Everywere (5e Class)

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The Everywere

For whatever supernatural reason, you have been gifted or cursed with the ability to change your physical appearance to that of the denizens of the natural world. Perhaps you are descendent from the whimsical fae, with a power passed along bloodlines through a pact with these otherworldly tricksters. Maybe you are a magical experiment gone horribly awry or fantastically correct. Or actually, you are a the strange but blessed result of a holy union between a demigod and an unsuspecting fauna. Whatever the case may be, you have the extraordinary ability to become other creatures, from a lowly rat to a mighty dragon. Your ability opens up a whole world of possibilities that others could only dream of. Soar through the highest skies, swim down the deepest oceans, infiltrate the most secure of vaults as a harmless insect, or crush your foes with sheer brute strength. If some creature in this world can do it, so can you.

The shapeshifter is intended to be a very versatile class. Depending on which archetype you choose, you could become a high hit points tank, a skilled thief or you could just become a badass dragon. Or all of them.

Creating an Everywere

Why did you choose to become a shapeshifter if you were not born of a doppelganger? What was goal in obtaining these powers, is it to become strong, trick others, hide your identity, or some other reason? Shapeshifters usually try to blend into society and try not to show their powers, but will you openly show your powers or hide them? Finally, what you do with your powers is the question.

Quick Build

You can make an Everywhere quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Intelligence. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Everywere you gain the following class features.

Hit Points

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

Proficiencies

Armor: none
Weapons: none
Tools: none
Saving Throws: Charisma, Intelligence
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Intimidation, Medicine, Nature, Perception, Performance, Persuasion, and Survival.

Equipment

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

    • If you are using starting wealth, you have 4d4 × 10 gp in funds.

    Table: The Everywere

    LevelProficiency
    Bonus
    FeaturesCR of Shapeshifting
    Creatures
    1st+2Shapeshift1/4
    2nd+2Anatomically Inaccurate1
    3rd+2Shifter Feature1
    4th+2Ability Score Improvement2
    5th+3Natural Instinct2
    6th+3Shifter Feature3
    7th+3Superior Eyesight3
    8th+3Ability Score Improvement4
    9th+4Inner Strength4
    10th+4Shifter Feature5
    11th+4Permanent Form5
    12th+4Ability Score Improvement6
    13th+5Adrenaline Rush6
    14th+5Shifter Feature7
    15th+5Practice Makes Perfect7
    16th+5Ability Score Improvement8
    17th+6Unnatural Youth8
    18th+6Shifter Feature9
    19th+6Ability Score Improvement9
    20th+6Superior Permanent Form10

    Shapeshifter

    When choosing this class at 1st level, choose two of the following types of shapeshift forms. Beasts, Fey, Humanoids, Monstrosities, Oozes, and Plants. You may shapeshift into any creature of the types chosen as an action and from your shapeshifted form into any other without needing to return to your natural form, both according to the rules directly below.

    You can shapeshift into your desired form a number of times equal to your Charisma modifier + your proficiency bonus, while you can shapeshift, as an action, into your desired form; as long as that form is two CR below your Everywere level. Regardless, shapeshifting turns your body into that of your desired form for an indefinite amount of time.

    When you shapeshift into any creature, your Strength, Dexterity, and Constitution ability scores are replaced by the creatures, however your Intelligence, Wisdom, and Charisma ability scores, as well as your personality, and alignment do not change. You also retain all of your skills and saving throws, in addition to gaining those of your chosen form. You can also speak and understand the written languages of the creature in addition to your own as long as you are in that form.

    When you shapeshift into any creature, you gain a separate amount of hit points that is equal to the creature's as described in the monster manual (or any other source deemed appropriate by your GM). You still retain your hit points in your natural form otherwise.

    When in your shapeshifted form, weapons or spells that deal additional damage to a specific type of creature, such as arrows of slaying, work as though you are that type of creature.

    You cannot shapeshift into any creature made up of multiple creatures, such as a swarm of bats.

    You cannot take legendary actions, lair actions, or legendary resistances of any creature you shapeshift into.

    Damage Received When Shapeshifting

    Taking damage in your shapeshifted form does not reduce the hit points of your natural form.

    (If your desired form has less hit points than your natural form) When your desired form drops to zero hit points, the entirety of the damage is carried over to your natural form.

    (If your desired form has more hit points than your natural form) When your desired form drops to zero hit points, your natural form takes equal damage in equivalent percentage.

    Anatomically Inaccurate

    At 2nd level, you gain resistance to one of the following damage types of your choice: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

    Shifter

    At 3rd level, you may choose a shapeshifter subclass from the following: Changed Beast or Altered Form.

    Ability Score Increase

    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.

    Natural Instinct

    Starting at 5th level, you gain advantage on your Acrobatics, Athletics, Sleight of Hand, Stealth, Intimidation, Persuasion, Performance, Perception, Investigation, Animal Handling, Nature and Survival checks whilst in your desired form, depending on the form (GM Judgement Required).

    Superior Footwork

    Starting at 6th level, your base walking speed increases by 10 feet

    Superior Eyesight

    Starting at 7th level, you gain darkvision for 60 feet, and if you already have darkvision, the range is increased by an additional 30 feet.

    Inner Strength

    Starting at 9th level, you gain proficiency in Constitution and Wisdom saving throws.

    Permanent Form

    Beginning at 11th level, chose one CR3 or lower form from the types of creatures that you can shapeshift into, you can shapeshift into this form without expending a use of your shapeshift feature, and you can maintain this form for an indefinite amount of time.

    Adrenaline Rush

    Beginning at 13th level, when you roll for initiative, you can immediately use your shapeshift feature so long as you are not already shapeshifted and you are not surprised.

    Practice Makes Perfect

    At 15th level, you may choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

    Unnatural Youth

    By 17th level Your body has integrated the genes of numerous creatures, you age at half the rate of your race, and maintain a youthful body until your death.

    Superior Permanent Form

    At 20th level, chose one CR5 or lower form from the types of creatures that you can shapeshift into, you can shapeshift into this form without expending a use of your shapeshift feature, and you can maintain this form for an indefinite amount of time.

    Changed Beast

    You incorporate your shapeshifting partially into your natural form. Spellcasting for this subclass has an attack modifier of your Charisma modifier + your proficiency bonus and your spell save DC is 8 + your Charisma modifier + your proficiency bonus.

    Alterations Incorporated

    When choosing this subclass at 3rd level, you immediately gain benefits based on the types of creatures you are able to shapeshift into.

    • Beasts. You can cast speak with animals spell on yourself at will, in addition you may choose one of the following bonuses:
    Mammal. Your base walking speed increases by 10 feet.
    Reptile. Your unarmed strikes deal 1d4 additional poison damage.
    Arthropod. Your need for water is reduced to half of what your race typically needs, and you do not need additional water when travelling through especially arid environments. Your AC increases by 1.
    Fish. You can breathe underwater, and have a swim speed of 30ft.
    Bird. You gain proficiency with Perception checks. You also have resistance to fall damage.
    • Fey. You learn the Sylvan language. You know the druidcraft cantrip. You can cast the goodberry spell once with this feature and your regain the ability to do so once you finish a long rest. You can cast the misty step spell once with this feature and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
    • Humanoids. You gain proficiency with one martial weapon of your choice, light armor, any tool of your choice, and one language of your choice.
    • Monstrosities. You gain proficiency with Intimidation checks. You also you ignore all difficult terrain penalties.
    • Oozes. You have advantage on Athletics checks to grapple any target. You can also climb without expending extra movement.
    • Plants. As long as you get at least 4 hours of sunlight on any given day, you do not need to eat. You have advantage on any check to resist being moved against your will, or being grappled. Also, when in situations with limited (but not zero) air, you create an endless supply of fresh air for you and up to 10 other Medium creatures with you.

    Vicious Form

    Starting at 6th level, you gain the following benefits when in your natural form:

    • Your unarmed strikes can use your Dexterity modifier instead of your Strength, when determining attack and damage bonuses.
    • You can perfectly mimic any creature of your choice that you can shapeshift into, and have also observed for at least one hour.
    • Your unarmed strikes now deal 1d6 bludgeoning damage.
    • You can now attack twice, instead on once, whenever you take the attack action on your turn.

    Greater Shapeshifting

    At 10th level, you may choose one of the following types of creatures to add to your shapeshift forms. In addition, you also gain bonuses based on the type of creature chosen.

    • Aberrations. You learn the Undercommon language. Any creature that attempts to read or influence your mind with a divinization spell takes 1d10 psychic damage, unless otherwise allowed. You can also cast the detect thoughts spell at will, gain resistance to psychic damage, and have advantage on effects that cause you to be frightened.
    • Celestials. You learn the Celestial language. You become resistant to radiant damage. Your unarmed strikes deal an additional 1d4 radiant damage.
    • Dragons. You learn the Draconic language. You gain a breath weapon of your choice from the dragonborn race description and gain resistance to the type of damage it inflicts.
    • Elementals. You learn the Primordial language. You gain the firebolt, Ray of frost, and shocking grasp cantrips. You also gain resistance to one following types of damage: cold, thunder, or lightning.
    • Fiends. You learn one of the following languages of your choice: Abyssal or Infernal. You gain resistance to fire damage and you are immune to the effect of hot weather.
    • Giants. You learn the Giant language. Your Constitution and Strength scores increase by one. You count as one size larger when determining carrying capacity, and the weight you can push, drag, or lift.

    Many Lives Lived

    Starting at 14th level, you gain the following benefits:

    • You can now attack three times, instead of twice, whenever you take the attack action on your turn.
    • You gain proficiency in light armor or medium armor and shields if you are already proficient in light armor.

    Partial Shapeshift

    Beginning at 18th level, you may transform parts of your body to take on animalist appearances as a bonus action.

    If you change which partial shapeshift feature you have applied within one minute of applying this feature, you must succeed on a DC 20 Constitution saving throw or take 3d10 necrotic damage. (This damage cannot be reduced or prevented by any means.)

    • Claws. Your unarmed strikes deal additional slashing damage equal to half your Charisma modifier rounded up.
    • Hardened. Your AC increases by one.
    • Spines. Any creature that you are grappling takes 1d10 piercing damage at the end of your turn. Plus any creature that is grappling you takes 1d10 piercing damage at the end of their turn.
    • Augmented Legs. Your base walking speed increases by 10 feet.
    • Frightful Visage. You can shapeshift partially into a horrifying amalgamation of your known forms. All creatures that see you must make a Wisdom saving throw or become frightened of you. The creature can repeat the saving throw at the end of each of its turns. If a creature is successful on its saving throw, it becomes immune to the effects of your frightful visage for 24 hours.
    • Grip Footing. You gain the benefits of the spider climb spell.
    • Toxic. Your skin produces deadly chemicals, making any creature that comes in direct contact with your skin take 1d8 poison damage.

    Altered Form

    You focus on improving your shapeshifted form to the point of perfection.

    Biological Marvel

    When choosing this subclass at 3rd level, immediately take one additional type of creature from the lesser shapeshift list.

    In addition, you can shapeshift a number of times equal to your Charisma modifier plus your proficiency bonus, and you regain all uses of this feature after you finish a long rest.

    Shapeshifting is now a bonus action, instead of an action.

    Improved Shapeshift

    Beginning at 6th level, the CR of your available shapeshifted forms increases by one and you can stay in your shapeshifted form for a number of hours equal to twice your proficiency modifier at a time.

    Greater Shapeshifting

    At 10th level, choose two of the following types of creatures to add to your shapeshift forms: Aberrations, Celestials, Dragons, Elementals, Fiends, or Giants. In addition, you can now shapeshift into creatures that are Huge or smaller.

    Superior Shapeshift

    Beginning at 14th level, all of your shapeshifted forms gain the following benefits:

    • The AC of your shapeshifted forms increases by 1.
    • Your attack and damage rolls in your shapeshifter form are increased by one when using your natural weapons.
    • Your base movement speed in your shapeshifted form increases by 10 feet.

    Ultimate Shapeshift

    Beginning at 18th level, you can take two legendary actions and one legendary resistance if your shapeshifted form has them available. You regain all uses of this feature after you finish a long rest.

    Multiclassing

    Requires shapeshifting to be gifted by magic, the gods, supernaturally, or a shapeshifting creature gives you their blood.

    Prerequisites. To qualify for multiclassing into the shapeshifter class, you must meet these prerequisites: Charisma 13 and Constitution 13.

    Proficiencies. When you multiclass into the shapeshifter class, you gain the following proficiencies: one type of artisan's tool.

    Back to Main Page 5e Homebrew Classes

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