The Shapeshifter
[If you've found yourself here, these are class feats I've created for when the feat update drops. I'm placing them here temporarily for anyone who is nosy and wants to look at them ahead of time.]
Class Name: The Shapeshifter
Core Fantasy: The Shapeshifter is a Strength-based Breaker who changes their body in real time, growing weapons, armor, and movement tools as needed. In Gate runs, they act as a frontline wildcard, switching forms to control space and handle many different threats.
Level 1 Features
Mutable Frame (Level 1)
Your body stays partly shifted, forming a tougher combat frame.
Rules: While you are not wearing heavy armor, your AC equals 10 + your Strength modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Predatory Instincts (Level 1)
You fight with your whole body as a natural weapon.
Rules:
You gain proficiency in Athletics or Acrobatics (your choice). If you are already proficient in both, you gain proficiency in one other skill of your choice.
Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage (chosen each time you hit) instead of the normal damage. You are proficient with your unarmed strikes, and they count as melee weapons for your class features and class spells.
When you hit a creature with an unarmed strike on your turn, you can move 5 feet without provoking opportunity attacks. You can do this only once on each of your turns.
Level 3 Feature
E-Rank: Morphic Athlete (Level 3)
Your basic form is tuned for climbing, leaping, and fast movement in Break zones.
Rules:
Your walking speed increases by 5 feet.
While you are not wearing heavy armor, you gain a climbing speed equal to your walking speed.
You have advantage on Strength (Athletics) checks made to climb or jump.
Level 7 Feature
D-Rank: Dominant Form (Level 7)
Your combat shape draws enemy focus away from your squad.
Rules:
Once on each of your turns when you hit a creature with an unarmed strike, you can force that creature to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Strength modifier).
On a failed save, the creature has disadvantage on attack rolls against creatures other than you until the end of your next turn.
On a successful save, the creature is unaffected by this use of the feature.
Level 10 Feature
C-Rank: Mutagenic Flow (Level 10)
You move smoothly from one battle form to the next without losing pressure.
Rules:
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
When you roll damage for an unarmed strike, you can reroll one of the damage dice and must use the new roll. You can do this only once on each of your turns.
When you cast a spell from this class that targets only yourself, you have advantage on the first Strength (Athletics) or Dexterity (Acrobatics) check you make before the end of your next turn.
Level 13 Feature
B-Rank: Rapid Reconfiguration (Level 13)
You enter a shifting battle state, changing your body’s role each turn.
Rules:
As an action, you enter a rapid reconfiguration state that lasts for 1 minute.
While in this state, at the start of each of your turns, choose one mode to gain until the start of your next turn:
Predator Mode: Your unarmed strikes score a critical hit on a roll of 19 or 20 on the d20. In addition, once on your turn when you hit with an unarmed strike, you deal an extra 1d8 damage of the same type.
Guardian Mode: You gain temporary hit points equal to your Strength modifier (minimum 1). These temporary hit points last until the start of your next turn.
Pursuer Mode: Your walking speed increases by 20 feet, and opportunity attacks made against you are made with disadvantage.
The effect ends early if you are incapacitated.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Level 16 Feature
A-Rank: Total Adaptation (Level 16)
Your body now answers most threats with an automatic shift.
Rules:
You have advantage on saving throws against being charmed, frightened, paralyzed, petrified, poisoned, restrained, or stunned.
You can move through nonmagical difficult terrain without spending extra movement.
You can move through a space as narrow as 1 foot wide without squeezing. You can also move through the space of any creature that is at least one size larger than you without treating that movement as squeezing, though you still cannot end your movement in another creature’s space.
Level 20 Feature
S-Rank: Legion Body (Level 20)
You split your form into many shifting bodies that fight as one.
Rules:
As an action, you enter legion form for 1 minute.
While in legion form:
Your size becomes Large if it was smaller, and your space becomes a 10-foot square. You can move through the spaces of other creatures, and those spaces count as difficult terrain for you. You cannot end your movement in another creature’s space.
You can choose to expend a spell slot of any level to have advantage on all unarmed, weapon or spell attack rolls you make until the start of your next turn.
Attack rolls made against you by creatures more than 5 feet away are made with disadvantage.
The effect ends early if you are incapacitated.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.