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The Omnishifter

1
O
Hunched over a body of what used to be an illithid, a young half An omnishifter is a researcher of monsters and master of forms.
orc examines every aspect of the body as they scribble all they see They educate themselves on the bodies, minds, and cultures of
in a book. After hours of investigating the body, they focus on what other creatures to understand them, they take it a step further by
they learned as their skin turns purple and tentacles grow from their becoming them as well.
face.
As a group of adventurers marches through a forest their lack of E S
perception left them open for attack, though before they realized a There is a vast amount of forms an omnishifter can learn and
gaggle of goblins jump the group. A swift battle begins as goblins become. The most common use is for research and diplomatic
circle a group, the quiet elf within the center of this fight quickly purposes such as interacting with other certain types of entities
grows in size as the elf melts away and in its place stands a more naturally.
towering dragon, the goblins left as quickly as they came.
However there's always a form under their sleeves for almost
During a long day of travel, a party must venture through a deep
any situation, from a troll to tear through a wall of warriors, a
cavern, unfortunately, a stone giant calls it home. The party is tired
scarecrow to clear the room, to even a rat to get into small spaces.
and wishes to not exercise themselves further. The group's
As an omnishifter explores the world they study monster from
omnishifter has a plan, as they enter the cave they announce their
afar or up close, to even within other research to expand their
presence. The omnishifter becomes a stone giant themselves and
understanding and shifting capabilities.
goes deeper into the cave, minutes later he returns with permission
to pass through safely.

1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
a research journal
T B U
Omnishifters are avid researchers with immense dedication
towards their work as wizards are towards their work. However,
unlike a wizard, being social is a heavy part of their work.
The Omnishifter
Omnishifters tend to be animal keepers, monsters hunters, or even Proficiency Alter
negotiators. Other omnishifters may use their power to survive, Level Bonus Features Points
mercenary work, or even for their own benevolent desires.
Alter Points,
Though they can't learn everything by staying in one place, so an 1st +2 3
Omnishift
omnishifter are nomadic, roaming the many worlds to learn all
about who and what inhabits them. Omnishifters believe that to 2nd +2 Creature Familiarity 4
truly understand a creature and their lives they must become one of
3rd +2 Metamorphosis Genus 5
them.
Ability Score
4th +2 6
C O Improvement
When making an Omnishifter it’s key that you have a backstory Universal
5th +3 7
that contains at least one miraculous event related to your Communicator
shapechanging abilities. Arcane Mutation,
How did you gain these powers? Was it through your research 6th +3 8
Genus Feature
into the entities of the many planes? Perhaps it was an accident, or
maybe you were born from it and you’re learning how to harness it.
7th +3 Awakened Tongue 9
What made you want to go out and learn about monsters and this Ability Score
8th +3 10
art? Are you from a line of omnishifters and now it's your turn to Improvement
take up the mantle? Does the concept of becoming powerful
9th +4 Establishing Point 11
monsters make you hungry for power? Maybe you're just curious
about what exists out there. 10th +4 Genus Feature 12
Flesh Warper, Focused
Q B 11th +4
Body
13
You can make a Omnishifter quickly by following these
suggestions. First, put your highest ability score in Intelligence, Ability Score
12th +4 14
followed by Wisdom. Second, choose the folk hero background. Improvement
Third, choose the following 1st-level creature forms for your Pseudo
13th +5 15
research journal: Manes, Twig Blight, Wolf, and Zombie. Metamorphosis
14th +5 Genus Feature 16
C F 15th +5 Hardened Will 17
As a Omnishifter you gain the following class features.
Ability Score
16th +5 18
Improvement
H P
Hit Dice: 1d6 per omnishifter level
17th +6 — 19
18th +6 Preserved Essence 20
Hit Points at 1st Level: 6 + Constitution Modifier
Ability Score
19th +6 21
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution Improvement
modifier per omnishifter level after 1st
20th +6 Master Control 22

P
Armor: Light armor

Weapons: Simple weapons, hand crossbow


A P
Tools: Choose any two Starting at 1st, thanks to your understanding of the art of
omnishifting you gain a pool of points used to fuel your powers.
Saving Throws: Intelligence, Wisdom
Your access to this energy is represented by a number of alter
Skills: Choose any three points. Your omnishifter level determines the number of points you
have, as shown in the Alter Points column of the Omnishifter table.
E You can spend these points to charge up various features. When
You start with the following equipment, in addition to the you spend a point, it is unavailable until you finish a short or long
equipment granted by your background: rest to regain them back.

(a) leather armor or (b) padded armor


any simple weapon
(a) a scholar’s pack or (b) an explorer’s pack

2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Some of your alter features require your target to make a saving
throw to resist the feature's effects. The saving throw DC is
P F
The omnishifter can prepare a number a forms it can become
calculated as follows:
through their day of adventuring.
Alter save DC = 8 + your proficiency your + Intelligence You prepare the list of forms that available for you to shift into.
modifier bonus To do so, choose a number of creatures forms from your research
journal equal to your Intelligence modifier (minimum of one) +
half your omnishifter level (rounded down), each creature you pick
must be at a level equal to or lower than your omnishifter level.
Y R J
Creatures that you add to your research journal as you You can change your prepared forms when you finish a long rest.
gain levels reflect the research you conduct on your Preparing forms takes time as you focus on the form's and
own, as well as dimensional breakthroughs you have memorize their being. This process takes a number of minutes
had about the entities of the multiverse. You might equal to the sum of all your forms levels (rounded up).
research more creatures during your adventures. You
could slay creatures to study the body, have a creature
allow you to learn about them or read through text to
learn more about the monsters of the world. V R
Copying a Creature into your Journal. When you find a If the setting of the game has little to no monsters
creature you can add them to your research journal if within it, your DM can choose to use the following
your Omnishier level is equal to the level of the form changes.
(pg. 9-10). setting a creature into your research journal At 1st level you begin with eight creatures in your
involves jotting down the biography of the creature, journal and you gain two forms when you gain a level
basic information, and some illustrations, with this you in this class instead of one.
can begin to learn and understand what it means to be
the creature so you can become it. The process takes a
number of hours equal to the creatures CR (minimum of
one) and 50 gp for every hour spent. The cost O
represents the means and effort put into researching the Beginning at 1st level, through your deep understanding of various
creature, such as the fine ink used to write, samples,
creatures and uncanny study you can change your shape to that of
and other material compounds. If you are studying a
creature from a second-hand source such as a tome the create you understand. You can use your bonus action to assume
time it takes to study the creature is doubled. the form of a creature from your prepared forms. You spend an
You are able to copy a creature into your journal that amount of alter points equal to the creatures level within the
does not appear on the creature form list such as a creature forms list.
shadow or beholder but you cannot prepare them and This transformation lasts for 1 minute. You then revert to your
shift into them. normal form unless you use of this feature to become something
Replacing the Journal. You can copy a creature's info
different or to hold your current form, by spending more alter
from your research journal into another journal for
example, if you want to make a backup copy of your points You automatically revert if you fall unconscious, drop to 0
research. This is just like copying a new creature into Hit Points, or die. You can revert to your normal form earlier by
your journal, but faster and easier since you have the using a bonus action on your turn. You transform into a prime
prior knowledge of the creature. You only need to spend example of that creature, one without any class levels, the
half the time for each creature (minimum of 1) and only Spellcasting, or the Legendary Resistance trait, Legendary Actions
10 gp per hour. If in the case you lose your research or Lair Actions.
journal, you can use the same procedure to copy the
creatures that you have prepared into a new journal. You also gain the Shapeshifter subtype.
Filling out the remainder of your journal requires you to While you are transformed, the following rules apply:
discover and learn about new creatures as normal. For
this reason, an Omnishier protect their research with Your game Statistics are replaced by the Statistics of the
their lives. creature, but you retain your Alignment, personality, and
The Journal’s Appearance. Your research journal is a Intelligence, Wisdom, and Charisma scores. You also retain all
unique compendium of creatures, with its own style of your skill and saving throw Proficiencies, in addition to
fitting of its keeper. It could be a plain leather journal gaining those of the creature. If the creature has the same
you keep in your belt, a fine tome that was given to you
proficiency as you and the bonus in its stat block is higher than
by a high scholar or maybe it’s not even a journal, such
as a bag of stones with a creature rune on each stone or yours, use the creature's bonus instead of yours. If the creature
an item you wear that can carry the knowledge. 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
R J the number of Hit Points you had before you transformed.
At 1st level, you have a research journal. You know four 1st level
However, if you revert as a result of Dropping to 0 Hit Points,
creature forms within the Creature Form List found at the end of
any excess damage carries over to your normal form. For
the class description.
example, if you take 10 damage in while shifted and have only
1 hit point left, you revert and take 9 damage. As long as the
F K H L excess damage doesn't reduce your normal form to 0 Hit Points,
With this power you can become a variety forms. When you gain
you aren't knocked Unconscious.
level in this class you learn one form of your choice equal to or
lower then your level from the creature forms list (p. 9-10).

3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
You can't cast spells, and your ability to speak or take any
action that requires hands is limited to the capabilities of the U C
creature's form. Transforming doesn't break your Concentration Starting at 5th level, while transformed you can now magically
on a spell you've already cast, however, or prevent you from speak your known languages if you couldn't before already.
taking Actions that are part of a spell, such as Confusion, that
you've already cast. A M
If a creature has a Multiattack action, you can't use it until you At 6th level, your weapon attacks while transformed count as
reach 5th level in this class. magical for the purpose of overcoming resistance and immunity to
nonmagical attacks and damage.
You retain the benefit of any features from your class, race, or
other source and can use them if the new form is physically A T
capable of doing so. However, you can't use any of your Special
Senses, such as Darkvision, unless your new form also has that At 7th level, your studies have lead to a greater understanding of
sense. You can only speak if the creature can normally speak. other creatures. Thanks to this, you understand all spoken
languages. Moreover, any creature that can understand a language
Your equipment merges into your new form. Equipment that can understand what you say.
merges with the form has no effect until you leave the form. If
the creature has any, you gain the default equipment for that E P
form except magic items such as a Rope of Entanglement. Any
At 9th level, you learn the identify the weakness of creatures and to
gear you gained while transformed disappears when you revert
predict their moves. As a bonus action you can use one of the
back.
following moves on a creature you can see within 60 feet of you:
Predict. You observe the movements and capabilities of a
creature and gain the following benefits until the end of your next
A P E turn:
Spending alter points to transform might be confusing,
but heres an example of how it works in play. You are a You have advantage on attack rolls against them.
14th level Omnishifter, at that level you have 16 alter You have advantage on saving throws they impose against you.
points, you've learned to become a Troll, a troll is a
10th level creature form as shown in the list, so you Identify. You look down a creature and gain a basic
must spend 10 points to become them. understanding of them. You know the following at your DMs
discretion:

C F Current hit points


You can spend additional alter points to strengthen weaker forms or One trait
to empower your strongest. When you transform you can spend one One damage resistances, immunities, or vulnerabilities.
or more additional atler point, when spent the creatures gains Armor Class
additional Hit Points equal to half your omnishifter level CR or Class Levels
(minimum of one) for every one extra atler point you spend.
You must finish a short or long rest before you can use this
feature again.
C F
At 2nd level, your time spent in the skin of other creatures has lead F W
you to understand them more then most.
At 11th level, you can expend 1 alter point to cast the Alter Self
You have advantage on Wisdom (survival) and Intelligence
spell on yourself without any verbal components.
(Investigation) checks to track creatures within your research
journal, as well as Intelligence checks to recall information about
them.
F B
Starting at 11th level, you learn to contain your form against
M G transmutive forces. You are immune to any spell or effect that
would alter your form against your will.
When you reach 3rd level, you choose a creature type to specialize
in, this will shape your research and mastery over a certain type of
creature, an Omnishifter excels in one of the following genus: P M
Genus of Flora, Genus of Fauna, Genus of Abominations, Genus of At 13th level, you can direct your power to another creature. When
Undeath, Genus of Automatons, Genus of Aliens, Genus of Fairies, you use your Omnishift feature you can spend one additional alter
or Genus of Sinners. Your choice grants you features at 3rd level point and touch a wiling creature then they assume a form from
and again at 6th, 10th, and 14th level. your prepared forms instead of you. When the other creature is
shifted they follow the rules and changes to their character
A S I described within the omnishift feature. They do not gain the
benefits of any other feature from this class.
When you reach 4th Level, and again at 8th, 12th, 16th, and 19th
You must finish a long rest before you can use this feature again.
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.

4
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
You can use this feature a number of times equal to your Wisdom
H W modifier (minimum of once). You regain all expended uses of it
By 15th level, you have gained a better understanding of the mind, when you finish a long rest.
which you have been in many. You gain proficiency in Charisma
Saving Throws. H R
At 6th level, the very roots of the earth speak with you and offer
P E aid. As a bonus action during combat you can choose a number of
creatures up to your Wisdom modifier, including yourself.
At 18th level, through your studies in transmutation you've learned
Flowering roots dance around the chosen creatures and they regain
how to preserve your own life. For every 10 years that pass, your
1d10 hit points, it also removes the poisoned, paralyzed and
body ages only 1 year, and you can’t be aged magically.
frightened conditions.
This healing die increases to 2d6 at 14th level.
M C You must finished a short or long rest before you can use this
Finally at 20th level, you have gained mastery over the art of shape feature again.
shifting, you gain the following benefits:
S F
Your transformation ends early only if you fall unconscious, At 10th level, the sun feeds your form and empowers you. all
die, the creature's hitpoints hit 0 or if you choose to end it. plants you assume the form of gain the Photosynthesis trait.
When you roll for initiative and have no alter points remaining,
you regain alter points equal to your Intelligence modifier +
you Wisdom modifier.
You can now prepare forms on a short and long rest. Photosynthesis. When you are in direct sunlight you have
advantage on Constitution checks and saving throws.
M G
The art of omnishifting is an uncommon and odd practice, at some P M
point during their learnings they gain an affinity for a certain kind At 14th level, you have gained an immense understanding of plant
of entity, these being creature types. Some come into the practice life. This understanding has given you the following boons:
fully knowing what creatures they want to learn and become,
others find it along the way. You can cast the spell Speak with Plants at will.
Their choice may reflex what kind of person they are or be You are immune to disease and poison
connected to why they became what they are. Nevertheless, when
one chooses to prestige in a creature type they can and will excel in When a plant creature attacks you, that creature must make a
that field. Wisdom saving (DC = 8 + your proficiency bonus + your
Wisdom modifier.) On a failed save, the creature must choose a
G F different target, or the attack automatically misses. On a
successful save, the creature is immune to this effect for 24
Plants are an amazing thing, those of this genus couldn't agree
hours. The creature is aware of this effect before it makes its
more. Most flora researchers study plants for alchemical purposes,
attack against you.
this could help further their research on the creatures of the
multiverse. Some work closely with druids as some can share a You add the Myconid Sovereign, Shambling Mound, Shrieker,
similar protective role within nature, the same can be said for the and Vine Blight to your research journal, if they are not there
Genus of Fauna. already.

S A G F
Beginning when you choose this genus at 3rd level, the very plants
offer their aid. As an action you can touch a willing creature and Those of this field specialize gain a greater understanding of the
infuse a plant on them and roots into their body, this plant can beasts and other animals of their world. Omnishifter's are usually a
resemble any tiny flora. When planted a creature has the following friend to animals, perhaps being a keeper or guardian to them.
benefits: Those of this academy are sometimes confused for druids due to
their ability to become animals. They use this knowledge to
They gain temporary hitpoints equal to your half Omnishifter enhance the ferocity of their forms.
level, rounded up.
B I
They have resistance to poison damage and advantage on Beginning when you choose this genus at 3rd level, you can take
saving throws against being poisoned. the Dash action as a bonus action on each of your turns and you
know the Infestation cantrip. Intelligence is your spellcasting
They cannot be surprised.
modifier for this spell.
They regain 1 hit point at the start of their turn if they are in
direct sunlight. C W
At 3rd level, you gain proficiency in the Animal Handling skill, if
This plant last for 1 minute, after which it wilts away. you're already proficient, your proficiency bonus is doubled for any
ability check you make with that skill.

5
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
N I S M
At 6th level, bestial speed becomes imbued into your forms. All At 6th level, you have learned to bend and twist the nature of your
your movement speeds in normal form and while transformed, forms. When you transform you can expend one additional alter
increase by 10 ft. point. When spend the alter point, roll on the Mutations table below
to determine what trait you gain.
A A
At 10th level, you unlock a primal fury within the beast you Mutations
become. All beasts you transform into gain the Alpha trait. d10 Trait
1 Psionic Babble. You gain telepathy up to 30ft.
2 Darkvision. You gain a Darkvision of 120ft
Alpha. You are immune to the frightened condition and
have advantage on intimidation checks. Aggressive. As a bonus action, you can move up to its
3
speed toward a hostile creature that it can see.
Amorphous. You can move through a space as narrow
B M 4
as 1 inch wide without squeezing.
At 14th level, you have become the ruler of beast through your
kinship with them. This understanding has given you the following Shadow Stealth. While in dim light or darkness, you
5
boons: can take the Hide action as a bonus action.
6 Hardened Skin. Your overall AC increases by +1
You can cast the spell Speak with Animals at will.
7 Floater. You gain a flight (hover) speed of 10ft.
You ignore drawbacks caused by difficult terrain.
Magic Resistance. You have advantage on saving
8
When a beast attacks you, that creature must make a Wisdom throws against spells and other magical effects.
saving (DC = 8 + your proficiency bonus + your Wisdom Sure-Footed. You have advantage on Strength and
modifier.) On a failed save, the creature must choose a different 9 Dexterity saving throws made against effects that
target, or the attack automatically misses. On a successful save, would knock you prone
the creature is immune to this effect for 24 hours. The creature
is aware of this effect before it makes its attack against you. Pack Tactics. You have advantage on an attack roll
10 against a creature if at least one of your allies are
You add the Giant Ape, Giant Elk, Giant Owl, and Giant Shark within 5 feet of you and the ally isn't incapacitated.
to your research journal, if they are not there already.
This effect lasts for the duration of the transformation.
G A If the creature you assume has a similar trait it does not stack, if
you rolled it then simply roll again.
This breed of Omnishifter is a troubling type. They study the
At 12th level, you can expend this one additional alter point with
strange and frightening abominations that wonder the multiverse. A
this feature, gaining another mutation.
monster fanatic such as yourself may see monstrosities as more
than just unholy beasts, perhaps you see the beauty where most do
not. On the other hand, you may use this knowledge for your own
D F
At 10th level, the monsters you become grow more savage. All
selfish needs. These are the most common type of Genus outside of
monstrosities you assume gain the Mind Breaker trait.
Fauna and Flora.

T W
Beginning when you choose this genus at 3rd level, you develop a
Mind Breaker. You add your intelligence modifier to your
deadly set of claws while in normal form. Your long claws are damage rolls made with your weapon attacks.
natural weapons, which you can use to make unarmed strikes. If
you hit with it, you deal slashing damage equal to 1d6 + your
Strength modifier, instead of the bludgeoning damage normal for M M
an unarmed strike. At 14th level, you have become attune with the monsters of the
At 6th level, your natural weapons are magical due to the Arcane realms. This understanding has given you the following boons:
Mutation feature.
This damage die increases to 1d8 at 12th level. When you roll a 1 on your damage roll for an attack you make
you make with your weapon attacks, you can reroll that die but
M P must use the new number even if the roll is a 1.
At 3rd level, gain proficiency in the intimidation skill, if your Whenever you make a Charisma check when interacting with
already proficient, your proficiency bonus is doubled for any monstrosities, your proficiency bonus is doubled if it applies to
ability check you make with that skill. the check.
While transformed, any creature within 5 feet of you that's
hostile to you has disadvantage on attack rolls against targets
other than you or another character with this feature. An enemy
is immune to this effect if it can't see or hear you or if it can't be
frightened.

6
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
You add the Chimera, Displacer Beast, Mimic, and Owlbear to
your research journal, if they are not there already.
S E
At 10th level, you harvest the life energies of those you’ve slain
and absorb their power. All undead you assume gain the Soul
G U Absorb trait.
The study of the dead is a dirty business, one that an academy of
souls Omnishifter does with pride. The concept of the living dead
is an alluring one, this is the main drive of these kinds of
Omnishifter to learn as much as they can of the necrotic beings and Life Eater (Recharges after a Short or Long Rest). If you drop
th magic that surrounds them. They use this research to understand a creature to 0 hit points and kill it, If it is alive you can
the nature of this effect and at some point infuse their forms with it. absorb it's life force regaining hitpoints equal to the
creatures CR (minimum of 1) + your Intelligence
modifier (minimum of 1).
AT D
Beginning when you choose this genus at 3rd level, you begin to
get a feel for necrotic energies. You know the Spare the Dying and U M
Chill Touch cantrips, intelligence is your spellcasting modifier for At 14th level, your necromantic power reaches a greater form. This
these spells. understanding has given you the following boons:

D K You have advantage on death saving throws.


At 3rd level, you gain proficiency in the History skill, if you're You can cast Speak with Dead and Animate Dead without any
already proficient, your proficiency bonus is doubled for any material compounds. Intelligence is your spellcasting modifier
ability check you make with that skill. for these spells. Once you cast either spell, you can't cast it
again. with this feature until you finish a short or long rest.
I P You add your Intelligence modifier to all necrotic damage you
At 6th level, the deathly forces that you mingle with fuse with you. deal.
You can see 60 feet into the ethereal plane and your maximum You add the Skeleton, Beholder Zombie, Vampire Spawn, and
hitpoints cannot be reduced by any source. Wight to your research journal, if they are not there already.

7
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
You know the Mage Hand cantrip, and the hand is invisible
G A when you cast the cantrip with this feature. You may cast this
Constructs are a unique group of creatures, made yet not born. An without the verbal compounds. Intelligence is your spellcasting
Omnishifter that specializes in constructs are resourceful and handy modifier for this spell.
when it comes to tools and crafting. These skills help them build You can communicate telepathically with any creature you can
and destroy constructs, along with strengthening those they can see within 30 feet of you. You don't need to share a language with
become. the creature for it to understand your telepathic utterances, but the
creature must be able to understand at least one language.
I Additionally, you can speak, read, and write Deep Speech.
Beginning when you choose this genus at 3rd level, you learn what
it takes to build and construct creatures and structures. You gain H A
proficiency in three artisan’s tools of your choice. At 3rd level, you gain proficiency in the Insight skill, if your
already proficient, your proficiency bonus is doubled for any
S M ability check you make with that skill.
At 3rd level, you gain proficiency in the Investigation skill, if your
already proficient, your proficiency bonus is doubled for any A M
ability check you make with that skill. At 6th level, your psionic powers grow. You gain a resistance to
psychic damage and you are immune to any effects that would alter
D F your memory.
At 6th level, you imbue your forms with potent force. When you
transform the form has 10 additional hit points. P P
At 10th level, you have opened the minds of the aliens you
E D presume. All aberrations you transform into gain the Dangerous
At 10th level, thanks to your understanding on how constructs are Mind trait.
made you’ve learned to make them better then the rest. All
constructs you assume gain the Rebuild reaction.

Dangerous Mind. When you roll a 1 or 2 on your damage


roll when you deal force, necrotic, or psychic, you can
Rebuild. When you take damage, you can use your reroll that die but must use the new number even if the
reaction to roll a d6. Add your Constitution modifier roll is a 1 or 2.
(minimum of 1) to the number rolled, and reduce the
damage by that total.
A M
At 14th level, your psionic powers have reached a new peak. This
C M understanding has given you the following boons:
At 14th level, you know the ins and outs of constructs. This
understanding has given you the following boons: You know the Detect Thoughts spell, without any material
compounds. Intelligence is your spellcasting ability for these
You can cast Tiny Servant at will. spells, you can't cast it again. with this feature until you finish a
short or long rest.
You know the Mending cantrip.
You have an immunity to psychic damage
While you are not wearing any armor, your Armor Class equals
10 + your Dexterity modifier + your Intelligence modifier. You You gain immunity to the charmed condition
can use a shield and still gain this benefit.
You add the Chuul, Flumph, Mind Flayer, and Spectator to your
You add the Flesh Golem, Flying Sword, Helmed Horror, and, research journal, if they are not there already.
Homunculus to your research journal, if they are not there
already. G F
The whimsical and dangerous fey are an awe-inspiring group of
G A creatures that wonder the feywild, martial plane and more.
Many things lie beyond our mortal comprehension, secrets that can Omnishifters who study fey take part in their witty and uneasy
leave a man mad, things some warlocks strive for. Omnishifters, of habits to get closer to them. With their fey forms, they trick and
this genus, look to understand the strange beings known as warp their powers to aid and hinder.
aberrations, the aliens that plague the material plane. You learn
how their minds work and use it to your advantage. Some F T
omnishifters of this archetype are cultists or fanatics, anything to Beginning when you choose this genus at 3rd level, you learn how
get them close to these extraplanar beings. to resist effects that the dry can impose on you. You have an
advantage against being charmed and magic can’t put you to sleep.
P C Additionally, you can speak, read and write Sylvan.
Beginning when you choose this genus at 3rd level, an aberrant
force begins to take a grip of your mind giving you psionic
abilities.

8
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M I F T
At 3rd level, you gain proficiency in the Persuasion skill, if your At 3rd level, you gain proficiency in the Deception skill, if your
already proficient, your proficiency bonus is doubled for any already proficient, your proficiency bonus is doubled for any
ability check you make with that skill. ability check you make with that skill.

V F E F
At 6th level, you alter the power of your forms to protect others At 10th level, you learn the ways of fear and how to abuse it. All
from it. While transformed, when you use an action or trait that fiends you assume the form of gain the Reflect Fear trait.
forces other creatures to make a saving throw, you can protect
some of those creatures from your influence. To do so, as a
reaction, choose a number of those creatures up to your
Intelligence modifier (minimum of one creature). A chosen creature Reflect Feat (Recharges after a Short or Long rest). When a
automatically succeeds on its saving throw against the effect. creature attempts to frighten you, you can use your
reaction to attempt to turn the fear back on that creature.
The creature must succeed on a Wisdom saving throw
T S against your alter save DC or be frightened by you for 1
At 10th level, the feywilds enchant your forms. All fey you assume minute.
the form of gain the Mischievous trait.

H T
At 6th level, you learn a magical destructive force to deform your
Mischievous. You are immune to the charmed condition foes. When you hit a creature with a weapon attack you can spend
and have an advantage on (Charisma) Deception checks. 1 alter points to attempt to curse the creature, the creature must
make a Charisma saving throw against your Alter DC or become
cursed for 1 minute. When you use this feature, roll on the Curses
F M table below to determine what effect the creature gains.
At 14th level, you learned the secrets of the fey. This understanding
has given you the following boons: Curses
You know the Minor Illusion cantrip. Charisma is your d8 Trait
spellcasting modifier for this spell. 1 All their movement speeds are halved (rounded down).
Whenever you make a Charisma check when interacting with 2 They are blinded.
fey, your proficiency bonus is doubled if it applies to the check.
3 They are deafened.
Allies within 5 feet of you have advantage on Charisma saving 4 They have disadvantage on skill checks.
throws against spells and other magical effects.
5 They have disadvantage on saving throws.
You add the Dryad , Green Hag, Saytr, and Sprite to your
6 They take 1d8 force damage at the end of their turns.
research journal, if they are not there already.
7 They have disadvantage on attack rolls
G S 8 Their armor class decreases by -1.
The dark creatures that roam of abyss and hells are a powerful and
mysterious group. These are some of the many reasons that drive A creature can make a Charisma against your alter point DC at
some to research and worship them. Those of this genus use this the start of their turn to end the effect on themselves.
corrupting power to curse and strike fear in others while A creature can only have one curse at a time.
commanding these fiendish forces into their forms.
F M
F I At 14th level, the hellish knowledge has burnt itself deep within
Beginning when you choose this subclass at 3rd level, you begin to your mind. This understanding has given you the following boons:
understand the magical nature of fiends. You gain a darkvision out
to 120 feet, additionally, if you or any of your forms have You know the Hellish Rebuke spell, without any material
Darkvision you can now see in magical darkness. compounds. Intelligence is your spellcasting ability for these
You learn to speak, read and write Abyssal and Infernal. spells, you can't cast it again with this feature until you finish a
short or long rest.

You know the Summon Lesser Demon spell. you can't cast it
again with this feature until you finish a short or long rest.

You know the location of any fiend within 10 feet of you and
you know their alignment.

You add the Barlgura, Imp, Lemure, and Mezzoloth to your


research journal, if they are not there already.

9
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
C F L

T
his list shows what creatures an Omnishifter can
learn and assume based on their level in this class.
This list includes only creatures from the Monster
Manuel (currently). Each creatures has a level
reflects the creature's power, complexity and it's
alter point cost in order to become them.

1 L Crawling Hand Weasel Jackalwere (hybrid form only)


Crocodile Mimic
Awakened Shrub 3 L
Axe Beak Death Dog Nothic
Badger
Boar Dire Wolf Owlbear
Deep Gnome (Svirfneblin)
Camel Dretch Wererat (hybrid form only)
Dryad
Drow
Deer Duergar 6 L
Draft Horse Fire Snake
Giant Badger Aarakocra
Duodrone Frog
Giant Centipede Ankylosaurus
Elk Ghoul
Grey Ooze Bat
Giant Fire Beetle Giant Crab
Grimlock Bearded Devil
Giant Goat Giant Frog
Kenku Black Dragon Wrymling
Giant Rat Giant Hyena
Kuo-Toa Blood Hawk
Giant Weasel Giant Lizard
Rust Monster Blue Dragon Wyrmling
Goat Giant Octopus
Satyr Brass Dragon Wyrmling
Goblin Giant Poisonous Snake
Troglodyte Bronze Dragon Wyrmling
Hyena Giant Sea Horse
Yuan-ti Pureblood Copper Dragon Wyrmling
Jackel Giant Spider
Darkmantle
Lemure Giant Toad 4 L Displacer Beast
Lizardfolk Giant Wolf Spider Al1osaurus
Doppelganger
Manes Gnoll Ankheg
Dust Mephit
Mastiff Half-Ogre Azer
Eagle
Mule Hobgoblin Carrion Crawler
Flumph
Mycconid Sprout Kolbold Centaur
Flying Snake
Needle Blight Lion Ettercap
Flying Sword
Orc Lizard Ghast
Gargoyle
Pony Magmin Giant Boar
Gas Spore
Rat Merfolk Giant Constrictor Snake
Giant Bat
Riding Horse Myconid Adult Giant Elk
Giant Eagle
Scorpion Octopus Grick
Giant Owl
Shrieker Panther Hunter Shark
Giant Scorpion
Skeleton Piercer Merrow
Giant Vulture
Twig Blight Poisonous Snake Minotaur Skeleton
Giant Wasp
Violet Fungus Quaggoth Spore Servant Myconid Soverign
Gold Dragon Wyrmling
Wolf Quasit Ochre Jelly
Green Dragon Wyrmling
Worg Quipper Ogre
Green Hag
Zombie Reef Shark Ogre Zombie
Grell
Sahuagin Pentadrone
2 L Griffon
Scarecrow Plesiosaurus
Animated Armor Harpy
Sea Horse Polar Bear
Ape Hawk
Slaad Tadpole Quaggoth
Baboon Hell Hound
Spider Rhino
Black Bear Hippogriff
Thri-kreen Sabar-Tooth Tiger
Blink Dog Homunculus
Tiger Sea Hag
Brown Bear Hooked Horror
Tridrone
Bugbear Vine Blight
5 L Ice Mephit
Bullywug Awakened Tree Imp
War Horse
Constrictor Snake Gelatinous Cube Killer Whale
Warhorse Skeleton
Crab Gibbering Mouther

10
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Magma Mephit Bone Naga Werebear (hybrid form only) 16 L
Manticore Chuul Wraith Chain Devil
Minotaur Elephant Xorn Cloaker
Monodrone Ettin Young Remorhaz Fomorian
Mud Mephit Flame Skull Hezrou
11 L
Mummy Helmed Horror Spirit Naga
Beholder Zombie
Nightmare Red Dragon Wyrmling Young Bronze Dragon
Gorgon
Owl Shadow Demon Young Green Dragon
Mammoth
Pegasus Wereboar (hybrid form only)
Peryton Weretiger (hybrid form only)
Unicorn 17 L
Frost Giant
Phase Spider
9 L 12 L
Green Slaad
Pseudodragon Chasme
Banshee Hydra
Pteranodon Chimera
Coutal
Quadrone
Lamia
Cyclops 18 L
Raven Drider Abominable Yeti
Pixie
Rug of Smothering Galeb Duhr Bone Devil
Succubus/Incubus
Silver Dragon Wyrmling Invisible Stalker Clay Golem
Smoke Mephit 10 L Vrock Fire Giant
Spectator Air Elemental Wyvern Glabrezu
Specter Barbed Devil Young Brass Dragon Gray Slaad
Spined Devil Barlgura Young White Dragon Nycaloth
Sprite Bulette Treant
Steam Mephit Earth Elemental
13 L
Young Blue Dragon
Cambion
Stirge Fire Elemental Young Silver Dragon
Medusa
Vulture Flesh Golem
Water Weird Giant Crocodile
Night Hag 19 L
Werewolf (hybrid form only) Giant Shark 14 L Cloud Giant
White Dragon Wyrmling Hill Giant Blue Slaad Stone Golem
Winged Kolbold Mezzoloth Giant Ape 20 L
Winter Wolf Otyugh Grick Alpha Aboleth
Yeti Red Slaad Mind Flayer Behir
Yuan-ti Malison Revenant Oni Death Slaad
Roper Shield Guardian Deva
7 L
Salamander Stone Giant Remorhaz
Faerie dragon
Shambling Mound Young Black Dragon Roc
Ghost
Triceratops Young Copper Dragon Spirit Naga
Wight
Troll Yuan-ti Abomination Yochlol
Will-o'-Wisp
Umber Hulk Young Gold Dragon
8 L Vampire Spawn
15 L
Young Red Dragon
Cockatrice
Black Pudding Water Elemental
Tyrannosaurus Rex

11
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
12
M S C !

P R F
Within this list are some creatures (mostly humanoids)
that are playable races such as goblins and orcs. For
these creatures, you strictly use the statblock within the
corresponding book.
If you play an orc you cannot become an orc, this
goes for any other playable race on these lists.

M
If your group uses the optional rule on multiclassing in the Player’s
Handbook. (p. 163), here’s what you need to know if you choose
the omnishifter as one of your classes.

Multiclassing Prerequisites
Class Ability Score Minimum
Omnishifter Intelligence 13 and Wisdom 13

Multiclassing Proficiencies
Class Proficiencies Gained
Omnishifter –

S W
This table helps you determine starting wealth based on your class
and background as described in the Player’s Handbook (p. 143).

Starting Wealth by Class


Class Funds
Omnishifter 6d4 x 10 gp

C /T
© 2019-2020

Version 2.2.0

Last updated 2020-12-10

The Omnishifter Class is unofficial Fan Content permitted under


the Fan Content Policy. Not approved/endorsed by Wizards.
Portions of the materials used are property of Wizards of the Coast.
©Wizards of the Coast LLC.

Art Credit
Cover(front): Transformation by Varvara Makarcheva

pg1: Chunky Town by Emilie V, Fat Short Man by William Liu,


Fungus Wolf by Javier Charro, Greasy Crab Fingers by William
Liu, QUICKLING vpcorbella 2.0 by Corbella, DND Comic Book
the Thing by Frost Llamzon

pg7: MTG Metamorphic Alteration by Livia Prima

pg11: Shapeshifting Malfunction by Patriartis

Cover(back): Owlbear by Tamás PatkósPR

1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Have a form
for every
occasion
The Omnishifter Class provides a new and
versatile class option for players. This contains
the essential information and mechanics with
thirteen subclasses, along with other class
functions. Inside is all you need to spark
imagination to create an extraordinary
shapechanging adventurer.

Use this book to create a quirky researcher and


skinchanger to learn about the monsters of the
multiverse and become them for the betterment
of your work.

I hope you enjoy this class, there's more updates


and additions, such as additional creature lists
and resources to help build an omnishifter
character.

Created with

WWW.GMBINDER.COM

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