Homebrew
"Woah what's that!" "That's a horse dear" "Woaahhh... *gasp* What is that man doing?!" "He's juggling" "Wow... And that big thing?" "Oh my that man's tamed a bear" "I bet papa could beat that 'bare' " "I'm sure he can... Are you having fun dear?" "Everything's so cool so cool!" "I'm glad but oh. Perhaps we ought to head back home, the weather is taking a bad turn." "But I want to stay please oh please" "Ok, but as soon as it rains then we'll go ok?" "Ok fine... Ooo what's that in the sky over there?" "Umm. I'm not quite sure dear-" "Move! Get inside, get inside!" "Mama what's happening?" "I don't know- everyone's... *gasp* Love over here!" "There's no time! They're here! Hide!"
The Vagrant, a Jack of all trades. Incredibly versatile in any situation, using either tools or beasts.
Constantly switching forms to make the most of out situations is key, staying in one form too long won't allow you to make the most out of your abilities.
Constitution is your spellcasting ability, you draw upon the strength of the divine beasts that slumber within you.
Your amorphous nature allows you to shift your form to a divine beast who's flesh you have consumed. You draw upon them and assume the shape to utilize the powers gained from the divine beasts.
At 2nd level, you may shift your form to divine beasts. When you shift to a new form, you gain that form's hit points, hit dice, special senses and abilities. When reverting back to your normal form, you return to the number of hit points you had before shifting. Dropping to 0 hit points forcibly reverts you back to your normal form, any excess damage you take from getting forcibly reverted carries over to your normal form.
When a beast loses all hit points, you can no longer shift into it. Beast's must regain hit points during rests. During short rests you may roll a beast's hit dice to heal it, this also expends your normal form's hit dice. Healing while shifted only applies to the current form's hit points. All beasts recover to full hit points after a long rest.
You are incapable or utilizing any protective armor or clothing. However, your cloak provides a flexible and light defense, perfect for someone of your nature. You maintain the AC rating of your cloak for your shifted forms. You may tailor your cloak to provide more defense and capabilities.
You always carry with you, your trusty toolkit, fitted with everything that you'll need to cobble together all your tools, traps, and gizmos.
At level 3, Choose between the paths to take as a Vagrant. At levels 7, 11, and 15, you are granted feats of your chosen path.
At levels 4, 8, 12, 16, and 19, you may increase one ability score by 2, or increase two ability scores by 1. You can not increase a score by 20 using this feature.
At levels 4, 8 and 12, you gain improvements to your shifting ability. At 4th level, shifting is now a bonus action. At 8th level, you may now shift as a free action once per turn. At 12th level you may now perform somatic, verbal, and material requirements when in a beast form.
At 3rd level, you become resistant to poison damage and advantage on saving throws to resist diseases.
At 5th level, you may now attack an additional time instead of once when taking the attack action on your turn.
At 6th level, when rolling for initiative, you may shift into another form.
At 9th level, you may alter your form to better defend against danger.
As a reaction, you may add your CON modifier to your AC against a single attack.
When making a saving throw, you may add your CON modifier to your roll.
You use this feature a number of times equal to your proficiency bonus per day.
At 10th level, when shifting from a divine beast to another, cleanse a normal negative condition.
At 13th level, whilst in your normal form, you may adopt any senses that your divine beasts have, such as dark vision, scent and hearing temporarily.
You use this feature a number of times equal to your proficiency bonus per day.
At 14th level, You may cast a beast's spell while in your normal form, casting spells this way consumes both your normal form's and the beast's spell slot.
At 17th level, when taking excess damage from being forcefully reverted from your shifted form, gain temporary hit points equal to the damage, until the end of your next turn.
You may only use this feature once a day.
At 18 level, become immune to poison damage and any diseases.
so much retcons T-T
A subclass of the Vagrant that specializes in using tools.
"I cast pipe bomb!"
At 3rd level, you gain "Wyrd Shape" charges equal to your Intelligence modifier, you regain all charges after a long rest. You can use a bonus action and expend a Wyrd Shape charge to craft a tool during combat, as long as you have the resources required.
At 7th level, your tools now deal increased damage equal to your intelligence modifier. Gain advantage on checks related to machines, equipment and complex tools.
At 11th level, during a rest you may expend and roll a hit die in order to create Shapeless Steel equal to the amount you rolled. Shapeless Steel can be used as a substitute for scrap metal.
At 15th level, expending a Wyrd Shape charge allows your Shape Craft to create tools without expending any resources as long as you have the required resources beforehand. You no regain one expended Wyrd Shape charge after a short rest.
At 15th level, become a master tinkerer, gain access to crafting complex tools and equipment.
A subclass of the Vagrant that specializes in making use of the power from divine beasts.
"Step back! I'm gonna morb!"
At 3rd level, when shifting from a beast with a higher spell slot cost to a lower one, the spell slot is not expended. Only once per battle
At 7th level, heal 2 (+ Con modifier) hit points whenever you willingly shift back to your normal form during combat. Hit points healed, increases by +2 at 6th level, +3 at 11th level, and +4 at 16th level. You cannot heal when your normal form is at or below 1 hit points.
At 11th level, you may cast spells from your normal form when shifted.
At 15th level, become one with the beasts. You are no longer forcefully reverted to your normal form when your shifted form drops to 0 hit points, instead using your normal form's hit points. You may now also shift to beasts that have lost all hit points. Beast's at 0 hit points can not be healed outside of rests.
At 15th level, you've gained a deep connection with the divine beasts. This has now allowed you to adopt a special form.
level | Abilities |
|---|---|
1 | Spell casting, Tool making |
2 | Shift Form |
3 | Class Specialization, Resilient Body |
4 | Ability Score Improvement, Shifting Improvement |
5 | Extra Attack |
6 | Quick Shift |
7 | Class Specialization |
8 | Ability Score Improvement, Shifting Improvement |
9 | Formless Physique |
10 | Cleansing Shift |
11 | Class Specialization |
12 | Ability Score Improvement, Shifting Improvement |
13 | Beast's Sense |
14 | Partial Shift |
15 | Class Specialization |
16 | Ability Score Improvement |
17 | Hardened Physique |
18 | Wyrd Anatomy |
19 | Ability Score Improvement |
20 | Wyrd Metamorphosis |
Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!
Take the first step. Create your account. Your world and characters await!