Why be boringly human when you could be a hedgehog on a Tuesday?
Ever thought life would be far more entertaining if you could pinch the legs off a spider, grow wings like a bat, or horrify your neighbours by turning into their cat at teatime? Congratulations. You are now officially that sort of nightmare.
Class Overview
Shapeshifters are professional body-hoppers, naturalists of chaos, and the party’s unofficial mascot. Why swing a sword when you can gnash teeth, claw walls, and scamper past the enemy in a form that makes them scream?
Unlike druids, shapeshifters do not rely on magic (well, most of the time). Their abilities are awkward, unpredictable, and slightly terrifying. Transformation is not for the faint-hearted, the faint-limbed, or the faint of wardrobe.
BECMI Version
Requirements
Constitution 9 or higher.
Must enjoy awkward social situations and leaving small animal footprints all over town.
Prime Requisite
Constitution: 13–15 grants 5% XP bonus, 16+ grants 10%. Because twisting yourself into a ferret is hard work.
Hit Dice
1d6 per level to 9th; after 9th, add 2 extra HP per level.
Armour and Weapons
None. Ever.
Weapons limited to clubs, daggers, staves, and slings.
Most damage is tooth, claw, or accidental kicks.
Alignment
Any. Most are chaotic simply because they forget which form they are.
Combat and Saves
As a cleric of equivalent level, except the cleric has a moral compass.
Class Features
Shift Shape
Transform into natural animals you’ve observed. No cheating: you cannot become a dragon, a gelatinous cube, or your Aunt’s neighbour.
Uses per day increase with level. Starts at 1/day. By level 14, you can shift so often the town gossip files complaints.
Duration: 1 turn per level per use. Expect awkward clothing problems.
Retain your brain, but gain claws, wings, flippers, and any other miscellaneous nonsense from the animal.
Form Limits
Levels 1–2: Tiny or Small beasts (ground only). You might look ridiculous. You will squeak.
Levels 3–4: Medium beasts, swimming allowed. You might splash something valuable.
Levels 5–6: Large beasts, climbing/burrowing allowed. Hope you like cramped tunnels.
Levels 7–8: Flying beasts. Local pigeons resent you.
Levels 9–10: Powerful beasts up to 8 HD. People call the town constable.
Levels 11–12: Huge beasts. You no longer fit in doorways.
Levels 13–14: Gargantuan beasts. The earth shudders when you walk.
Hybrid Shape
From level 7, combine traits from two animals. Example: bear claws, eagle wings.
Level 11: add a second trait. Level 13: a third. Your party will slowly regret inviting you.
Bestial Guise
Level 4: Mimic humanoids physically. Lasts 1 turn per level. Reduced HP = instant collapse. People may still recognise your tail.
Speak with Beasts
Level 6: Chat with animals like a lunatic. Once per day, even in human form.
Adaptive Flesh
Level 6: +4 saves vs paralysis/petrify. Level 12: immune to forced polymorph. Your therapist weeps.
Quick Change
Level 9: Shift as a move action once per round. Your enemies roll eyes.
Den and Menagerie
Level 9: Establish a hidden den or travelling zoo. Attract 2d6 odd animal allies, one shapeshifter apprentice, 1d4 attendants. If you forget to feed them, you will regret it.
Mishaps
Stressful shifts: d20 roll, 1 = partial change, leftover beak, stray tail, general embarrassment.
Magical beasts, undead, constructs, and elementals are off-limits. Yes, that includes dragons.
5e Version
Hit Points
Hit Dice: 1d8 per level
HP at 1st Level: 8 + Constitution modifier
HP at Higher Levels: 1d8 + Con per level
Proficiencies
Armour: None. Lycra optional.
Weapons: Simple weapons. Ever tried juggling swords as a rabbit?
Tools: None
Saving Throws: Dexterity, Constitution
Skills: Choose two: Acrobatics, Animal Handling, Deception, Perception, Stealth
Equipment
Simple weapon of choice
Explorer’s pack
Dagger
Level Features
Level 1: Shape It Off
Transform into Tiny/Small beasts seen before. Duration: 10 min per level.
Keep INT, WIS, CHA, HP; gain animal movement, attacks, senses.
Once per short rest. At higher levels, frequency increases.
Level 2: Copy Cat
Mimic humanoid features/voice. Works like disguise self, but your ears might be wrong.
Level 3: Quick Change
Transform as bonus action. Using it twice in a row: DC 10 Con save or stuck for 10 minutes.
Level 5: Beast Buffet
Combine traits from multiple animals: movement, attacks, senses. Cannot exceed Large. Party morale drops.
Level 7: Enduring Form
Forms last 1 hour per level.
Level 10: Multiattack Menagerie
Two natural attacks per Attack action while in beast/hybrid form.
Level 15: Double Down
Assume two forms simultaneously in one hybrid. Chaos ensues.
Level 20: Apex Mutation
Unlimited shapeshifts as a bonus action. Gain advantage vs restraint/paralysis. Party may file complaints with the local council.
Drawbacks
d20 on each shift; 1 = random beast for 1 hour.
Cannot use armour, shields, or weapons while shifted.
Optional Mishaps (d6 for flavour):
Nose remains human
Tail wagging cannot be stopped
Constant smell of bacon
Speak only in animal noises
Feathers remain forever
Mismatched eyes
Congratulations, You’re a Menace
By now, you have presumably memorised which end of a badger is which, how to flap like a bat without smashing a chandelier, and the subtle art of sneezing mid-shift without turning into a slug permanently. You may have also traumatised your party, impressed no one, and left a trail of shredded trousers across half the kingdom.
Shapeshifting is not a hobby. It is a lifestyle. It is a commitment. And above all, it is terribly, gloriously, unapologetically fun.
So grab your favourite animal, roll that d20, and remember: whether you become a rabbit, a rhino, or your neighbour’s cat, the most important rule is simple: never, ever forget which body is yours… or anyone else’s.
Welcome to chaos. Welcome to glory. Welcome to being the Shapeshifter!
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