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ShapeShifter

you shapeshift
Level Feature
1 Armory
2 Subclass, ShapeShifting
3 Lasting Effects
4 Feat or ASI
5 Armory Improvement
6 Subclass Feature
7 Armory Improvement
8 Feat or ASI
9 Lasting Effects improvement
10 Armory Improvement
11 Subclass Feature
12 Feat or ASI
13 Partial Transformation
14 lasting effects improvement
15 Subclass Feature
16 Feat or ASI
17 Armory Improvement
18 Ultimate Shifting
19 Feat or ASI
20 Mutant
hit dice: d6
hit points at 1st level: 6+con mod
hit points at higher levels: d6+con mod or 4+con mod
armor proficiencies: Light Armor
weapon proficiencies: Simple Weapons
tools: 1 artisans tool of choice
saving throws: Con saves and Cha saves
skills: choose any 2 skills
starting equipment:
2 daggers
one tool you are proficient with
explorers pack or dungeoneers pack
leather armor
spellcasting:
class features:

Armory -

starting at level 1, you have become adept with your shifting powers and can as a bonus action on each of your turns shift your hands into a non-magical one-handed item or weapon that you are proficient with. (this can be a weapon, a shield, tools, etc) this transformation lasts for a minute, or ends early if you are incapacitated. this feature improves at level 5, gaining the following effect, weapons and items you shift into are considered +1 and magical. this feature improves at level 7, allowing you to morph your body into nonmagical armors that you are proficient with and gain their benefits (armor morphed this way ignores prerequisites such as str being 13 or higher) at level 10, this feature improves again, making all items/weapons you shift into +2 rather than +1. and improves a final time at level 17, making all items/weapons you shift into +3.  

Subclass -

starting at level 2, you may select your subclass and gain features from it.  

ShapeShifting -

starting at level 2, you can shapeshift as a bonus action, shapeshifting lasts for 1 hour or until you dismiss it as a free action. this feature has a number of uses equal to your proficiency bonus, the creature you turn into takes a number of uses equal to its CR. also if you are reduced to 0 hitpoints while in a different from, all the remaining damage carries over to your true form and you revert to normal. your uses of this feature recharge on a long rest (while shapeshifted in this manner, you take on the creatures stat block and cannot use other class features or cast spells. unless the feature says otherwise). the creature type you can shapeshift into are determined by your subclass and are as follows. (creatures with a CR of 1 or lower are regarded as CR 1 for balancing purposes)
Subclass Creature Type
Golem Hearted Constructs, and flumph
Aberrant Heritage aberrations, and flumph
Elemental Will Elementals, Dragons, and flumph
Undying Spirit Undead, and flumph (no avatar of death)

Lasting Effects -

starting at level 3, within a minute of your shapeshifting feature ending, you can reroll one saving throw as a reaction. at level 9 you can make your next save with advantage upon shapeshifting ending. at level 14 when your transformation ends, you gain 1 use legendary resistance which lasts until your next rest starts (you can have a max of 2 uses at once and can use no more than 3 before finishing long rest).

Partial Transformation -

starting at level 13, you can as an action take on the aspect of something that you can transform into. for example the wings of a dragon, the skin of a golem, or the flames of a fire elemental. this lasts one minute, and allows you to copy one feature or trait from one creature you can transform into. you can use this feature once per long rest, alternatively, you can use 1 use of your shapeshifting to gain an additional use of this

Ultimate Shapeshifting -

starting at level 18, you can use class features while transformed, as well as cast spells. (this includes your armory feature and feats)  

Mutant -

starting at level 20, you can select a second subclass and gain all of its features.
subclass options:

Golem Hearted -

starting at level 2, you gain advantage on saving throws against spells cast at a level equal to or lower than half your prof rounded down. While you are transformed you have advantage on all saves from spells equal to or lower than your prof bonus     starting at level 6, you gain a +1 bonus to AC while not wearing armor. While you are transformed, Once per transformation, you can as a reaction choose to have resistance to all of the damage caused by an attack for that instance of damage.     starting at level 11, you gain a +2 bonus to max health every level (change health accordingly), while transformed you can as a bonus action to expend one of your hit dice and heal yourself (can choose to heal transformation or actual self) you can do this a number of times per long rest equal to half prof + con mod.     starting at level 15, you gain resistance to bludgeoning piercing and slashing, while transformed you gain a -10ft speed but a +3 AC

Aberrant Heritage -

starting at level 2, you gain telepathy up to 30ft, provided you know the creature is there and it can understand at least one language. while shapeshifted the range is increased to 60ft   starting at level 6, you gain resistance to psychic damage. once per transformation, while you are transformed you can choose one creature you can see within 60ft, it makes a Cha save (DC = 8+prof+con mod) if the creature fails you can choose to Frighten, Charm, Deafen, or Stun it. the chosen condition lasts a number of rounds equal to the amount they originally failed by. a creature can repeat the save at the end of each of its turns.   starting at level 11, you gain immunity to the Charmed and Frightened Conditions, this includes while transformed.   starting at level 15, you know the general location (such as left, right, dead ahead, behind a wall, etc) and exact number of all living creatures with higher than 7 int within 30ft of you. while transformed into an aberration, this extends to 120ft

Elemental Will -

starting at level 2, you learn primordial. also when you transform into an elemental, you can chose to change its elemental damage type to another elemental damage type (thunder, lightning, fire, cold, and acid). (this only changes damage type of the elemental and does not effect immunities or conditions)   starting at level 6, you gain resistance to one elemental damage type of choice (fire, cold, lightning, thunder, or acid). also, while transformed your attacks deal an additional d6 damage of the type you chose to be resistant to.   starting at level 11, you gain a breath weapon you can use once per long rest depending on what element you chose to be resistant to. as follows. the DC = 8+cha mod+prof. (cannot use while transformed). you can use this one per short or long rest.
Element Range Damage Effect Duration
Fire 30ft Cone 8d6 large fire cone, all creatures in cone make a dex save. on a fail they take full damage, on a success they take only half instantaneous
Cold 10ft radius sphere (centered on self) 2d8 you create a sphere of frost around yourself. the sphere has a number of hitpoints equal to your level x4. all creatures of your choice that are in the sphere take 2d8 cold damage at the start of each of their turns. the sphere acts as a solid object for as long as it has hitpoints and automatically ends after 1 minute 1 minute
Lightning 240ft 10d6 you fire a small bolt of lightning, it travels at light speeds up to its max range then disappears. roll to hit (d20+cha mod+prof) on a hit the target takes 10d6 lightning damage and makes a con save (with disadvantage if in standing water or wearing metal armor.) on a fail the target creature is paralyzed for 1 minute (can repeat save at start of each turn). Instantaneous
Thunder 20ft Cube (target area can see within 90ft) 5d6 your voice booms and all creatures in the target area make a con save or take the damage and suffer from deafened condition for 1 minute. a creature that succeeds takes half damage and is only deafened until the start of its next turn Instantaneous
Acid 15ft radius circle (on the ground, place you can see) 2d6 you coat an area on the ground in acid, when a creature starts or ends its turn in the acid it makes a con save or takes the damage specified. on a success the afflicted takes half. 1minute
starting at level 15, when you are reduced to 0 hitpoints you can expend hit dice to damage all creatures within 20ft equal to the roll of the number of dice expended. all creatures in the affected area must make a con save DC = 8+prof + cha mod. or take an elemental damage type of your choice, none on a success.

Undying Spirit -

starting at level 2, once per long rest when you are reduced to 0 hitpoints, you can as a free action return to 1 hitpoint and stand up. while you are transformed into an undead, other undead with less than 8 int will not be aggressive towards you unless you attack them or harm them in some way.   starting at level 6, the undead you transform into begin to change your body. when you are reduced to 0 hitpoints, you can use your reaction to make a Con save equal to the damage taken past 0, if you succeed, you return to 1 hitpoint. on a fail you remain at 0 hitpoints and begin making death saves as normal. (failing this reactions save counts as an automatic fail on one of your death saving throws.)   starting at level 11, your creature type becomes undead, also you can exert control over some undead. as an action you can target one undead creature you can see. it makes a Wis Save (DC = 8+prof+cha mod). on a fail it is your servant until you release it or it dies. you can have a number of undead with a total CR equal to your prof serving you at once. if the number of undead you control from this feature ever exceeds the max you lose control of ALL undead under your control.   starting at level 15, you can use a corpse or skeleton and create a zombie or skeleton respectively, over the course of a long rest. the creatures created in this manner are blindly obedient to you and you alone. also these undead cannot be targeted by control undead spells or spells of simillar effect.

Created by

Spectre0458.

Statblock Type

Class Features

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