[This provides both House Rule clarifications for the Shapechange spell as well as Homebrew additions to the spell. These rules should be interpreted to apply to any shape changing spell where the target retains the ability they use for spellcasting (Intelligence, Wisdom, or Charisma.]
Level | Casting Time | Range/Area | Components |
9th | 1 Action | Self | V, S, M* |
Duration | School | Attack/Save | Damage/Effect |
[C] 1 Hour | Transmutation | None | Shapechanging |
House Rule Clarifications
The rules for Shapechange specify that:
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’t use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.
The follow rule clarifications apply.
Language & Speech
You can speak any language you already know if your new form is capable of it. Any creature that already speaks or can learn Common is a good candidate, as is any creature that can speak a language that a Player Character can learn. Their speech is already presumed to use bodily functions for speaking that is similar to humanoids. In addition, you can speak if you are in the form of a creature of low intelligence that can mimic speech (like parrots and ravens) or are a beast that is anatomically similar to humans (such as apes or monkeys).
Spell Use
You may cast spells you know (and, if relevant, have prepared), provided that your new form is physically capable of doing so and that the other spell does not also require concentration to be maintained.
- Verbal: If the spell has a verbal component, your new form must be capable of speaking (see Language & Speech above).
- Somatic: Your new form must be capable of making the arcane gestures you would do in your natural form. Any humanoid is capable of this, as is any humanoid-shaped beast like an ape or monkey. Creatures with arms and finger-like digits or claws are also assumed to be capable of this (such as a treant, which can use branches as arms and twigs like fingers).
- Material: Your new form must be able to manipulate the material component or arcane focus as described in the spell description. Most of the time, it will be easy enough for most forms to nudge or push or touch the material component with a talon, snout, or prehensile tail. Objects that require specialized usage (such as drawing the necessary glyphs for a Teleportation Circle) may require passing the somatic requirements above.
If the caster has the ability to bypass a spell’s usual components (such as using sorcery points to use the Subtle Spell ability), they can use that ability to cast spells in a form that would otherwise not be permitted to do so because of the component restrictions.
As a reminder: spellcasters may only concentrate on one spell at a time. As Shapechange requires concentration during the duration to be maintained, the spellcaster may only cast spells that don’t require concentration while in the changed form. However, the caster may cease concentrating on the Shapechange to cast another spell requiring concentration, resulting in them immediately returning to their normal form without taking an Action to do so.
Hit Points
Per the original spell description:
You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed….
During this spell’s duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
To clarify:
- If you change into a creature with fewer hit points and Hit Dice than you have in your unchanged form, both are reduced to the creature’s maximum. If your current hit points are lower than the creature’s maximum, you retain the lower value.
Homebrew Additions
The following rules go beyond interpreting the spell and are more like Homebrew additions or House Rule expansions.
- Digitless Appendages: If the form you’ve changed into has arm-like appendages but does not have finger-like digits (such as a Roper, or a creature with a prehensile tail), you may attempt to cast a spell with somatic components, but there’s a chance of failure. Roll with your spellcasting modifier against a DC of 10 + the spell level (e.g., a DC of 15 for a 5th level spell). If you succeed, the spell is cast properly, and you no longer risk failure when you cast the same spell in the same form.
- War Caster: If you have the War Caster feat, it is assumed you are experienced with casting spells with somatic components even when your hands are occupied with weapons and shields. If your form doesn’t have finger-like digits and you’re forced to roll a DC to determine if you successfully cast a spell with somatic components, you get a +5 on your roll and also roll with Advantage.
- Spellcasting Creatures: If your new form is capable of casting spells without using a normal verbal or somatic spell component, you may attempt to do so yourself using your spellcasting modifier against a DC of 15 + the spell level. (Use the lower DC if the Digitless Appendages rule also applies.) Once you’ve successfully cast a spell this way, you’ve learned the mechanics of that spell in this form and no longer need make an ability check using the same spell in the same form.
Related
- Homebrew Spells
- Spell House Rules