The Shapeshifter
A silent elf watches the poachers who trespass in his woods before stepping into the shadows. Moments later, a panther with intelligence in its eyes falls upon the interlopers.
A scholarly gnome cackles madly at the soldiers who come to destroy his research. In a moment, he is a devil, incinerating obsolete notes and hapless armsmen both.
Watching her tribe fight together against a superior foe, a goliath's shape grows even larger. As an elephantine colossus, she trumpets her arrival to both friend and foe.
Often mistaken as lycanthropes, fae, or doppelgangers, shapeshifters are defined by their ability to alter their own body. All shapeshifters have some degree of innate magical inclination, and all possess a strong sense of self and force of will necessary to warp the reality of their own existence.
The exact nature of the shapeshifter's gift is rarely the same between two practitioners. One might have been touched by the unknowable plans of a forgotten god. Another might be a budding transmuter whose research took an unexpected turn. Yet a third might be a druidic initiate who expanded on his circle's gift for changing form.
Secrets Among Us
All shapeshifters have limits, but this fact is not widely known among the general populace. Some fear that a boy who may turn into a bird might also turn into a terrible dragon. The mere suspicion of a shapeshifter in their midst can sow paranoia and distrust in a small town.
As a result, most shapeshifters keep their abilities a secret, using them only when necessary. Many shapeshifters are naturally drawn towards the life of an adventurer, where they may meet others with unusual abilities and may practice their art without fear of being ostracized.
Birds of Many Feathers
Each shapeshifter has a definite number of forms, which will usually vary based on the experience and preferences of the individual - no two shapeshifters are the same. A shapeshifter working as part of a group may have to (reluctantly, perhaps) detail his capabilities for the sake of strategy and planning.
A shapeshifter who remains part of a larger group for an extended period of time will usually get a feel for the group's weaknesses and study new forms to mitigate it. The party dwarf might appreciate a ride from a sapient horse, or a shapeshiter might sprout wings to handle difficult-to-reach foes.
Class Name
| Level | Proficiency Bonus | Features | Shapeshift Limit |
|---|---|---|---|
| 1st | +2 | Shapeshifting | 1/2 |
| 2nd | +2 | Philopsophy | 1 |
| 3rd | +2 | Surgeshift (Alter Self) | 2 |
| 4th | +2 | Ability Score Improvement | 2 |
| 5th | +3 | Shapeshift Improvement (Swim speed) | 3 |
| 6th | +3 | Philosophy Feature | 3 |
| 7th | +3 | Surgeshift (Polymorph) | 4 |
| 8th | +3 | Ability Score Improvement | 4 |
| 9th | +4 | Shapeshift Improvement (Fly Speed) | 5 |
| 10th | +4 | Philosophy Feature | 5 |
| 11th | +4 | Master of Self | 7 |
| 12th | +4 | Ability Score Improvement | 7 |
| 13th | +5 | Shapeshift Improvement (Antimagic Resistance) | 8 |
| 14th | +5 | Philosophy Feature | 8 |
| 15th | +5 | Bolstered Shape | 9 |
| 16th | +5 | Ability Score Improvement | 10 |
| 17th | +6 | Surgeshift (Shapechange, True Polymorph) | 11 |
| 18th | +6 | Philosophy Feature | 12 |
| 19th | +6 | Ability Score Improvement | 12 |
| 20th | +6 | Shapes of Life | 15 |
Creating a Shapeshifter
When crafting your shapeshifter character, consider the origins of your character's power and how it has altered their life so far. How did they first realize they possessed it? Did they have a mentor? How was it viewed in their home community?
It may be tempting to create a character who was shunned for their shapeshifting, but don't be afraid to explore alternatives. Perhaps you are from an isolated group where this power is common. Perhaps your faith views your shapeshifting ability as a blessing. Maybe you even make coin on the side doing presentations at the nearest university!
Be sure to involve your DM in this process - they can be very helpful in making your character a part of the world they build.
Quick Build
You can make a shapeshifter quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Charisma. Second, choose the Hermit background. Third, choose black bear, gnoll, and warhouse for your starting shapeshifting forms.
Class Features
As a shapeshifter, you gain the following class features
Hit Points
- Hit Dice: 1d10 per shapeshifter level
- Hit Points at 1st Level: 10+ Your Constitution Modifier
- Hit Points at Higher Levels: 1d10 (or 6) + Your Constitution Modifier per Level
Proficiencies
- Armor: Light armor, medium armor, and shields.
- Weapons: All simple and martial weapons.
- Tools: None
- Saving Throws: Constitution and Charisma
- Skills: Choose two from Arcana, Athletics, Nature, Perception, Religion, Stealth, and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- any simple or martial weapon
- (a) any simple weapon or (b) a shield
- (a) a suit of studded leather armor or (b) a chain shirt.
- (a) a dungeoneer's pack or (b) an explorer's pack.
Shapeshift
You can use your action to magically assume the shape of a creature whose form you know. You start playing knowing three forms, which must lack a swift or fly speed, of challenge 1/2 or lower.
Each time you gain a shapeshifter level, you automatically learn a new form and may additionally replace a form you know with a new one. These shapes may not exceed the challenge indicated on the shapeshfiter table and must not have a fly or swim speed.
You may also learn new forms by studying a creature for one minute. At the end of this minute, you may learn its form, but the above restrictions apply in the consideration.
You may revert to your normal form by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
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 proficiencies as you and the bonus in the stat block is higher, than yours, use the creature's bonus instead of yours. If the creature has spellcasting abilities, legendary resistances, legendary actions, or lair actions, you can't use them.
- Whenever you transform to another form or revert to your original, you gain temporary hit points equal to your shapeshifter level. You otherwise use your normal hit points and Hit Dice. You do not gain these temporary hit points if you revert involuntarily.
- You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your current 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 you have 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 DM 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.
- If your new form has any special abilities that require a saving throw to resist, you may use the following calculation if it results in a higher DC. You use this DC for any shapeshifting features as well.
Shapeshifter Save DC
Philosophy
At 2nd level, you choose an archetype that reflects your character's approach to shapeshifting - Curiosity, Ferocity, or Generosity. These philosophies are detailed at the end of the class description. Your choice grants you features at 2nd level, and again at 6th, 10th, 14th, and 18th level.
Surgeshift
Starting at 3rd level, you can control your abilities well enough to mimic the effects of conventional transmutation spells. You may cast alter self once per short rest.
Additionally, at 7th level, you gain the ability to cast polymorph once per long rest.
At 17th level, you may cast shapechange or true polymorph instead of polymorph. Any spells cast in this way may only target yourself and do not require verbal or material components.
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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Shapeshift Improvement
Starting at level 5, forms you take using your Shapeshift creature may have a swim speed.
At 9th level, your shapes may have a fly speed.
At 14th level, your shapeshift feature continues to function in the area of an antimagic field or similar effect, though specific abilities of your form may still be suppressed.
Mastery of Self
At 11th level you exhibit remarkable control over your normal form and forms you adopt. You are immune to poison damage and the petrified and poisoned conditions.
Additionally, you have advantage on Charisma (Deception) and Charisma (Performance) checks made to pass yourself off as a normal specimen of a creature you are shapeshifted into.
Bolstered Shape
Starting at 15th level, while you are shapeshifted into a creature of a Challenge lower than the maximum available to you, you gain a +2 bonus to all attack rolls, ability checks, saving throws, and to your Armor Class.
Shapes of Life
At 20th level, your experience changing your body has left your soul less connected to the form you were born into. 24 hours after you die - for any reason - you may return to life in a new body, as if by the reincarnate spell. No components or pieces of your original body are required.
Philosophies
Philosophy of Curiosity
Some shapeshifters take an intellectual approach to their power, learning and cataloguing new forms - in the same way a botanist might catalogue new flowers. Many such shapeshifters 'stumble into' their power in their research and continue pursuing it with single-minded focus. Compared to other shapeshifters, those inclined towards Curiosity have a greater understanding of the creatures they copy, and a wide variety of more unusual forms. A Curiosity shapeshifter might prefer a gelatinous cube or flesh golem.
Quick Study
At 2nd level, your keen mind gives you an edge when analyzing new creatures. You may use your action to make an Intelligence check to instantly learn the form of a creature you can see. The DC for this check equals 10 + half the creature's Challenge and you may attempt his once per long rest
You also gain proficiency in History or a shapeshifter class skill of your choice.
Memetic Tongue
At 6th level, your unique insights give you a social edge. Whenever you learn a new form, you also learn all languages that creature is capable of.
Mimic Magic
Starting at 10th level, if you shapeshift into a creature with the spellcasting trait (innate or otherwise) you may cast a spell from its spell list without any components. You may use this feature once per long rest.
Resist Sameness
Starting at 14th level, while you are shapeshifted into another form, you have advantage on saving throws made to resist the abilities or creatures that share your creature type.
Physique Obscura
Starting at 18th level you may select an additional form from the list below.
Dardnulian Wendigo (Monstrosity)
Physique Obscura
This feature is intended as a way to provide CR 12 options for monster types that don't normally come in that Challenge. Your DM is encouraged to provide alternate options.
Philosophy of Ferocity
For some shapeshifters, the best way to do battle is to wade into the thick of it and overwhelm through power or prowess. Those combat-hungry shapeshifters are loosely united under the Philosophy of Ferocity. Such characters have diverse origins. Some bear the blood of a latent lycanthropic curse. Some are bookish academics seeking to overcome natural frailties. Ferocity shapeshifters will use what comes to them instinctively, and prefer effectiveness over less concrete considerations. Beasts of many kinds are favored by these shapeshifters, though creatures like dragons and hydras are also very desirable.
Staying Power
Starting at 2nd level, you gain twice as many temporary HP when using your Shapeshift feature.
Muscle Memory
Starting at 6th level, you may use your bonus action to shapeshift, and you may shapeshift even if you are surprised.
Monstrous Glare
Starting at 10th level, you add your Strength Modifier to Charisma (Intimidation) checks.
Additionally, when a creature you can see makes a successful attack against you, you may use your reaction to make a Charisma (Intimidation) check. If the result meets or exceeds the attack's total, it misses you. You may use this once per shot rest.
Legendary Resistance
Starting at 14th level, you begin to copy the intangible aura that protects the world's most dangerous monsters. Once per long rest, if you fail a saving throw you can choose to succeed instead.
Heavy Hitter
At level 18 onwards, you can bring the pain. Whenever you roll your for damage while transformed you treat a roll of 1 or 2 as a 3 instead. In addition, while transformed, any critical hit you score deals the maximum possible damage for that attack.
Philosophy of Generosity
Through their study of all life (and beyond), some shapeshifters gain special insights into the causal relationships between all things. They see the value of cooperation between individuals and strive to promote the greatest good for themselves and others. Shapeshifters of this Philosophy prefer forms that work well with the rest of the party and can protect weaker allies. Such forms might include a wolf, a unicorn, or a grey render.
Superior Synergy
Starting at 2nd level, you may use the Help action as a bonus action. Additionally, if your usage of the Help action grants advantage against a creature, the first attack deals extra damage equal to your Shapeshifter level.
Interposing
Starting at 6th level, you can use your reaction to save an ally from certain doom. If an ally within 5 feet of you would take damage that would drop them to zero hit points, you may take damage equal to half of what the were dealt. If you do, they are instead at 1 hit points. You may do this once per short rest.
Bestow Aspect
Starting at 10th level, you may touch an ally and slightly alter their morphology to mimic yours. While you are in a form that possesses special senses, damage resistances, or condition immunities, you may use your action to grant an all one such trait you possess for 1 hour.
You may use this feature a number of times equal to your Charisma Modifier (minimum once) per long rest.
Pack Tactics
At 14th level, you have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Formidable Friend
At 18th level, your very presence helps motivate your allies. Once per round, when a creature you can see makes an attack roll or saving throw, you can use your reaction to give them advantage on that attack or saving throw.
Art Credits
Page 1: Artist Alexandra Khitrova, retrieved from Cruzine.com Page 2: 'Ooze Priest', Artist Mark Gedak, retrieved from DeviantArt.com
No profit is made using these assets. Please email at andersonb2112@gmail.com if you own the rights to this art and would like it removed.