You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.
Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and 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 listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.
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. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
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.
When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.
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.
* - (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell)
How? I could see your stance if true polymorph didn't require concentration, but shapechange allows you to change as many times as you want so long as you have the required HP. TP is a better offensive spell, true, but if you want to change into giant monsters and fight things yourself, this is the spell you want.
When True Polymorphed, you retain nothing from the original creature (put the sheet aside and use just the monster statblock) and also cannot change forms at will. The only advantage in True Polymorph is that you can use it on somebody else.
Well there is a way to get to CR 24 although it takes TIME in game. You could use true polymorph to turn into an adult gold dragon. then you wait until you become ancient.
Also you can use its polymorph ability to turn into pretty much anything
what about races where the typical example of their race is indeed an spellcaster? And what about "variant" races? can i become an spellcaster variant dragon with spells equal to one third my CR and thus innately cast certain spells?
what about an druid turning into a pixie to cuase some mischef? of course i can, but what if i am turning into an satyr? could i effectively use the panpipes? how large is the population of satyr that can use the pipes? it says that typically only on in a group have them, but are all of them able to at least play them and if so can they use the magical effects?
and what if my character is an bard and knows a fair bit about bardic magic, is it fair to assume that you are able to use the pipes, assuming you use magical secrets to get the spell?
and what about mummy lords and liches? how does that synnergise?
what happens if an creature without any levels like an dragon innately casts this abillity?
do we use hit dicce or do we use their total challenge rating as an substitute for level?
there is one crucial advantage of shapechange compared to true polymorph: in true polymorph, you loose all the features you have from your class and race, like for instance if you are a wizard, you cannot cast spells while under true polymorph and an elf under true polymorph cannot use trance or their gained proficiencies.
in shapechange, you retain all of this. You retain the abillity to use your dragonborn breath weapon, even if you are an owlbear and you retain your abillity to cast spells assuming you can cast them properly in your new form.
note: while it be rad to have this spell on and and enter an mindless rage, sadly you may not concentrate on spells while raging
Isn’t this spell just a worse version of true polymorph?
I saw this spell and the first thing that went through my mind was 'dragons'. Considering that an average combat lasts maybe an hour (which isn't likely) at high levels, you can cast this going into battle, become an adult dragon, and rain hell on whoever was dumb enough to provoke your wrath. 9th level or not...this spell is awesome.
It's more limited, expensive, and doesn't get to last forever... but, no, no it isn't, not directly. It certainly can be less potent and can't be used to summon a minion, but there's one crucial thing that makes this far superior as a self-buff. When you True Polymorph, sure you can get all sorts of fun stuff like Legendary Actions and spellcasting, but you lose everything that you've spent the last 17+ levels accruing. You lose your items, your features, your spells and your mental stats. It's a sideways shift; you'll have different abilities, but it's not a straight buff since you lose what you had to start with.
When you Shapechange, on the other hand, you keep everything, so long as your new form can feasibly perform the action. You're still a spellcaster, and even low-level spells can truly excel in certain shapes. You still have your Symbiotic Entity or Spirit Totems, retain your mastery of Arcane Deflection or Bladesong, and keep a hold of your Unbreakable Majesty or Mind Blades. If you're using the new UA class spell lists, you could even have Hexblade's Curse. *shudders* Not only that, but you can choose to keep any items that your new form could conceivably equip; you won't be getting those nice boots on a Marilith, but you'd probably be able to keep that nice Belt of Giant Strength. Other items are available, but obviously that's not something you can hugely plan out so just make sure your party knows that you like one-size-fits-all items if you're cropping up on later levels and enjoy being the biggest badass in town. Being able to switch forms as an Action is honestly just gravy at that point (though could be *hilariously* potent if you've seen some very big beasties).
The only things you need to watch out for are that bit about speaking and making sure you have hands. Sure, if you're a Bard or a Bladesinger you're probably not too worried about spell components, but otherwise you should make sure to become something that can say the magic words. Also, if you're using this spell, have War Caster. This is your game and your prerogative, but have War Caster okay it's War Caster you need that feat to use this spell. Resilient (Con) is also a good shout if you need it, thought it's not necessary or useful for high-con forms.
So, yeah. It's not as versatile as True Polymorph and it's not an ivory-tower "Master Of Transmutation" spell; this is a straight-up self-buffing monstrosity of an incantation. I haven't yet had the pleasure of using it, but this could be incredibly fun in the wrong hands. Six of them. And a snake tail.
The official PC race counts them as humanoid.
Looking at the comments, I have some great news!
Jeremy Crawford has ruled that Legendary Resistances are fair game for your Shapechange: https://twitter.com/jeremyecrawford/status/935211567867600896?lang=en
This means you won't lose your amazing new form until you fail 4 concentration saves on the spell. I plan on having my L.20 goblin turn into an Ancient Brass Dragon at some point- and they have a +13 Con Save in addition to Legendary Resistance x3.
The material component is pricey, but at end-game level, you should be able to afford it- and it can be the same circlet for each casting.
Also consider you could use the Legendary Saves of a dragon to choose to succeed a failed save, you'd be able to keep concentration for Shapechange going for long enough for it to be useful
So if you were a level 17 kobold and you cast this spell to become an adult Red dragon, pack tactics would carry over from your race and you would be a red dragon with pack tactics?
This is confusing...
The final statement led me to believe that HP of the creature could not be higher than your own, but really you can gain HP, you just can’t have higher HP from another creature you turn into.
if that makes sense...
Actually you don’t need to SEE the creature. There is nothing that says you have to have seen it.
Soooooo dragon turtle here I come!!!!
And the jade circlet isn’t that expensive depending on your DM...
OP SPELL
SPELLCASTER DRAGON? YES PLEASE
I just had a wonderful thought. Cast Simulacrum with it knowing Shapechange, and congratulations, your wizard just got an ancient dragon as a mount or a balor as a tank. And he still has his own 9th level spell slot too.
True polymorph is good, but this? This gets into some really fun stuff.
You can't turn into an undead or a construct. I believe a warforge is a construct. Someone correct me if I am wrong.
Warforged are technically humanoids