Ditto, Variant (5e Class)

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This page is of questionable balance. Reason: You can turn into a tarrasque, or some other creature with damage and hitpoints completely beyond what is appropriate for player. You can turn into creatures that have abilities designed for monsters, not players. You can turn into gargantuan creatures, flying creatures, regenerating creatures. You can do all this at 1st level. You can transform for a duration that lasts for most (if not all) combats between long rests. You can transform as a reaction, but no trigger is given. You get your subclass features on the same levels you get an ASI. This class is completely broken.


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Creating a Ditto


Quick Build

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

Class Features

As a Ditto you gain the following class features.

Hit Points

Hit Dice: 1d6 per Ditto level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Ditto level after 1st

Proficiencies

Armor: None
Weapons: Simple melee weapons
Tools: One type of artisan's tools
Saving Throws: Constitution, Charisma
Skills: Pick three from Acrobatics, Animal Handling, Athletics, Deception, History, Intimidation, Performance, Persuasion, Survival, and Stealth.

Equipment

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

  • A simple weapon
  • One artisan’s tool
  • (a) dungeoneer’s pack or (b) explorer’s pack
  • If you are using starting wealth, you have 3d4 x 10 gp in funds.

Table: The Ditto

LevelProficiency
Bonus
Features
1st+2Transform
2nd+2Darwinian Resilience
3rd+2Primal Evocation
4th+2Ability Score Improvement
5th+3Mutation
6th+3Primal Evocation feature,
7th+3From Failed Beginnings
8th+3Ability Score Improvement
9th+4Transform Improvement, Surprise Shift
10th+4Primal Evocation feature
11th+4Arcane Evolution
12th+4Ability Score Improvement
13th+5
14th+5Primal Evocation feature, From Failed Beginnings
15th+5Enigmatic Body,
16th+5Ability Score Improvement
17th+6Insomnia
18th+6Primal Evocation feature
19th+6Ability Score Improvement
20th+6Transform Improvement, Master of Copying

Transform

As a Ditto, you possess the uncanny ability to alter your physical form in order to mimic a beast or object that you can see. At 1st level, you can use yor action to transform from your original form into a known creature of your choice that is not an undead or construct. The CR of the creature or object does not matter, but you can only use this feature for 5 minutes, but you don’t have to use this all at once. 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 beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You gain the skill and saving throw proficiencies of the creature. If the creature has any legendary or lair actions, you can only use them once.
  • If you transform into something with a level, you only gain features granted to them at or before your current level, any features with a choice (like fighting styles or archetypes) give you the option they chose.
  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your new 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 that you've already cast.
  • Your equipment merges into your new form, becoming unusable until you revert to your original form.

You retain expended uses after a long rest.

Darwinian Resilience

You still gain this resistance while transformed if the creature already have that resistance you become immune to that damage type. At 2nd level, choose a biome and gain its associated damage resistance.

  • Desert. You are resistant to fire damage.
  • Swamp. You are resistant to poison damage.
  • Mountain. You are resistant to lightning damage.
  • Sky. You are resistant to thunder damage.
  • Tundra. You are resistant to cold damage.
  • Extraplanar. You are resistant to psychic damage.

Primal Evocation

At 3rd level, you feel the call of the wild and choose a Primal Evocation. Choose between Kingdom of Conformity, Kingdom of Magnitude, and Kingdom of Fluidity, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 9th, 12th, and 16th level.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th, 18th, and 20th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1.

Mutation

At 5th level, you gain access to a mutation when in your original form. Choose one from the following mutations:

  • Claws. Your unarmed strikes deal 1d8 slashing damage.
  • Quick Feet. Your movement speed increases by 10 feet.
  • Large Arms. You may add your Proficiency Bonus to any Strength ability check.
  • Thick Hide. You gain a +1 bonus to your AC.
  • Enhanced Sight. You gain Darkvision of 60 feet. This adds on to any dark vision you already have.
  • Gills. You can breathe air and water.

From Failed Beginnings

Choose another creature type from Aberrations, Celestials, Constructs, Dragons, Elementals, Feys, Fiends, Giants, Humanoids, Monstrosities, Oozes, Plants, Undead

From 7th level onwards, you can transform into your chosen type and beasts You can choose another type at 14th level

Surprise Shift

At 9th level, you can transform as a bonus action or reaction.

Arcane Evolution

Beginning at 11th level, when you transform into a creature, you temporarily learn all of its spells available to your level, using Charisma as your spellcasting ability. You can perform the somatic and verbal components of a spell while transformed, but you aren't able to provide material components.

Spell save DC = 8 + your Proficiency Bonus + your Charisma modifier
Spell attack modifier = your Proficiency Bonus + your Charisma modifier

Enigmatic Body

At 15th level, choose one creature your original form can use It's abilities, for example, if one of your creatures is a young red dragon, you gain access to its frightful presence, but not the things listed under actions, like multiattack. Additionally, you can also transform into your chosen creature without being able to see it in the moment.

Insomnia

At 17th level, you may sleep for only 4 hours to gain the benefits of a long rest. In addition, you have advantage on saving throws against magical effects that would knock you unconscious.

Master of Copying

At 20th level, you are a master of copying. Your Constitution and Charisma scores increase by 4. Your maximum for those scores is now 24.

Multiclassing


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

Kingdom of Conformity

<!-For subclasses introduce this class option here->

Conformist

After an hour of studying a person, you can transform into them and adopt all of their quirks and such to make the perfect body double or disguise.

Kecleon

You are able to change the color of your body to make your appearance conform to that around you, giving you advantage on stealth checks.

I'm not hiding INSIDE of the suit of armor...

Your armor works while transformed.

Environmental conformist

You gain another resistance (or immunity if you already resist it) to the most prevalent damage type in the area (Like in darwinian resilience) except it changes depending on the immediate environment.

Legendary Conformist

You can do legendary actions equal to the amount your form can when in the form of a creature with legendary actions, you must finish a short or long rest before you can use this again.

Kingdom of Magnitude

Stomp

You may stomp the ground and creatures within ten feet of you must make a dex save equal to 8 + your proficiency bonus + your constitution score modifier or fall prone

Heavyfall

You are immune to fall damage, and deal damage to those within a 10 foot radius of your fall equal to the fall damage you would have taken

Heavy stomp

You can use the stomp action as a free action when you use the Heavyfall ability

Titan Shifter

You gain advantage or disadvantage on strength checks against other creatures based on the size of your enigmatic body creature.

Titanic Transformation

large or larger creatures use half the time. For example, if you use a large creature for 1 minute, it only uses 30 seconds of your remaining transformation time.

Kingdom of Fluidity

Liquid Body

You and your creature forms gain the amorphous trait.

Fluid Transformation

Your transformation can be imperfect, but this is by no means a bad thing! While transformed, you are still able to speak and perform simple tasks (like lighting a candle non-magically, or using a potion) your original form could, but wouldn't normally be able to in your current form

Fluid Shifter

You can shift between transformations without needing to return to your original form first.

Liquid Disperser

You are immune to poison damage as your body disperses and dissolves it, you are aware of when poison enters your body through food or drink.

Amalgamation

You gain immunity to being grappled or restrained, you can use the fly speed of your enigmatic body creature, and you can take one level of exhaustion per minute to transform into an amalgamate, granting you the abilities of up to 3 creatures at a time. This can only be used once every long rest.

Multiclassing


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:



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