Shapeshifter

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Shapeshifter

A human in modest garb stands alone against a group of goblins at the gates to a small town, before transforming into a dragon with bright red scales and bathing the horde with fire.

An elf, hidden in plain sight as an unassuming bush suddenly explodes into a ferocious leafy creature in the shape of a bear once the her quarry got too close.

Squeezing through the crack under a door a half-elf in the form of an ooze surveys the dungeon room for signs of danger.

No matter what form they take, a shapeshifter uses the power of other creatures for themselves. They are masters of many forms.

Morphing Magic

Every creature leaves an imprint in the weave. Similar creatures leave similar imprints. Through study and some natural talent, a shapeshifter can detect these imprints and use that knowledge to transform into the creature they desire.

Living Bestiary

Unlike druids, the other humanoid shapechangers, who act for the preservation of nature, shapeshifters act almost entirely to their own whims and desires. They are conquering nature in their own way. However they can be just as wild as a moon druid. Shapeshifters often set out on journeys to clash with beasts on their own terms and discover new creatures to emulate. This brings them into contact with adventurers frequently. Shapeshifters keep the company of heroes because of the creatures those groups tend to encounter, along with the forgotten lore they uncover.

Creating a Shapeshifter

Shapeshfiters thrive on exploration. Your character may have experienced the majesty of a dragon firsthand or have been fascinated by how normally stationary plants can move like animals do. Some shapeshifters study under druids for a time but pursue their own path in life. Did you study shapeshifting under a tutor or did you live in nature and come to understand the secret of shapeshifting for yourself?

Quick Build

You can make a shapeshifter quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the outlander background.


The Shapeshifter
Level Proficiency Bonus Features Shapeshifts Max CR Natural attack Evolutions
1st +2 Shapeshift, Natural Attack 1 1/4 1d6
2nd +2 Evolutions 2 1/2 1d6 2
3rd +2 Shapeshifter Specialist 2 1 1d6 2
4th +2 Ability Score Improvement 2 1 1d6 2
5th +3 Simple Shape, Shifted Speech 2 2 1d8 3
6th +3 Arcane Strike 2 2 1d8 3
7th +3 Shapeshifter Specialist Feature 3 3 1d8 4
8th +3 Ability Score Improvement 3 3 1d8 4
9th +4 Share Shift 3 4 1d8 5
10th +4 A thousand faces, Meat Shield 3 4 1d8 5
11th +4 Shapeshifter Specialist Feature 3 5 1d10 5
12th +4 Ability Score Improvement 3 5 1d6 6
13th +5 Persistent Form 3 6 1d6 6
14th +5 Meat shield (two uses) 3 6 1d10 6
15th +5 Shapeshifter Specialist Feature 3 7 1d10 7
16th +5 Ability Score Improvement 3 7 1d10 7
17th +6 Shapechanger 4 8 1d12 7
18th +6 Meat shield (three uses) 4 8 1d12 8
19th +6 Ability Score Improvement 4 9 1d12 8
20th +6 True Shifter Unlimited 10 1d12 8

Class Features

As a shapeshifter, you gain the following class features.

Hit Points

Hit Dice: 1d8 per shapeshifter level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per shapeshifter level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two skills from Animal Handling, Arcana, Deception, Insight, Intimidation, Nature, and Persuasion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background

  • (a) a quarterstaff or (b) a light crossbow and 20 bolts
  • (a) an explorer’s pack or (b) a scholar’s pack
  • Leather armor, and any simple weapon


Alternatively, you can purchase your own starting equipment. At 2st level, a shapeshifter begins with 3d4 x 10gp.

Shapeshift

Starting at 1st level, you can use your bonus action to magically assume the shape of a beast that you have seen before. You can use this feature once. As you gain levels in this class you gain more uses of this ability as shown in the shapeshifts column of the shapeshifter table. You regain expended uses when you finish a short or long rest.

Your shapeshifter level determines the beasts you can transform into, as shown in the Creature Shapes table as well as the Max CR column of the shapeshifter table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/2 or lower that doesn’t have a flying or swimming speed.

creature shapes
Level Limitations Example
1st No flying or swimming speed Warhorse
4th No flying speed Giant Octopus
8th Giant Eagle

You can stay shifted for a number of hours equal to half your shapeshifter level (rounded down, minimum of 1 hour). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier 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 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.
  • When you transform, you assume the creature's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping 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 except for those granted by a creature’s innate spellcasting, and your ability to speak or take any action that requires hands is limited to the capabilities of your creature 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.
  • If any of the creature's traits or actions require a target to make a saving throw, the DC is equal to 8 + your proficiency bonus + your Charisma modifier if that is higher than the normal DC of the creature.
  • If the creature has any material armor or weapons you can’t use them.
  • If the creature has an ability or action that can only be used a certain number of times per day, once you have expended all uses of that ability you cannot use it again until you finish a long rest, even if you transform into the creature again. After the long rest you regain all expended uses of the ability.

Natural Attack

At 1st level, you gain the ability to manifest a natural weapon, the appearance of this weapon is up to the shapeshifter but it always take the form of a weapon.

  • You can use Charisma instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain shapeshifter levels, as shown in the Natural Attack column of the shapeshifter table.
  • When you make an unarmed strike, you can choose for it to deal bludgeoning, piercing, or slashing damage.
  • You can continue to use your natural attack while shifted into another form.

Evolutions

At 2nd level you gain two evolutions of your choice. Your evolution options are detailed at the end of the class description. When you gain certain shapeshifter levels, you gain additional evolutions of your choice. Evolutions can be used in your base form and while shifted.

If your evolution’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier.

Shapeshifter Specialist

At 3rd level, you choose your specialization: Phytomorph, Dracomorph, Entomorph, Exomorph, or Laspomorph, each of which is detailed at the end of the class’s description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th levels.

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. Simple Shape Beginning at 5th level, it becomes easy for you to assume the form of weaker beasts. You can take 1 minute to transform into a beast of CR 0 without expending a use of shapeshift.

Shifted Speech

Also, starting at 5th level you gain the ability to speak in any form you take.

Arcane Strike

Starting at 6th level, your attacks while shifted count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Share Shift

Starting at 9th level, you can subject other creatures to a different form. As an action you can expend a use of shapeshift to cast polymorph without requiring material components. When cast in this way, the new form can be any creature you can transform, and the maximum challenge rating the new form can be is limited to your own Max CR.

Thousand Faces

Starting at 10th level, you gain the ability to transform into other humanoids. You can cast alter-self at will, using only the spell’s change appearance option.

Meat Shield

Starting at 10th level If you take damage from a source you can see, you can use your reaction to shapeshift into a different form to take the triggering damage. You can't use this feature again until you finish a long rest.

You can use this feature twice between rests starting at 14th level and three times between long rests starting at 18th level.

Persistent Form

At 13th level you are so comfortable out of your own skin that while shifted you are able to maintain your form indefinitely unless you willingly revert or are reduced to 0 hit points.

Meat Shield (two uses)

At 14th level you have two uses of Meat Shield

Shapechanger

Starting at 17th level, you can choose to be unaffected by any spell that has no effect on a shapechanger.

Meat Shield (three uses)

At 18th level you have three uses of Meat Shield

True Shapeshifter

At 20th level, you gain mastery over your form. You can use your Shapeshift an unlimited number of times, and for every 10 years that pass, your body ages only 1 year.

Phytomorph

Phytomorphs focus their study on the leafy and fungal creatures of the world, plants, both mobile and stationary. Phytomorphs are the most likely to assist druids in the protection of nature.

Plant Affinity

Beginning at 3rd level when you choose this specialization, you gain an affinity with plant creatures. You can speak, read, and write Sylvan. Whenever you make a Charisma check with plants, your Proficiency bonus is doubled if it applies to the check.

Additionally, you can shapeshift into plants.

Plant Form

Also, at 3rd level, when you shapeshift into a beast, you can choose to become a plant creature in the shape of that beast instead. The beast’s stats remain the same except for the following changes:

  • The creature's type is changed to plant.
  • It gains resistance to piercing damage
  • While it remains motionless, it is indistinguishable from a normal plant.

Overgrowth

Beginning at 7th level, you can grow the size and power of your plant forms. When you shapeshift into a plant you can gain the following benefits, which last for 1 minute:

  • Your form’s size increases by one size category. If you lack the room to become large, your size doesn’t change.
  • Your reach increases by 5 feet
  • You deal additional damage with your attacks equal to your natural attack
  • You can cast plant growth once

Once you use this ability you cannot use it again until you finish a short or long rest.

Rooted

Starting 11th level, you can root yourself in the ground as an action. Your speed drops to 0 until you unroot yourself as a bonus action. While rooted you gain the following benefits:

  • You have advantage on strength checks and strength saving throws
  • By drawing energy out of the ground you can regenerate. While rooted you can spend a number of hit die to regain hit points. When you regain hitpoints in this way you treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you. If you take fire damage, you cannot spend any hit die at the start of your next turn. You only die if you start your turn with 0 hit points and don’t regenerate.

Plant Speech

Starting at 15th level, you can cast the Speak with Plants spell at will in your normal form and while shifted into a plant.

Dracomorph

Dracomorphs take the forms of the most powerful beasts for themselves, dragons.

Dragon Affinity

Beginning at 3rd level when you choose this discipline, you gain an affinity with dragons. You can speak, read, and write Draconic. Whenever you make a Charisma check when interacting with dragons, your Proficiency bonus is doubled if it applies to the check.

Additionally, you can shapeshift into true dragons. The forms you take do not have fly or swim speeds until you reach the appropriate level. For example, if a shapeshifter at 3rd level shifted into a brass dragon wyrmling it would have no wings.

Draconic Breath

Also, starting at 3rd level, you can exhale destructive energy. As an action, make a ranged spell attack. On a hit the target takes fire, cold, lightning, acid, or poison damage equal to your natural attack.

Draconic Defenses

Starting at 7th level, you gain a resistance to elemental damage. Choose fire, cold, lightning, acid, or poison. You gain resistance to that type of damage. This resistance persists until you choose to change it at the end of a short or long rest.

Draconic Senses

Starting at 11th level, your senses sharpen. You gain blindsight out to 15 feet.

Draconic Power

Beginning at 15th level, you can use the full power of an adult dragon for a short time. You can expend two uses of shapeshift at the same time to transform into a dragon with a challenge rating less than or equal to your shapeshifter level for 1 minute. You can't use any legendary actions or lair actions of your new form. Once you use this feature you cannot use it again until you finish a long rest.

Entomorph

The tiny crawling creatures of the world often band together in powerful colonies to achieve what they could not individually. Entomorphs admire this survival strategy and attempt to emulate it themselves.

Bug Affinity

Beginning at 3rd level when you choose this discipline, you gain an affinity with insects, bugs, and arachnids. Whenever you make a Charisma check when interacting with insects, bugs, and arachnids, your Proficiency bonus is doubled if it applies to the check.

Additionally, you can shapeshift into a swarm of insects. The strength of your swarm increases as you gain levels in this class as shown in the Insect Swarm table below. The damage dice of your form is halved when you have half your hit points or fewer, for example 8d6 would be reduced to 4d6.

Insect Swarm
CR AC Hit Points Speed Bonus to hit Bite Damage
2 13 36 (8d8) +0 ft +4
3 14 45 (10d8) +0 ft +5
3 14 54 (12d8) +0 ft +5
4 14 63 (14d8) +5 ft +5
5 15 72 (16d8) +5 ft. +6
6 15 81 (18d8) +10 ft. +6
7 15 90 (20d8) +10 ft. +6
8 16 99 (22d8) +15 ft. +7
9 16 108 (24d8) +15 ft. +7
10 16 117 (26d8) +20 ft. +7

Crawler

Also, at 3rd level, you can easily weave in between your foes. You do not trigger opportunity attacks when moving away from creatures.

Shifting Form

Starting at 7th level, you can cause attacks to pass through you. When a creature makes an attack roll against you, you can use your reaction to give that attack disadvantage. You can use this ability a number of times equal to your Charisma modifier and you regain all expended uses when you finish a long rest.

Varied Swarms

Starting at 11th level, you can make your insect swarm form comprised of one specific bug, giving it additional properties.

Swarm of Beetles. A swarm of beetles gains a burrow speed of 5 feet

Swarm of Centipedes. A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way.

Swarm of Spiders. You gain the following traits:

  • Spider climb. Your can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Web Sense. While in contact with a web, you know the exact location of any other creature in contact with the same web.
  • Web Walker. You ignore movement restrictions caused by webbing.

Swarm of Wasps. A swarm of Wasps gains a fly speed equal to your current speed

Mega Swarm

Starting at 15th level, you can expend additional uses of shapeshift to increase the size of your swarm by one category. For example, if you expend two uses of shapeshift your swarm becomes huge. When you take the attack action you can choose a number of creatures in your space to attack.

Exomorph

Strange and eccentric are the words that best describe Exomorphs. Their research takes them beyond the natural world to study all manner of alien life.

Aberration Affinity

Beginning at 3rd level when you choose this specialization you gain an affinity with alien creatures. You can speak, read, and write Deep Speech. Whenever you make a Charisma check when interacting with aberrations, your Proficiency bonus is doubled if it applies to the check.

Additionally, you can shapeshift into aberrations.

Tentacle Mass

Also, at 3rd level, you can manifest a new natural weapon, a mass of tentacles. Your natural attack gains a range of 10 feet, and if you hit with it, you can grapple the target. The escape DC for the grapple is equal to your evolution save DC.

Horrific Mind

At 7th level, your alien way of thinking confounds those who seek to control your mind. You are immune to being charmed and your mind cannot be read unless you allow it.

Gaze of the Abyss

Starting at 11th level, As an action, you gain the ability to see the world as it really is. You gain truesight out to 60 feet. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.

Once you use this ability, you can't use it again until you finish a short or long rest.

Phase Shift

At 15th level, your study of the alien lets you go out of sync with normal reality. As an action, you gain the ability to move through solid objects as if they were difficult terrain, you gain resistance to nonmagical bludgeoning, piercing and slashing damage, and you gain a flying speed equal to your walking speed that also allows you to hover. This ability lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). You can still be attacked and attack other creatures while using phase shift. You take 1d10 force damage if you are inside an object when phase shift ends. Once you use this ability you cannot use it again until you finish a short or long rest.

Laspomorph

Laspomorphs study the secrets of the ooze. Are they the spawn of a demon lord, are they even truly alive?

Ooze Affinity

Beginning at 3rd level when you choose this specialization you gain an affinity for slime. Whenever you make a Charisma check when interacting with oozes, your Proficiency bonus is doubled if it applies to the check.

Additionally, you can shapeshift into oozes.

Ooze Form

Also at 3rd level, when you shift into a beast, you can choose to become an ooze in the shape of that beast. The beast’s stats remain the same except for the following changes:

  • The creature's type is changed to ooze.
  • It can move through a space as narrow as 1 inch wide without squeezing.
  • While it remains motionless, it is indistinguishable from an inanimate object such as a statue or a rock.

Engulf

Starting at 7th level, you gain the ability to engulf creatures while you are an ooze. You can move up to your speed, and enter a creature's space that is of your size or smaller. Whenever you enter a creature's space, the creature must make a Dexterity saving throw (DC equal to your evolution save DC). On a successful save, the creature can choose to be pushed 5 feet back or to the side of you. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, you enter the creature's space, and the creature takes an amount of acid damage equal to your natural attack and is engulfed. The engulfed creature can't breathe, is restrained, and takes acid damage equal to your natural attack at the start of each of your turns. When you move, the engulfed creature moves with you. An engulfed creature can try to escape by taking an action to make a Strength saving throw. On a success, the creature escapes and enters a space of its choice within 5 feet of you.

Split

Starting at 11th level, as an action you can expend a use of shapeshift to extrude a piece of yourself that functions as an autonomous creature. The new creature is a small ooze with hit points equal to your Constitution modifier + your Charisma modifier + two times your shapeshifter level. It has your ability scores, your saving throws, all of your evolutions, and it does acid damage equal to your natural attack.

In combat, the ooze shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to attack or take the Dash, Disengage, Help, or Hide action.

The ooze persists for 1 hour, until it is reduced to 0 hit points, or until you use this feature again.

Jelly Juggernaut

Starting at 15th level, you are resistant to cold, fire, and lightning damage and immune to acid damage.

Evolutions

No Prerequisites

Natural Armor

You grow hard scales, thick fur, or tough hide to repel your foe’s attacks. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Long Legs

Your base walking speed increases by 10 feet.

Illumination

As an action you can shed bright light in a 30-foot radius and dim light for an additional 30 feet until you end the effect as a bonus action.

As part of your action to turn on your light or as an action while your light is already on, you can force each creature in a 10-foot cube originating from you to make a Constitution saving throw. On a failed save the creature is blinded for 1 minute. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the effect ends. Once you use your light in this way you can’t do it again until you finish a short or long rest.

Darkvision

Your eyes change to see without light. You gain Darkvision 60 ft. You can see in dim light as if it were bright like, and in darkness as if it were dim light. You cannot discern color in darkness only shades of grey.

Beast Speech

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

5th level

Spider Climb

You gain a climbing speed equal to your walking speed and can climb difficult surfaces, including upside down on ceilings without needing to make an ability check.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Charge

If you move at least half your speed toward a target and hit it with your natural attack on the same turn, the target takes an extra die of damage from your natural attack. If the target is a creature it must succeed on a Strength saving throw or be knocked prone.

Mantis Shrimp Punch

If you hit a creature with your natural attack it must make a Strength saving throw. On a failure you can move the creature up to 10 feet away from you in a straight line.

Long Arms

Your natural attack gains a reach of 10 feet. In addition, when you hit a creature with your natural attack it must make a Strength saving throw. On a failure you can move that creature in a straight line up to 10 feet closer to you.

7th level

Venom

Your attacks with your natural weapons become poisoned. If you hit a creature with your natural attack the target must succeed on a Constitution saving throw or become poisoned for 1 minute.

Web

You gain a ranged weapon attack. As an action can shoot a web at any target within 60 ft. If you hit with this attack, the target is restrained by webbing. As an action the restrained target can make a Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5, vulnerability to fire damage, immunity to bludgeoning, poison, and psychic damage). Once you use this attack you cannot use it again until you finish a short or long rest.

Aquatic

You are adapted to life underwater. You gain a swimming speed equal to your current speed and can breathe both air and water.

9th level

Burrow

You gain a burrow speed of 15 feet. You can burrow through sand, earth, mud, or ice, but not through solid rock.

Additionally, you gain tremorsense up to 30 feet.

Pack Tactics

You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

12th level

Wings

As a bonus action you can cause a pair of wings to sprout from your back, the appearance of which is up to you. You gain a flying speed equal to your current speed They last until you dismiss them as a bonus action on your turn

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

15th level

Roar of Thunder

As an action you can let loose a devastating blast of sound. You scream in a 30-foot cone. Each creature in that line must make a Strength saving throw, taking 6d10 thunder damage on a failed save and being blown back 30 feet or half as much damage and not being blown back on a successful save. Once you use this ability you can’t use it again until you finish a long rest.

Roar of Terror

You can let loose a bone chilling cry. Every creature of your choice within 60 feet of you must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Roar of Terror for the next 24 hours.

Multiclassing

To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one. Ability Score Minimum: Charisma 13

Art used:

  • "Shapeshifter" by Gabor Nagy
 

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