Shapeshifter
A human in the modest garb of a traveller stands alone against an invading 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 her quarry gets 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, like a boat displacing water around it. Through study of the magic that makes up a creature's form and the will to reshape the body you've been born into, a shapeshifter can transform themselves into a variety of new forms.
Living Bestiary
Unlike druids, the other prolific 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. 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 new and interesting creatures they tend to encounter.
Creating a Shapeshifter
Shapeshfiters thrive on exploration. Your character may have experienced the majesty of a dragon firsthand or have been fascinated by how some plants can move like animals do. Some shapeshifters are former druid recruits that left their circle to 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 | Max CR | Natural attack | Modifications Known |
---|---|---|---|---|---|
1st | +2 | Natural Attack, Change Shape | 1/2 | 1d6 | - |
2nd | +2 | Chimeric Modifications | 1 | 1d6 | 2 |
3rd | +2 | Creature Archetype, Shaped Speech | 1 | 1d6 | 2 |
4th | +2 | Ability Score Improvement | 1 | 1d6 | 2 |
5th | +3 | Extra Attack | 1 | 1d8 | 2 |
6th | +3 | Arcane Strike | 2 | 1d8 | 3 |
7th | +3 | Creature Archetype Feature | 2 | 1d8 | 3 |
8th | +3 | Ability Score Improvement | 2 | 1d8 | 3 |
9th | +4 | Share Shift | 3 | 1d8 | 3 |
10th | +4 | Shield of Flesh | 3 | 1d8 | 4 |
11th | +4 | Creature Archetype Feature | 3 | 1d10 | 4 |
12th | +4 | Ability Score Improvement | 4 | 1d10 | 4 |
13th | +5 | Simple Shape | 4 | 1d10 | 4 |
14th | +5 | Master of Masks | 4 | 1d10 | 5 |
15th | +5 | Creature Archetype Feature | 5 | 1d10 | 5 |
16th | +5 | Ability Score Improvement | 5 | 1d10 | 5 |
17th | +6 | Selectively Malleable | 5 | 1d12 | 5 |
18th | +6 | Persistent Form | 6 | 1d12 | 6 |
19th | +6 | Ability Score Improvement | 6 | 1d12 | 6 |
20th | +6 | True Shapeshifter | 6 | 1d12 | 6 |
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, Medium Armor
Weapons: Simple weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Animal Handling, Arcana, Deception, Perception, Intimidation, Nature, Persuasion, Survival, and Stealth.
Equipment
You start with the following equipment, in addition to the equipment granted by your background
- (a) Scale mail (b) Leather armor
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a spear or (b) any simple melee weapon
- An explorer's pack, and four javelins
Alternatively, you can purchase your own starting equipment. At 1st level, a shapeshifter begins with 4d4 x 10gp.
Natural Attack
At 1st level, you gain the ability to manifest a natural melee weapon. You determine the appearance of your weapon, but it always based on a creature you can transform into. Your natural attack uses the following rules:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
- It deals bludgeoning, pericing, or slashing damage, and its damage die is a d6. This die changes as you gain shapeshifter levels, as shown in the Natural Attack column of the Shapeshifter table.
- While transformed into another form you can replace one of the creature's attacks with your natural attack.
Change Shape
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 twice. 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 Max CR. collumn of the Shapeshifter Table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1 or lower that doesn't have a flying or swimming speed
Creature Shapes
Level | Limitations |
---|---|
2nd | No flying or swimming speed |
4th | No flying speed |
8th | — |
You can stay transformed 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 creature 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 the creature’s innate spellcasting or by a Chimeric Modification, 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 the Creature forces a target to make a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier. This is your creature save DC.
- If the creature has any material armor or weapons you can’t use them unless you posses the same armor or weapon, or it can be readily found, as in the case of rocks.
- If the creature has an ability or action that can only be used a certain number of times per day, once you expend all of its uses you cannot use it again until you finish a long rest.
- If the creature has an ability that recharges after a short or long rest, once you use it you cannot use it again until you yourself finish a short or long rest.
- If the creature has an action that recharges after rolling a d6, such as a breath weapon, you can use it a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.
Chimeric Modifications
Your shapeshifting magic allows you to permanently alter your physiology to acquire new natural abilities
At 2nd level, you gain two chimeric modifications of your choice. A list of the available options can be found at the end of this class description. When you gain certain shapeshifter levels, you gain additional modifications of your choice
Additionally, when you gain a level in this class, you can choose one modification you know and replace it with another modification that you could learn at that level.
If a chimeric modificaion has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Creature Archetype
At 3rd level, you choose a type of creature to emulate. Choose Plant, Dragon, Aberration, Ooze, Swarm, or Elemental. Each of which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Shifted Speech
At 3rd level, you gain the ability to speak in any form you take.
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Arcane Strike
Starting at 6th level, your natural attack and your attacks while transformed count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Shield of Flesh
Starting at 10th level, if you take damage from a source you can see, you can use your reaction to expend one use of Change Shape to transform and gain resistance to the triggering damage. You can't use this feature again until you finish a short or long rest.
Simple Shape
At 13th level, it becomes trivial for you to assume the form of weaker creatures. You can use Change Shape to transform into a creature of challenge rating 0 without expending a use of it.
Once you use Change Shape in this way, you can't do so again until you finish a short or long rest.
Master of Masks
Starting at 14th level, you gain the ability to assume the form of other humanoids. You can cast Alter Self at will, using only the spell’s Change Appearance option. When cast in this way you can choose to appear as a creature of small or medium size.
Persistent Form
At 17th level you are comfortable living as other creatures. When you use change shape you can stay in your form indefinitely until you willingly revert as a bonus action, or revert after your form is reduced to 0 hitpoints.
Legendary Beast
At 18th level, when you fail a saving throw you can choose to succeed instead. Once you use this feature you cannot use it again until you finish a short or long rest.
True Shapechanger
At 20th level, you can use Change Shape an unlimited number of times.
Plant
Leafy shapeshifters on the floral and fungal creatures of the world, plants, both mobile and stationary. They are the most likely to assist druids in the protection of nature.
Plant Shape
At 3rd level, you can use your Change Shape feature to transform into a plant of appropriate challenge rating.
Plant Hybrid
At 3rd level, you can become an plant in the shape of a beast. When you use change shape to transform into a beast you can choose to gain the following benefits:
- Your type is changed to plant. You appear as a beast composed of plant matter.
- You gain resistance to piercing damage
- If a creature hasn't observed you move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that you are animate.
Rooted Regeneration
Starting 7th level, you gain temporary hit points equal to your level hit points at the start of each of your turns if you are in contact with the ground. If you take fire damage, this trait doesn't function at the start of your next turn.
Also If you drop to 0 hit points while touching the ground you can choose to drop to 1 hit point instead. Once you use this trait inthis way you can't do so again until you finish a long rest.
Overgrowth
Starting at 11th level, you can cause your plant forms to become overgrown, increasing their size and power. When you transform into a plant you can choose to gain the following benefits, which last for 1 minute:
- Your form’s size increases by one size category. If you lack the room to grow, 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 long rest.
Plant Mastery
Starting at 15th level, you can cast the Speak with Plants spell at will without requiring components.
Additionally you ignore difficult terrain caused by magical and nonmagical plants.
Dragon
Dragon shapeshifters take the forms of the most awe-inspiring creatures for themselves
Dragon Shape
Starting at 3rd level, you can use your Change Shape feature to transform into your draconic form. You can determine the cosmetic characteristics of your draconic form such as, whether it walks on four legs or two, its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics. You cannot use your fly speed until you reach the appropriate level as shwon in the Creature Shapes table.
Energy Bolt
At 3rd level, you can fire a projectile of destructive energy.
You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 60 feet. You are proficient with it, and you add your Constitution modifier to its attack and damage rolls. It deals acid, cold, fire, lightning, or poison damage of your choice and its damage die is a d6. This die changes as you gain shapeshifter levels, as shown in the Natural Attack column of the Shapeshifter table.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Energy Breath
At 7th level you can harness the power of a dragon's breath. When you take the attack action on your turn you can replace one of the attacks with an exhalation of draconic energy ina 30-foot cone. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your Creature save DC, taking damage of the chosen type equal to two rolls of your Natural Attack die on a failed save, or half as much damage on a successful one.
This damage increases to three rolls of your Natural Attack die when you reach 15th level in this class.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Draconic Immunity
Starting at 11th level, while you are in your draconic form, as an action, you can use your draconic constitution to absorb magical damage. For 10 minutes, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can't do so again until you finish a long rest.
Draconic Form
Medium dragon
- Armor Class 14 + PB (natural armor)
- Hit Points 5 + five times your shapeshifter level (the form has a number of Hit Dice [d10s] equal to your shapeshifter level)
- Speed 40 ft., fly 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 15 (+2) 10 (+0) 14 (+2) 8 (-1)
- Skills Perception +4, Stealth +2
- Damage Resistances determined by the draconic color trait
- Senses darkvision 60 ft., passive Perception 12
- Challenge up to your max CR
- Languages Draconic
Draconic Color When you transform choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines your damage resistance.
Actions
Maul. Melee Weapon Attack: your natural attack modifier to hit, reach 5 ft., one target. Hit: 1d8+PB piercing damage
Draconic Might
Beginning at 15th level, you can expend two uses of Change Shape at the same time to make your draconic form Huge. While transformed in this way your natural attacks and energy blast deal an extra 1d8 damage of the type chosen for your draconic color. You can stay in this form for 1 hour. Once you use this feature you can't use it again until you finish a long rest.
Aberration
Alien shapeshifters are a strange breed, choosing to focus their attention on weird and often horrifying creatures.
Aberration Shape
At 3rd level, you can use your Change Shape feature to transform into a small or larger aberration of appropriate challenge rating. Some aberrations have such strange anatomy that they are impossible for you to transform into.
Tentacle
At 3rd level, your natural attack gains the reach property and you can choose for it to deal psychic damage.
Alien 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).
Once you use this ability, you can't use it again until you finish a short or long rest.
Gazer of the Abyss
At 11th level you can take one minute to transform into a gazer without expending a use of change shape. You can stay in this form indefinitely until you use a bonus action to end the transformation or are reduced 0 hit points.
Phase Shift
At 15th level, you are able to 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 allows you to hover. This ability lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell).
You take 1d10 force damage if you are inside an object when phase shift ends and are immediately pushed into the nearest unoccupied space. Once you use this ability you cannot use it again until you finish a long rest.
Ooze
Ooze shapeshifters discover the secret of the ooze
Ooze Shape
At 3rd level, You can expend a use of change shape to transform into your Ooze Form. While in your Ooze For, you do not need to breathe. You determine the color, texture, and translucentness of your Oooze form at creation and can change your shape at will as long as you remain the same size category.
Pseudopod
At 3rd level, You can choose for your natural attack to deal acid damage
Improved Goo
Starting at 7th level, Your Engulf deals an extra 1d6 acid damage initially and on subsequent turns. You can also eat through 2-inch-thick, nonmagical wood or metal in 1 round.
Split
Starting at 11th level, as an action you can expend two use of Change Shape at the same time to transform into two oozes with your ooze form's stats.
Each ooze is you and can communicate telepathically with the other within 1000 feet. You can maintian this split for 1 hour after which you choose an ooze to revert into while the other vanishes. You are only returned to your normal form as a result of damage if both oozes have their hitpoints reduced to 0, after which you choose an ooze body to revert into.
Jelly Juggernaut
Starting at 15th level you can choose for your ooze form to become Large. While enlarged in this way your Engulf deals an extra 1d6 acid damage initially and on subsequent turns.
Ooze Form
Medium ooze
- Armor Class 8 + PB
- Hit Points 15 + 5 times your shapeshifter level (the form has a number of Hit Dice [d10s] equal to your shapeshifter level)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 16 (+3) 1 (-5) 6 (-2) 2 (-4)
- Damage Resistance acid
- Condition Immunities exhaustion, prone
- Senses blindsight 10 ft., passive Perception 8
- Languages understands the languages you speak
- Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
- Ooze Body Creatures that enter your space are subject to your Engulf.
Actions
Engulf. you move up to your speed. While doing so you can enter a medium or smaller creature's space. Whenever you enter a target's space they must make a Dexterity saving throw against your Creature 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 1d6 acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 1d6 acid damage 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 check against your Creature Save DC On a success, the creature escapes and enters a space of its choice within 5 feet of you.
Swarm
Swarm shapeshifters recognize the utility of superorganisms and can split themselves across a myraid of tiny beasts.
Swarm Shape
At 3rd level, you can use Change Shape to transform into your Swarm Form. You determine the appearance of the swarm and what kind of creature you are a swarm of. You cannot use your fly speed until you reach the appropriate level as shwon in the Creature Shapes table.
Hive's Rebuke
At 7th level when you take damage from a creature within 10 feet if you you can lash out with your swarm. The creature must make a Dexterity saving throw, taking piercing damage equal to two rolls of your natural attack die on a failed save, and half damage on a successful one.
You can use this rebuke number of times equal to your charisma modifier, and you regain all expended uses when you finish a long rest.
Distracting
At 11th level, In your swarm form if you attack a creature in your space it must make a Constitution saving throw against your Creature save DC. If it fails, it wastes its action that turn doing nothing. You can use this ability a number of times equal to your proficiency bonus.
In addition, a creature concentrating on a spell that starts its turn in your space must make a Constitution saving throw against your Creature save DC or lose concentration.
Insect Plague
Starting at 15th level you can expend two uses of your change shape to make your swarm form Gargantuan. You can remain in this form for 10 minutes. When you attack you can target as many creatures as are in your space with each attack.
Swarm Form
Medium swarm of tiny beasts
- Armor Class 8 + PB
- Hit Points 10 + 5 times your shapeshifter level (the form has a number of Hit Dice [d10s] equal to your shapeshifter level)
- Speed 30 ft., fly 30 ft., swim 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 3 (-4) 16 (+3) 10 (+2) 1 (-5) 8 (-1) 2 (-4)
- Skills Stealth +6
- Damage Resistances bludgeoning, piercing, slashing
- Condition Immunities prone, restrained
- Senses blindsight 10 ft., passive perception 9
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature.
Actions
Stings. Melee Weapon Attack: your natural attack modifier to hit, reach 0 ft., one target. Hit: 1d12 + PB piercing damage or 1d6 + PB piercing damage if the swarm has half of its hit points or fewer.
Elemental
Elemental shapeshifters transform into forms composed entirely of an element, letting them manipulate their element and attack with it
Elemental Affinity
At 3rd level you align yourself to one of the four elements. Your choice lets you cast a cantrip associated with your element in your normal form or when transformed into an elemental. At 11th level you can select another elemental affinity. If you choose fire, you can choose for your natural attack to deal fire damage.
Elemental Cantrips
Air | Earth | Fire | Water |
---|---|---|---|
gust | mold earth | control flames | shape water |
Elemental Shape
At 3rd level you can use your Change Shape feature to transform into your Elemental Form. While in your Elemental Form you do not need to breathe. You cannot use your flying or swimming speeds until you reach the appropriate level as shown on the creature shapes table.
Elemental Burst
At 7th level, You can unleash an explosion of elemental power. As an action, each creature of your choice within 5 feet of you must make a Dexterity saving throw. On a failure a target takes Bludgeoning (Air, Earth, and Water) or Fire (Fire) damage equal to two rolls of your natural attack die and suffers an additional affect based on your elemental affinity. On a success the target takes half damage and suffers no additional effect.
Additional Effect
- The creature is grappled if it is large or smaller. Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. (Water)
- The creature is thrown 10 feet away from you. If a thrown target strikes an object, such as a wall or floor it takes an extra 1d6 bludgeoning damage (Air)
- The creature is knocked prone (Earth only)
- The creature ignites (Fire), taking extra fire damage equal to your shapeshifter level at the start of each of its turns until it uses an action to extinguish the flame.
This damage increases to three rolls of your Natural Attack die when you reach 15th level in this class.
You can do a burst a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Elemental Form
Medium elmental
- Armor Class 12 + PB
- Hit Points 5 + five times your shapeshifter level (the form has a number of Hit Dice [d10s] equal to your shapeshifter level)
- Speed 40 ft., burrow 30 ft. (earth only), fly 40 ft. (air only hover), swim 40 ft. (water only)
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 11 (+0)
- Damage Resistances lightning (Air only); slashing (Earth only); acid (Water only); fire (Fire Only)
- Condition Immunities paralyzed, petrified, poisoned
- Senses darkvision 60 ft., tremorsense 10 ft (Earth Only) passive Perception 10
- Languages Primordial
Amorphous. (Air, Fire, and Water Only). You can move through a space as narrow as 1 inch wide without squeezing
Glide. (Air Only). You can slow your fall with a cushion of air thats allows you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.
Illumination. (Fire Only) You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
Actions
Slam. Melee Weapon Attack: your natural attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + PB bludgeoning damage (Air, Earth, and Water only) or fire damage. If the target is a flammable object, it ignites. (Fire only)
Compounded Creature
At 11th level, You gain another elemental affinity. You learn that elemental affinity's cantrip. When you use change shape you can transform into an elemental of either element or a combination of the two. Your compound elemental form has unique traits based on the combination.
Lightning Elemental (air and fire).
- You have immunity to lightning damage.
- Your slam deals lightning damage, if the target is a flammable object, it ignites.
- You have a flying speed equal to your walking speed
- You can move through a space as narrow as 1 inch wide without squeezing.
- You gain the Control Lightning cantrip
- Your elemental burst is shaped like a 20 ft line. It deals lightning damage and blinds creatures for 1 minute on a failed save. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
Ice Elemental (air and water).
- You have immunity to cold damage.
- Your slam deals cold damage.
- You have a swimming speed equal to your walking speed and can swim through ice and snow as if it were water. You don't disturb the material you move through.
- You gain the Mold Ice cantrip
- Your elemental burst is shaped like a 15 ft cone and requires a Constitution save. It deals ice damage and slows creatures by 15 feet for 1 minute on a failed save. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Mud Elemental (water and earth).
- You have resistance to bludgeoning and acid damage
- Your slam deals bludgeoning damage
- You have a burrow speed equal to your walking speed and can burrow through nonmagical, unworked earth, stone, and mud. While doing so, you don't disturb the material you move through.
- You gain the Mold Mud cantrip
- You can move through a space as narrow as 1 inch wide without squeezing.
- Your elemental burst is shaped like a 15 ft cone. It deals bludgeoning damage and restrains creatures for 1 minute on a failed save. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Dust Elemental (air and earth).
- You have resistance to piercing and thunder damage
- Your slam deals slashing damage
- You have a flying and burrowing speed equal to your walking speed
- You can move through a space as narrow as 1 inch wide without squeezing.
- You gain the Mold Dust cantrip
- Your elemental burst is shaped like a 15 foot cone and blinds creatures for 1 minute on a failed save. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Steam Elemental (fire and water).
- You have immunity to fire damage
- Your slam deals fire damage. Being underwater doesn't grant resistance against this damage.
- You have a flying and swimming speed equal to your walking speed.
- You can move through a space as narrow as 1 inch wide without squeezing.
- You gain the Shape Steam cantrip
- Your elemental burst is shaped like a 20 ft line and requires a Constitution save. It deals fire damage and scalds a target on a failed save. It takes extra fire damage equal to your shapeshifter level 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. Being underwater doesn't grant resistance against this damage.
Magma Elemental (earth and fire).
- You have immunity to fire damage
- You have a burrow speed equal to your walking speed and can burrow through nonmagical, unworked earth, stone, and magma. While doing so, you don't disturb the material you move through.
- Your slam deals fire damage, if the target is a flammable object, it ignites.
- You can melt through 2-inch-thick, nonmagical metal in 1 round.
- You gain the Mold Magma cantrip
- Your elemental burst is shaped like a 15 ft cone. It deals fire damage and ignites a target on a failed save. It takes extra fire damage equal to your shapeshifter level until it uses an action to extinguish the flame.
Push Through Primordial Planes
Starting at 15th level, you can cast plane shift once, in your normal form and elemental form, targeting only destinations corresponding to one of your elemental affinities, without requiring material components. Charisma is your spellcasting ability for this spell. Once you cast plane shift this way, you can't cast it in this way again until you finish a long rest.
Modifications
Aggressive
As a bonus action, you can move up to its speed toward a hostile creature that you can. You must end this move closer to the enemy than you started.
Ambusher
In the first round of a combat, you have advantage on attack rolls against any creature you have surprised
Blood Drinker
Once on each of your turns, when you hit a creature with your natural attack that isn't a Construct or an Undead, you regain 1d6 hit points.
Bioluminescence
You can choose to shed bright light in a 20-foot radius and dim light for an additional 20 ft.
Chameleon Skin
prerequisite 15th level
You can cast invisibility at will. Charisma is your Spellcasting ability for this spell
Death Burst
prerequisite 5th level
When you revert back to your normal form you explode in a burst of magical energy. Each creature of your choice within 5 feet of you must make a Dexterity saving throw equal to your creature save DC, taking 2d6 force damage on a failed save or half as much on a successful one.
Double Strike
If you have both hands free, when you attack with your natural attack, you can use a bonus action to make another attack with your natural attack. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
False Appearance
If a creature hasn't observed you move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that you are animate.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Keen Senses
You have advantage on Wisdom (Perception) checks.
Long-Legged
Your walking speed increases by 10 feet
Natural Armor
Your armor class equals 13 + your Dexterity modifier when you are not wearing armor.
Tough Skin
prerequisite 9th level
You are resistant to nonmagical bludgeoning piercing and slashing damage.
Pack Tactics
You have 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.
Pounce
If you move least 20 feet straight toward a creature and then hit it with a weapon attack or natural attack on the same turn that target must succeed on a Strength saving throw equal to your Creature Save DC or be knocked prone. If the target is knocked prone, you can make one natural attack against it as a bonus action.
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Venom
Once on each of your turns, when you hit with your natural attack a creature must succeed on a Constitution saving throw equal to your Creature Save DC or take 1d8 extra poison damage on a failed save or half as much on a sucessful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Siege Monster
prerequisite 5th level
You deal double damage to objects and structures.
Size Shifter
prerequisite 5th level
You can cast enlarge-reduce on yourself once without requireing components. Once you cast enlarge-reduce in this way you cannot do so again until you finish a long rest. Charisma is your Spellcasting ability for this spell
Spider Climb
You gain a climbing speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Spinnerets
prerequisite 5th level
You can cast web once without requiring components. Once you cast web in this way you cannot do so again until you finish a long rest. Charisma is your Spellcasting ability for this spell
Swallow
prerequisite 7th level
When you hit with your natural attack, if the target is a medium or smaller creature it must succeed on a Dexterity saving throw equal to your Creature save DC or be swallowed by you. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside you and takes an additional 1d6 damage at the start of each of your turns. A creature can use their action to repeat the saving throw, on a sucess they break free and fall prone in a space within 5 feet of you.
Underwater Adaptation
prerequisite 5th level
You can breathe underwater, and you gain a swimming speed equal to your walking speed
Spells
Control Lightning
Transmutation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Instantaneous, or 1 hour (see below)
You choose nonmagical lightning or fire that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
- If you target an area of lightning you extended it 5 feet in one direction, provided that there is flammable or conductive material for it to spread to.
- If you target an area of lightning you double or halve the area of bright light and dim light cast by the sparks , change its color, or both. The change lasts for 1 hour.
- If you target an area of fire you energize it into lightning. The fire loses the extra energy after 1 hour.
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the lightning and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to two non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.
Mold Ice
Transmutation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: Instantaneous, or 1 hour (see below)
You choose a portion of snow or ice that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of snow, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
- You cause shapes, colors, or both to appear on the snow or ice, spelling out words, creating images such as the vague form of a creature, or shaping patterns. The changes last for 1 hour.
- You can change ice's color or opacity. The ice or snow must be changed in the same way throughout. This change lasts for 1 hour.
- If the snow or ice you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Mold Mud
Transmutation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Instantaneous, or 1 hour (see below)
You choose a portion of mud or loose soil that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of mud, you can instantaneously excavate the it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
- If you target an area of mud, you cause shapes, colors, or both to appear on it, spelling out words, creating images such as the vague form of a creature, or shaping patterns. The changes last for 1 hour. *If you target an area of mud you change the mud's color or viscosity. The water must be changed in the same way throughout. This change lasts for 1 hour
- If you target an area of loose earth you instantaneously transform it into mud
- If you target an area of mud you instantaneously transform it into loose earth
- If the mud you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Mold Dust
Transmutation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: Instantaneous, or 1 hour (see below)
You choose an area of air above sand or loose soil, or dust suspended in the air that you can see within range and that fits within a 5-foot cube. You manipulate the cube in one of the following ways:
- If you choose an area of air above sand or loose earth you fill it with dust. As part of this action you fling the ddust 5 feet in a direction. The dust dissipates in 1 minute.
- You cause shapes, colors, or both to appear on the dust, spelling out words, creating images such as the vague form of a creature, or shaping patterns. The changes last for 1 hour.
- You can cause it to become difficult terrain. Alternatively, you can cause the air to become normal terrain if it is already difficult terrain. This allows you to create safe pockets in a dust storm. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Shape Steam
Transmutation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Instantaneous, or 1 hour (see below)
You choose a portion of air above a body of water or a cloud that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target air above a body of water you instantaneously fill the air with boiling hot steam or a cloud. You can use an action on subsequent turns to move it 5 feet in any direction. You cannot move a boiling cloud into another creature's space.
- You change the steam or cloud's color or opacity. The steam or cloud must be changed in the same way throughout. This change lasts for 1 hour.
- You cause shapes, colors, or both to appear on the steam or cloud, spelling out words, creating images such as the vague form of a creature, or shaping patterns. The changes last for 1 hour.
If you cast this spell multiple times, you can have no more than 2 of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Mold Magma
Transmutation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Instantaneous, or 1 hour (see below)
You choose a portion of magma or stone that you can seew within rage and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- You can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. You cannot move the magma or stone into an occupied space.
- If you target stone you heat it into magma or stone, provided that there are no creatures in it. The stone unmelts in 1 hour.
- You double or halve the area of bright light and dim light cast by the magma, change its color, or both. The change lasts for 1 hour.
- You cause shapes, colors, or both to appear on the magma, spelling out words, creating images such as the vague form of a creature, or shaping patterns. The changes last for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Wild Shape and Change Shape
If you gain the Wild Shape and Change shape features from multiclassing, the features don't add together. You can't transform more than twice per short rest unless you use a spell.
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
New Creatures
Elder Treant
Elder Treants are the wisest and most powerful of all treants. Their long verdant beards show their age.
Elder Treant
Huge plant, neutral
- Armor Class 17 (natural armor)
- Hit Points 138 (12d12 + 60)
- Speed 30 ft.
STR DEX CON INT WIS CHA 23 (+6) 8 (-1) 21 (+5) 12 (+1) 18 (+4) 10 (+0)
- Damage Vulnerabilities fire
- Damage Resistances bludgeoning, piercing
- Senses passive Perception 13
- Languages Common, Druidic, Elvish, Sylvan
- Challenge 10 (5,900 XP)
False Appearance. While the elder treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The elder treant deals double damage to objects and structures.
Actions
Multiattack. The elder treant makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (5d6 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 39 (6d10 + 6) bludgeoning damage.
Animate Trees (1/Day). The elder treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a elder treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the elder treant. The tree remains animate for 1 day or until it dies; until the elder treant dies or is more than 120 feet from the tree; or until the elder treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible
Liquid Metal
Liquid Metals are large gleaming oozes that disguise themselves as treasure hordes to lure in unsuspecting adventurers. However, their metallic properties are more than skin deep. Their bodies, although malleable, repel weapon attacks like armor. Their psuedopods end in sharp spines which they use to skewer their prey.
Liquid Metal
Huge ooze, unaligned
- Armor Class 16 (natural armor)
- Hit Points 168 (16d12 + 64)
- Speed 20 ft.
STR DEX CON INT WIS CHA 18 (+6) 6 (-2) 18 (+4) 1 (-5) 6 (-2) 2 (-4)
- Damage Resistances acid
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
- Languages –
- Challenge 9 (5,900 XP)
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance. While the ooze remains motionless, it is indistinguishable from a pile of coins.
Actions
Multiattack. The Liquid Metal makes two attacks with its pseudopods.
Pseudopod. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 28 (8d6) acid damage, If the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Sapphire Ooze
Sapphire oozes are a form of intelligent ooze native to Elysium. Steadfastly courageous and protective, sapphire oozes are proof that even the least of Elysium’s natives are heroic in their own right. These eager creatures have an intense and innocent curiosity about the world.
This, combined with their unhesitating courage, renders sapphire oozes particularly vulnerable to the hazards of Elysium, as they have no qualms about wandering into any corner of the plane in search of adventure or vulnerable creatures in need of rescue. of course, in most such cases, the sapphire oozes themselves must be rescued, whether by azatas or by visiting adventurers; wandering azatas are often alert for the bubbling sound of a sapphire ooze’s distress calls.
Sapphire oozes that find their way to the Material Plane usually do so by accident. In such cases, the ooze eagerly seeks out novice adventurers or aspiring heroes to share adventures with, using their abilities to protect their allies and inspire them to greatness. They are often quite surprised and confused when they encounter other oozes, which sapphire oozes never expect to be so mindless and such boring conversationalists.
Sapphire Ooze
Medium ooze, chaotic good
- Armor Class 14 (natural armor)
- Hit Points 90 (12d8 + 9)
- Speed 20 ft., climb 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA 14 (+6) 17 (+3) 16 (+3) 7 (-2) 10 (0) 15 (+2)
- Skills Persuasion +2, Perception +3
- Damage Resistances acid, bludgeoning
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 13
- Languages Celestial, Common
- Challenge 2 (450 XP)
Amorphous. The Ooze can move through a space as narrow as 1 inch wide without squeezing.
Actions
Pseudopod. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (2d6) piercing damage plus 4 (1d6) acid damage.
Heroic Infusion. While being worn as armor, as a bonus action, the ooze can bolster its wearer with a holy light giving its wearer 1d4+4 temporary hit points
Amorphous Aegis. The ooze morphs around a willing creature, transforming into crystalline armor equivalent to a mithril breastplate. While in armor form, the ooze cannot use its Psuedopod attack. If the ooze's wearer is hit with an attack, the ooze takes half of the damage its wearer takes. The ooze can revert to its true form using this action.
Art used:
- "Vivienne's Transformation" by Aleksandra Skiba
- "Mind Flayer" by Nick Delgaris
- "Elder Ent" by moonxel
- "Pathfinder Monster (Adamantine Metal Ooze)" by Emperor Neuro
- "Sapphire Ooze" from Pathfinder
- Lava Monster by jubjubjedi https://www.deviantart.com/jubjubjedi
Credits
This homebrew is partially based on The Animus class by McToomin27, the Shifter from Pathfinder, and some of the elementals from The Elements and Beyond by Benevolent Evil.