Best shapechange forms 5e
The topic of the Polymorph spell came up being overpowered and was being restricted from use by some DMs. A spell being restricted from a campaign? Polymorph is a 4th level transmutation spell that is usable by wizards, druids, and bards when they reach level 7.
For Wizards it also usable for free without expending a spell slot when a Wizard of reaches level 10 of the School of Transmutation. Seems reasonable for a Wizard in the school of transmutation to have that power. Polymorph 4th-level transmutation Casting Time: 1 action Range: 60 feet Components:V,S,M a caterpillar cocoon Duration: Concentration, up to 1 hour — This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect.
A shapechanger automatically succeeds on this saving throw. It retains its alignment and personality. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. So at level 7 you can transform anything into a beast form. Even a bad guy, but I would look for enemies with low wisdom. So what creatures are beast? Change yourself or your ally into The Tyrannosaurus Rex!!!
Holy Cow! I wanna be a T-Rex!!!! The tyrannosaurus makes two attacks: one with its bite and one with its tail. If the target is a Medium or smaller creature, it is grappled escape DC That DC could easily be 16 or even 27 at max damage from the Trex bite damage which means you lose concentration and revert back to normal form.
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But what if Bless and Stoneskin are cast on the T-Rex to maintain the form? DC shoots up, way above the low setting, and chances increase on losing concentration. Not bad, but this also has the added risk of being in the front line if he loses concentration, and then all that damage gets transferred to his frail little body.
Keep in mind, I probably wrote this really late and I now want to change everything Then I wouldn't change a thing. Michael Long. October 22, Thanks for reading, and please share. Have fun! Michael Long Keep in mind, I probably wrote this really late and I now want to change everything Related Posts.
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D&D 5e – Polymorph Spell – Is it Overpowered?
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Different creatures, different abilities, different rules
In your opinion, what are THE most powerful combat-minded shapechange forms available to a 17th to 25th level caster? Keeping in mind BOTH the limitations of the spell and the errata to the spell. This spell functions like polymorph, except that it enables you to assume the form of any single nonunique creature of any type from Fine to Colossal size.
The assumed form cannot have more than your caster level in Hit Dice to a maximum of 25 HD. Unlike polymorph, this spell allows incorporeal or gaseous forms to be assumed.
You gain all extraordinary and supernatural abilities both attacks and qualities of the assumed form, but you lose your own supernatural abilities. You also gain the type of the new form in place of your own.
The new form does not disorient you. Parts of your body or pieces of equipment that are separated from you do not revert to their original forms.
Last edited: Mar 14, Rystil Arden Visitor. The Chronotyryn from FF gets two full rounds of actions every round and a bunch of good specialsso I'd give it an edge up just for the action benefit.
Much of it depends on the rest of your build. Plane Sailing Astral Admin - Mwahahaha! I don't remember details, but does the Spellweaver MM2 get the ability to cast multiple spells a round or something? If so, that might be quite worthwhile. FunkBGR Visitor. Core Only: Choker, from MM - two spells a round.I will use the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance.
I will not include 3rd-party content, including content from DMs Guild, even if it is my own, because I can't assume that your game will allow 3rd-party content or homebrew.
I also won't cover Unearthed Arcana content because it's not finalized, and I can't guarantee that it will be available to you in your games. Wild shape is an exciting and versatile Druid ability which a lot of people want to use, but which is easy to use badly. Understanding Wild Shape mostly boils down to understanding what form to take; which forms work, which forms work in specific situations, and which forms just never work.
Remember that you can only Wild Shape twice per short rest, and the DMG's expectation of a normal adventuring day is encounters per day with 2 short rests See DMG Page "The Adventuring Day"so a single use of Wild Shape needs to be able to last at least an entire fight on average.
You can heal yourself as a bonus action by burning spell slots, which helps, but it's very expensive compared to what you can get from casting a spell with that slot. There is a lot of confusion around the rules of Wild Shape and its interaction with your racial traits and class features. I strongly recommend listening to this episode of the Dragon Talk podcastin which Jeremy Crawford spends 45 minutes discussing the minutiae of Wild Shape and its interaction with other stuff.
Note : Remember that Druids including Moon Druids can't take forms with a swim speed until level 4, and can't take forms with a fly speed until level 8, so many forms which are fantastic for their CR will be rated poorly because by the time you get them they need to compete with considerably more powerful forms. At CR 0 you're not looking for a combat form. CR 0 includes creatures which aren't dangerous, or are only dangerous in great numbers I.
Instead, look here for forms you want to use for scouting and infiltration. Flight is typically your best bet for scouting, which makes the Owl the best option.
Underwater, the Octopus is your best bet. If you need to climb instead of fly for some reason, Spider is a good choice.
If you need to get around unnoticed in a city, Cat or Rat are both good options in case you're spotted.
This CR is a difficult middle-ground, mostly populated by larger version of CR 0 options. CR 0 has better scouting options because smaller creatures can more easily access small areas, and all Druids have access to higher CRs to get better combat forms.
Everyone but Moon Druids will start with this CR as their best option from levels 2 and 3. Circle of the Moon Druids will skip this CR entirely because they have access to considerably better options. Against single enemies, go for Giant Frog if they're small or smaller, or Velociraptor if they're not. Against groups, consider Giant Owl, Wolf, or Velociraptor. By level 4 you also have access to forms with swim speeds, so Land Druids can use great options like the Crocodile and Reef Shark.
For single enemies, use the Crocodile. For multiple enemies, use the Ape. Several excellent flying options exist at this CR, but Moon Druids have better options at CR 1, and other druids can't select forms with a fly speed. CR 1 is the max for non-Moon Druids, but by the time you reach this point, it may be hard to use these as combat forms.
I'm confused by the Shapechanger ability, which seems to be all over the place for different creatures. Here's the description of the ability from the Succubus stat block:. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form.
Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Normally I'd assume that means she can choose any form at the time she uses the ability- she could become the barkeeper in the tavern, or a small child, or one of the party members- whatever suits her schemes. But contrast that with the Doppelgangerwhich has slightly different text for the same ability:.
The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form The fact that it's different got me wondering why they didn't use the same ability description for both abilities- does that mean the Succubus could shapechange into a humanoid she hasn't seen?
Then there's the Slaadwhose ability description in the stat block is identical to the Succubus, but has the following line in their flavor text:. Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to the Material Plane to sow discord in the guise of their former selves. So that implies they have one form they can change into, even though it's not stated in the stat block- but there are creatures who can only shapechange into a unique form, such as the Jackalwere :.
The jackalwere can use its action to polymorph into a specific Medium human or a jackal-humanoid hybrid, or back into its true form that of a Small jackal OK, so since Jackalweres can only transform into a specific humanoid, that implies that everything else can choose ANY humanoid form, right? But then there are Lycanthropes, the classic shapechangers, whose stat block reads:. That would make the ability more like that of the Jackalwere, although for some reason Wizards chose not to specify that.
This leaves me second-guessing my assumptions regarding Shapechange- does the ability a allow the creature to take any other form unless specified otherwise, b allow the creature to take a unique second form unless specified otherwise, or c you're giving Wizards too much credit, and looking for consistency will drive you mad?
Since I'm writing an adventure for publication with a succubus villain, I can't fall back on DM fiat- if there's a consensus on this, or a clarification somewhere, my whole adventure will fall apart if I get it wrong.This spell functions like polymorphexcept that it enables you to assume the form of any single nonunique creature of any type from Fine to Colossal size.
The assumed form cannot have more than your caster level in Hit Dice to a maximum of 25 HD. Unlike polymorph, this spell allows incorporeal or gaseous forms to be assumed. You gain all extraordinary and supernatural abilities both attacks and qualities of the assumed form, but you lose your own supernatural abilities.
You also gain the type of the new form in place of your own. The new form does not disorient you. Parts of your body or pieces of equipment that are separated from you do not revert to their original forms. You can become just about anything you are familiar with. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action.
Focus: A jade circlet worth no less than 1, gp, which you must place on your head when casting the spell. The focus melds into your new form when you change shape. Jump to: navigationsearch. This is part of the 3. It is covered by the Open Game License v1. To distinguish it, these items will have this notice. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
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Tools Toggle Dropdown. Character Vault. Roll20 for Android. Roll20 for iPad. Community Toggle Dropdown.Level: 9 Casting time: 1 Action Range: Self Components: V, S, M a jade circlet worth at least 1, gp, which you must place on your head before you cast the spell Duration: Concentration, up to 1 hour. You assume the form of a different creature for the duration. The new form can be any creature with a challenge rating equal to your level or lower.
You transform into an average example of that creature, one without any class levels or the Spellcasting trait. You assume the hit points and Hit Dice of the new form.
When you revert to your normal, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so.
You can only speak if the creature can normally speak. When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it.The Best Druid Spells in Dungeons & Dragons
Worn equipment functions as normal. Equipment that merges has no effect in that state. A DruidWizardspell. Create and save your own spellbooks, sign up now! Show spell Shapechange, a Transmutation spell Share this spell with your friends:.
Home Spells Shapechange. Remove the adds.