Ditto, Variant (5e Class)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 14:28, 22 November 2020 (MST) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Scales.png This page is of questionable balance. Reason: You can turn into a tarrasque, or some other creature with damage and hitpoints completely beyond what is appropriate for player. You can turn into creatures that have abilities designed for monsters, not players. You can turn into gargantuan creatures, flying creatures, regenerating creatures. You can do all this at 1st level. You can transform for a duration that lasts for most (if not all) combats between long rests. You can transform as a reaction, but no trigger is given. You get your subclass features on the same levels you get an ASI. This class is completely broken.

You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Creating a Ditto[edit]


Quick Build

You can make a Ditto quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Charisma. Second, choose the Entertainer or Outlander background.

Class Features

As a Ditto you gain the following class features.

Hit Points

Hit Dice: 1d6 per Ditto level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Ditto level after 1st


Armor: None
Weapons: Simple melee weapons
Tools: One type of artisan's tools
Saving Throws: Constitution, Charisma
Skills: Pick three from Acrobatics, Animal Handling, Athletics, Deception, History, Intimidation, Performance, Persuasion, Survival, and Stealth.


You start with the following equipment, in addition to the equipment granted by your background:

  • A simple weapon
  • One artisan’s tool
  • (a) dungeoneer’s pack or (b) explorer’s pack
  • If you are using starting wealth, you have 3d4 x 10 gp in funds.

Table: The Ditto

Level Proficiency
1st +2 Transform
2nd +2 Darwinian Resilience
3rd +2 Primal Evocation
4th +2 Ability Score Improvement
5th +3 Mutation
6th +3 Primal Evocation feature,
7th +3 From Failed Beginnings
8th +3 Ability Score Improvement
9th +4 Transform Improvement, Surprise Shift
10th +4 Primal Evocation feature
11th +4 Arcane Evolution
12th +4 Ability Score Improvement
13th +5
14th +5 Primal Evocation feature, From Failed Beginnings
15th +5 Enigmatic Body,
16th +5 Ability Score Improvement
17th +6 Insomnia
18th +6 Primal Evocation feature
19th +6 Ability Score Improvement
20th +6 Transform Improvement, Master of Copying


As a Ditto, you possess the uncanny ability to alter your physical form in order to mimic a beast or object that you can see. At 1st level, you can use yor action to transform from your original form into a known creature of your choice that is not an undead or construct. The CR of the creature or object does not matter, but you can only use this feature for 5 minutes, but you don’t have to use this all at once. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You gain the skill and saving throw proficiencies of the creature. If the creature has any legendary or lair actions, you can only use them once.
  • If you transform into something with a level, you only gain features granted to them at or before your current level, any features with a choice (like fighting styles or archetypes) give you the option they chose.
  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your new form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell that you've already cast.
  • Your equipment merges into your new form, becoming unusable until you revert to your original form.

You retain expended uses after a long rest.

Darwinian Resilience[edit]

You still gain this resistance while transformed if the creature already have that resistance you become immune to that damage type. At 2nd level, choose a biome and gain its associated damage resistance.

  • Desert. You are resistant to fire damage.
  • Swamp. You are resistant to poison damage.
  • Mountain. You are resistant to lightning damage.
  • Sky. You are resistant to thunder damage.
  • Tundra. You are resistant to cold damage.
  • Extraplanar. You are resistant to psychic damage.

Primal Evocation[edit]

At 3rd level, you feel the call of the wild and choose a Primal Evocation. Choose between Kingdom of Conformity, Kingdom of Magnitude, and Kingdom of Fluidity, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 9th, 12th, and 16th level.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th, 18th, and 20th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1.


At 5th level, you gain access to a mutation when in your original form. Choose one from the following mutations:

  • Claws. Your unarmed strikes deal 1d8 slashing damage.
  • Quick Feet. Your movement speed increases by 10 feet.
  • Large Arms. You may add your Proficiency Bonus to any Strength ability check.
  • Thick Hide. You gain a +1 bonus to your AC.
  • Enhanced Sight. You gain Darkvision of 60 feet. This adds on to any dark vision you already have.
  • Gills. You can breathe air and water.

From Failed Beginnings[edit]

Choose another creature type from Aberrations, Celestials, Constructs, Dragons, Elementals, Feys, Fiends, Giants, Humanoids, Monstrosities, Oozes, Plants, Undead

From 7th level onwards, you can transform into your chosen type and beasts You can choose another type at 14th level

Surprise Shift[edit]

At 9th level, you can transform as a bonus action or reaction.

Arcane Evolution[edit]

Beginning at 11th level, when you transform into a creature, you temporarily learn all of its spells available to your level, using Charisma as your spellcasting ability. You can perform the somatic and verbal components of a spell while transformed, but you aren't able to provide material components.

Spell save DC = 8 + your Proficiency Bonus + your Charisma modifier
Spell attack modifier = your Proficiency Bonus + your Charisma modifier

Enigmatic Body[edit]

At 15th level, choose one creature your original form can use It's abilities, for example, if one of your creatures is a young red dragon, you gain access to its frightful presence, but not the things listed under actions, like multiattack. Additionally, you can also transform into your chosen creature without being able to see it in the moment.


At 17th level, you may sleep for only 4 hours to gain the benefits of a long rest. In addition, you have advantage on saving throws against magical effects that would knock you unconscious.

Master of Copying[edit]

At 20th level, you are a master of copying. Your Constitution and Charisma scores increase by 4. Your maximum for those scores is now 24.


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

Kingdom of Conformity[edit]

<!-For subclasses introduce this class option here->


After an hour of studying a person, you can transform into them and adopt all of their quirks and such to make the perfect body double or disguise.


You are able to change the color of your body to make your appearance conform to that around you, giving you advantage on stealth checks.

I'm not hiding INSIDE of the suit of armor...

Your armor works while transformed.

Environmental conformist

You gain another resistance (or immunity if you already resist it) to the most prevalent damage type in the area (Like in darwinian resilience) except it changes depending on the immediate environment.

Legendary Conformist

You can do legendary actions equal to the amount your form can when in the form of a creature with legendary actions, you must finish a short or long rest before you can use this again.

Kingdom of Magnitude[edit]


You may stomp the ground and creatures within ten feet of you must make a dex save equal to 8 + your proficiency bonus + your constitution score modifier or fall prone


You are immune to fall damage, and deal damage to those within a 10 foot radius of your fall equal to the fall damage you would have taken

Heavy stomp

You can use the stomp action as a free action when you use the Heavyfall ability

Titan Shifter

You gain advantage or disadvantage on strength checks against other creatures based on the size of your enigmatic body creature.

Titanic Transformation

large or larger creatures use half the time. For example, if you use a large creature for 1 minute, it only uses 30 seconds of your remaining transformation time.

Kingdom of Fluidity[edit]

Liquid Body

You and your creature forms gain the amorphous trait.

Fluid Transformation

Your transformation can be imperfect, but this is by no means a bad thing! While transformed, you are still able to speak and perform simple tasks (like lighting a candle non-magically, or using a potion) your original form could, but wouldn't normally be able to in your current form

Fluid Shifter

You can shift between transformations without needing to return to your original form first.

Liquid Disperser

You are immune to poison damage as your body disperses and dissolves it, you are aware of when poison enters your body through food or drink.


You gain immunity to being grappled or restrained, you can use the fly speed of your enigmatic body creature, and you can take one level of exhaustion per minute to transform into an amalgamate, granting you the abilities of up to 3 creatures at a time. This can only be used once every long rest.


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

Back to Main Page5e HomebrewClasses

This page may resemble content endorsed by, sponsored by, and/or affiliated with the Pokémon franchise, and/or include content directly affiliated with and/or owned by Creatures, Inc., Game Freak, and Nintendo. D&D Wiki neither claims nor implies any rights to Pokémon copyrights, trademarks, or logos, nor any owned by Creatures, Inc., Game Freak, and Nintendo. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Home of user-generated,
homebrew pages!