

Draconic Wings
At level ten, you may grow or retract wings in any form, granting a fly speed equal to your land speed while out. You may do so as a bonus action or as part of the action used to take a form.

Improved Resistance
At level fifteen, your Draconic Resistance now applies to up to three damage types, instead of one.


Elementals

Elemental Form
At level three, you may take the form of Elementals with your shapeshifting feature.

Elemental Endurance
At level seven, you gain seven additional HP. Each subsequent level in this class grants one additional HP.

Elemental Resilience
At level ten, you gain resistance to any one damage type. You may change what type you resist on the completion of any rest.

Elemental Absolution
At level fifteen, you gain resistance to non-magical bludgeoning, piercing, and slashing damage.


Fey

Fey Form
At level three, you may take the form of Fey with your shapeshifting feature.

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

Fey Grace
At level ten, you may add half your proficiency bonus to any saves you make that do not already add your proficiency bonus.

Fey Skin
At level fifteen, you reduce all damage from bludgeoning, piercing, and slashing weapons by your proficiency modifier. This reduction is bypassed if the weapon is magical or made of cold iron.


Monstrosities

Monstrous Form
At level three, you may take the form of Monstrosities with your shapeshifting feature.

Monstrous Physique
At level seven, you gain seven additional HP. Each subsequent level in this class grants one additional HP.

Monstrous Endurance
At level ten, you may reroll a failed save. You may do so once, and regain the ability to do so after completing a short rest.

Monstrous Speed
At level fifteen, increase any move speed you have by 10'.