Ditto (5e Class)
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- 1 Ditto
- 1.1 What do you really want to be?
- 1.2 Creating a Ditto
- 1.3 Class Features
- 1.4 Kingdom of Conformity
- 1.5 Kingdom of Magnitude
- 1.6 Kingdom of Fluidity
- 1.7 Multiclassing
What do you really want to be?
Ever wanted to be able to play as a monster but your DM never let you do a monster campaign? Now's your chance.
Creating a Ditto
- 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.
As a Ditto you gain the following class features.
- Hit Points
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.
|4th||+2||Ability Score Improvement||4|
|6th||+3||Primal Evocation feature||6|
|8th||+3||Ability Score Improvement||8|
|9th||+4||Transform Improvement, Surprise Shift||9|
|10th||+4||Primal Evocation feature||10|
|12th||+4||Ability Score Improvement||12|
|14th||+5||Primal Evocation feature||14|
|16th||+5||Ability Score Improvement||16|
|18th||+6||Primal Evocation feature||18|
|19th||+6||Ability Score Improvement||19|
As a Ditto, you possess the uncanny ability to alter your physical form in order to mimic a creature. At 1st level, you can use your 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 creatures you transform into must not exceed the number shown in the Maximum CR column of the Ditto table. You can stay transformed for a number of hours equal to your Proficiency Bonus. You then revert to your original form unless you expend another use of this feature. 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, current hit points, and your Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus is higher than yours, use the creature's bonus. If the creature has any legendary or lair actions, you can't use them.
- You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast 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.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
- Your equipment merges into your new form, becoming unusable until you revert to your original form.
You may transform a number of times equal to your Constitution modifier + 1 (minimum 2). At 9th level, your Constitution modifier is doubled when determining uses. You regain expended uses after a long rest.
- Known Creatures
The number of creatures you know how to transform into is equal to your Ditto level + your Intelligence modifier. You can also exchange one creature from your known list with a new one when you level up, or by observing or studying the new creature for 1 hour.
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.
These resistances carry over when you transform, cancelling out vulnerabilities where necessary.
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, 10th, 14th, and 18th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th 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.
At 5th level, you gain access to a mutation when in your original form, enhancing your abilities without needing to change shape. 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.
- Gills. You can breathe air and water.
At 7th level, when you roll initiative, you can immediately transform into one of your known creatures.
At 9th level, you can transform as a bonus action or reaction.
Beginning at 11th level, when you transform into a creature, you temporarily learn all of its spells, using Charisma as your spell casting ability. You can perform the somatic and verbal components of a spell while transformed, but you aren't able to provide material components. You're only able to cast as many spells as 3 + your Charisma modifier, not going below 3 or exceeding 8.
- • Spell save DC = 8 + your Proficiency Bonus + your Charisma modifier
- • Spell attack modifier = your Proficiency Bonus + your Charisma modifier
Beginning at 13th level, if you use an action that must be recharged while transformed, you can recharge it automatically as a bonus action. Once you use this feature, you must finish a long rest before you can use it again.
At 15th level, choose one creature from your Known Creatures list. Your original form can use its 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.
At 17th level, all your transforming leaves you with an understanding of magic. You have advantage on all magic saving throws.
At 20th level, you can now add your proficiency bonus to creatures known and the amount of times you can transform, as well as damage done while transformed. Additionally you may stay transformed for double the amount of time.
Kingdom of Conformity
At 3rd Level, 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
At 6th Level, 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...
At 10th Level, You gain the ability to transform into constructs
- Environmental conformist
At 14th Level, 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
At 18th Level, You have ONE legendary action point when in the form of a creature with legendary actions
Kingdom of Magnitude
At 3rd Level, 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
At 6th Level, 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
At 10th Level, You can use the stomp action as a free action when you use the Heavyfall ability
- Titan Shifter
At 14th Level, You gain advantage or disadvantage on strength checks against other creatures based on the size of your largest creature.
- Titanic Transformation
At 18th Level, You may have one transformation that is one CR level above the normal limit if it is large or bigger
Kingdom of Fluidity
- Liquid Body
At 3rd Level, You and your creature forms gain the amorphous trait.
- Fluid Transformation
At 6th Level, Your transformation can be imperfect, but this is by no means a bad thing! While transformed, you are still able to speak and perform tasks your original form could, but wouldn't normally be able to in your current form.
- Fluid Shifter
At 10th Level, You can shift between transformations without needing to return to your original form first.
- Liquid Disperser
At 14th Level, You are immune to poison damage/condition as your body disperses and dissolves it. You are aware of when poison enters your body through food or drink.
At 18th Level you gain these features:
- You gain immunity to being grappled or restrained.
- You can use the highest fly speed of a creature you can transform into.
- You can take one level of exhaustion per hour 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.
Multiclassing is not possible for the Ditto class.