Shapeshifter

A shapeshifter is a magical being with the ability to transform into various creatures, often animals or mythical beasts. By using their unique magic, they adapt their shape for purposes like combat, stealth, or survival, blending into their surroundings. During battles, they can shift into powerful forms, harnessing the strengths of their chosen creature to gain an advantage over adversaries, demonstrating the impressive versatility and power of shapeshifters in the magical realm.

Shapeshifter
Shapeshifter Class Features
Shapeshifter
1 – Shapeshifting
On your turn, you can use a bonus action to shapeshift for up to 1 minute. It ends early if you fall unconscious or if you end it yourself (no action required). While Shifted, if you aren’t wearing heavy armor, you gain:

  • Advantage on Strength checks and Strength saving throws.
  • Resistance to bludgeoning, piercing, and slashing damage.
  • Bonus Damage. When you make a Strength-based melee weapon attack or unarmed strike, add your proficiency bonus to the damage roll.
  • Spellcasting Restriction. You can’t cast spells or maintain concentration on them.

You can enter a shift a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
6 – Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
11 – Elusive
You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
16 – Sixth Sense
If you are able to hear, you are aware of the location of any hidden or invisible creature within 30 feet of you. You have blindsight within 10 feet.
Shapeshifter Character Creator

Shapeshifter Character Creator

Spellcasting List: None

Remaining Points: 27

Starting Equipment

  • A Simple or Martial Melee Weapon of Your Choice
  • Explorer's Pack
  • Light or Medium Armor of Your Choice.
  • 35 gp
Shapeshifter Stats

Shapeshifter Stats

Hit Points at 1st Level

12 + Constitution modifier

Hit Points

1d12 per level

Hit Points at Higher Levels

1d12 (or 7) + Constitution modifier per level

Primary Ability

Strength

Saving Throws

Strength, Wisdom

Skills

Choose three: Animal Handling, Athletics, Acrobatics, Intimidation, Nature, Persuasion, Stealth, or Survival

Weapons

Simple weapons, martial weapons

Armor

Light armor, medium armor

Starting Equipment

A simple or martial melee weapon of your choice, an explorer's pack, light or medium armor of your choice, and 35 gp

Tools

None

Spellcasting List

None

Shapeshifter Subclasses

Shapeshifter Roll20

Shapeshifter Features
Code copied to clipboard!