The Henshin A chant echoes through the air from a young woman perched atop the post of a gas lamp. A young man slides the pieces of a puzzle hanging round his neck into place. Mounted top a charging horse, the turbine of a warrior's belt spins, charged with magic. These are Henshin, individuals gifted with the power to transform. A token of some mythical power has made their way to their possession. By invoking some ritual to draw out the power of this token, these sacred few can draw out their own power made manifest in new forms. As though the places of the soul and body have switched. Untapped vistas of body, heart and mind take over for a brief moment and endow new powers to their host. Identity and Design The Henshin are defined by their transformation. The outer soul that projects atop their body is one that in all but the rarest circumstances looks only vaguely like that of their own form. Pious Henshin will take on in their transformation aspects of their Gods and faiths, Henshin of noble dscent may take on flowing capes and coat of arms in their regalia, and those tied to the natural world will take on aspects of the beasts and animals surrounding them such as long antlers or bulging compound eyes. To see your own soul within the mirror is one trial few can bare. To see every difference between your bodily self and the aspect brought to form by your transformation can bring about disphoria, doubt and insecurity in many early adopters to the Henshin way. But this form can change over time and many Henshin aspire that one day their form may change to match their own bodily self more clearly. Power From Within Whether drawn out in the transformed body or in the usual form, the transformation token of the Henshin strengthens their own abilit to draw out power from within. While different tokens may draw out this power in different ways, that power is nonetheless their own inner force of will and identity. Because of this it is quick for young or inexperienced Henshin to grow cocky or self-centered. After all, who else can draw out such power? Who else has so strong a force of will as to change their very self and draw out their most honest expression? Experienced Henshin though often recognize that their form is but one means people have of expressing the inner self. Creating a Henshin When creating a Henshin character you may first ask yourself how your character came into possession of their transformation token. Was this a gift from a holy emissary, recognizing your holy soul within? Was this an ancient piece of technology unawakened by those before yourself? Has this piece been inherited from your family or order?

Secondly you may ask how their soul manifests. What sort of form does this inner self take when exposed? What conflicts does someone see between themselves and their inner aspect? What ideals or physical traits might that soul show that hold aspiration? Thinking of these aspects of your character are central to your being. Quick Build You can make a quick Henshin by following this advice. Make Charisma your highest stat, seconded by your choice between Strength, Intelligence or Wisdom based on your Transformation Token. Then select the Folk Hero background. Class Features As a Henshin you gain the following features. hit points Hit Dice: 1d8 per Henshin level

Hit Points at First Level 8+ Constitution Modifier

Hit Points at Higher Levels 1d8 (or 5) + Constitition Modifier per Henshin level after first Proficiencies Armour: None

Weapons: Simple weapons

Tools: Disguise Kit

Saving Throws: Charisma and Constitution

Skills: Choose 2 between the following

Animal Handling, Athletics, Deception, Insight, Investigation, Religion

The Henshin Level Proficiency Bonus Features Transformations Spells Known 1st 2nd 3rd 4th 5th 1st +2 Transformation Token, Transformation 3 --- --- — — — ---- 2nd +2 Spellcasting 3 3 2 — — — ---- 3rd +2 Projected Spirit 3 3 3 — — — --- 4th +2 Ability Score Improvement 3 3 3 — — — --- 5th +3 Token Feature 3 4 3 2 — — --- 6th +3 Transforming Eyes 4 4 3 2 — — --- 7th +3 Transforming Skillset 4 5 4 3 --- — --- 8th +3 Ability Score Improvement 4 5 4 3 --- — --- 9th +4 Token Feature 4 6 4 3 2 --- --- 10th +4 Durrable Soul 4 6 4 3 2 --- --- 11th +4 Token Feature 5 7 4 3 3 --- --- 12th +4 Ability Score Improvement 5 7 4 3 3 --- --- 13th +5 --- 5 8 4 3 3 1 --- 14th +5 Lesser Henshin 5 8 4 3 3 1 --- 15th +5 Token Feature 5 9 4 3 3 2 --- 16th +5 Ability Score Improvement 6 9 4 3 3 2 --- 17th +6 --- 6 10 4 3 3 2 1 18th +6 Inner Manifest 6 10 4 3 3 3 1 19th +6 Ability Score Improvement 6 11 4 3 3 3 2 20th +6 Token Feature Unlimited 12 4 3 3 3 2 Equipment You start with the following equipment in addition to those granted by your background (a) A simple weapon and an arcane focus or (b) a component pouch

(a) 3 hand axes (b) a simple weapon

(a) A priest's pack or (b) a burgler's pack

(a) silk robes and a transformation token Transformation A Henshin is defined by their ability to transform, a process which draws out their inner self. Their soul drapes over their own body, taking on a corporeal form. On your turn you can as a bonus action perform a quick recitation of a rite to transform your body and take on a new form as your soul wraps around your body. The soul is still delicate though and cannot last for long. The form disipates after 1 hour passes or if you become incapcaitated. You are limited in how many times you can transform before a long rest by the Henshin Class Table. You can end your transformation as a free action. While transformed you gain the following benefits: You take on a new form that looks nearly nothing at all like yourself. Creatures attempting to discern the identity of your new form must make an Intelligence(Investigation) check against your Spell Save DC in order to determine your identity in this state.

Your AC is replaced by your Soul Shell AC as described in your Transformation Token if this calculation is higher than your current AC.

You have advantage on Charisma saves as well as one Charisma skill of your choice (chosen once you take the bonus action to transform).

You gain a bonus movement speed of 10 feet

As a bonus action, you can take the Disengage action

Your weapon attacks are treated as magical

Transformation Token This is the source of a Henshin's ability to transform. At 1st level you choose this source, which grants you features at levels 1, 5, 9, 11, 15 and 20. You must have your token on your person to transform. You can conjur your token if lost by performing a 2 hour ritual with 30gp worth of magical components which are used up in the ritual process. A token can only be used by a new individual to transform if a similar ritual takes place. Spellcasting You have awoken the ability to bring out magic from within yourself starting at level 2. Charisma is your spellcasting stat. Your Transformation Token serves as your Arcane Focus for Henshin spells. Learning spells You learn a number of spells as you level up as a Henshin as shown on the Henshin table. When you level up, you can replace any spell you know with another spell on the Henshin spell list up to the number of spells known as displayed on the Henshin table. Projected Self When you transform at 3rd level, you learn to project an illusory version of yourself to better secure your identity. The spell Major Image is cast as a third level Henshin spell without expending one of your spell slots. The image always appears as an illusory copy of your own form in the condition it was the instant before you transformed. The spell does not take your concentration and the spell ends once your transformation ends. You can move the image within range as a bonus action. Transforming Eyes The eyes of your soul and mind lap over the eyes of those of your body. During a short or long rest once you have reached 6th level, you can make minor transformations to your eyes to better inhance your abilities to detect and decipher that within your sight. You can choose 2 languages or skills between insight, investigation, and perception. For the next hour you can read these languages and you have advantage on these skills when making checks to detect subjects with your sight. Transforming Skillset At level 7, you gain the ability to, as a bonus action, giv up proficiency in one skill and instead gain profciency in another of your coice. This change lasts for 1 hour. You cannot use this ability again until you finish a short or long rest. Durrable Soul Starting at level 10, your soul has become far more resilant. If you have not yet exhausted all your transformations before your long rest, you have advantage on Death Saving Throws. When you are stabalized, you can immediately expend a use of your transformation to gain temporary HP equal to your Charisma Modifier (min 1) and rise up in your transformed state. This reserve of temportary HP is reduced to 0 once your transformation ends. This feature cannot be used again before your next long rest. In addition, you no longer require to have your token on your person to transform. Lesser Henshin You can cast the spell Alter Self without expending a spell slot as though it were a Henshin spell you knew starting at 14th level. Inner Manifest Your mind and soul are in a constant state of transformation. Beginning at level 18 you gain reistance to psychic damage and immunity to the Charmed condition and posession. All Insight checks against you are made at disadvantage. Your mind cannot be read and your soul cannot be changed or displaced without your consent. Transformation Token A Token is the source of your capacity to transform. It is a piece of great magic or technology that can bring out the souls of powerful or gifted individuals. They may have many different sources and they may operate in different fashions. It is these differences that draw out unique facets of the soul and change the way in which a Henshin can demonstrate their power. There are 3 main types of Transformation Token. The Belt Token which is a device that connects at the waist and draws out most strongly the physical traits of the soul and posesses in its own form the greatest physical capacity. The Gem Token is a stone that holds within itself divine power and in turn brings out the gifts of divinity and pious force within the holder. The Puzzle Token is the most intellectually stimulating token, itself an enigma. These tokens typically but not always grant their powers to those who prove themselves capable of solving the puzzle that makes up their token form. They awaken powers of the mind within their holder. Belt Token These belts grant upon their holder great physical strength and phisical capacity. Even before transforming, these individuals grow their muscles and physical capacities faster than those of normal people. Their transformation rites typically involve a dance or act of physical excersion. Their souls typically manifest themselves in forms mechanical or beastial, with gears, antenae or large eyes.

Soul Shell When transformed, your AC is replaced with the following calculation: AC = 11 + Cha mod + Str mod if your current AC is not higher than this total. You do not gain the benefits of any armour you are wearing or any shields you are wearing while using this calculation. Belt-Boosted Body At level 1, you gain 1 HP. Each time you further level up in the Henshin class you gain an additional 1 HP.

In addition, while transformed, your unarmed strikes now deal 1d8 and count as light weapons for the purposes of two-weapon fighting. Fighting Style You learn the Two Weapon Fighting Fighting Style at 1st level. This allows you to add your attacking stat to the damage rolls when making attacks with offhand weapons while engaged in 2-weapon fighting. Extra Attack Starting at 5th level, when you take the Attack action, you can make 2 attacks rather than 1. Turbine Power Your belt has an built-in turbine that charges with kinetic energy from the air around it as you move. This energy is pushed throughout your own body and boosts your own speed and power. Starting at 9th level you can harness this power to overwhelm your opponents in combat. If you move 20 feet or more towards a target, the first attack you make against that target is at advantage. Aura of Force When you transform you unleash a sonic boom from the force of your own soul transformation. Starting at 11th level you can harness this power to greater force against your foes. When you transform, a shockwave pulses out from you to a range of 15 feet. All targets of your choice within 15 feet of you must succeed on a Strength saving throw against your spell save DC or fall prone. Quick Strike You have learned to specialize in hand to hand combat. At level 15 when you stike with an offhand attack on your turn as a bonus action, you can make 2 offhand weapon attacks rather than 1. You can also sacrifice one of these attacks to perform a Disengage action. Level Up Belt When you reach level 20, your transformation form takes on a stronger form. While transformed you gain the following benefits: You can speak with animals and plants and understand them in turn

Your unarmed strike attacks deal 1d12 damage

When you transform you can choose 2 types of damage between Piercing, Bludgeoning and Slashing. You are resistant to those damages while transformed until the next time you transform. Gem Token These stones are artifacts of holy power connected to a deity or faith. These tokens embolden the spiritual and holy power of the individual that holds them. Your transformed state may take on a brilliant image bearing similarities to your deity such as Moradrin's beard, it may take on growths of twigs and fur if you worship a deity of nature or it may take on a halo if you revere angelic beings and celestial forces rather than specific deities. Soul Shell When transformed, your AC is replaced with the following calculation: AC = 11 + Cha mod + Wis mod if your current AC is not higher than this total. You do not gain the benefits of any armour you are wearing or any shields you are wearing while using this calculation. Expanded Spell List When you choose this Token, you also choose a Cleric Domain over which your deity holds power. When you reach levels 2, 5, 9, 13, and 17, and gain spell slots of new levels, you learn the Domain spells of your Cleric Domain provided you have Henshin spell slots of the same level as these Domain Spells. These spells count as Henshin spells for you, but do not count against your Henshin spells known, and Charimsa is your spellcasting stat. Holy Weapon At level 1 you gain proficiency in one martial weapon of your choice. You can summon a version of this weapon known as a Holy Weapon as a bonus action or immediately upon transformation. When you take a long rest, you can change the weapon type of your Holy Weapon or perform a meditation with a weapon of your choice to turn it into a Holy Weapon that you can then summon with this action. If this results in the weapon being a new type of weapon with which you are not proficient, you gain exchange the martial weapon proficiency gained by this feature with proficiency in this new weaopn. When you attack with this weapon, you can use your Wisdom modifier as the attack and damage stat rather than Strength or Dexterity.

Divine Strike Once per turn, starting at level 5, when you strike an opponent you can add 2d6 radiant damage to the damage. At level 15 this damage increases to 3d6 radiant damage. Pious Soul Those of faith and conviction to religion recognize your divine soul starting at level 9. Additionally, you have grown to recognize the different subtleties in ways faiths manifest in souls. You can instantly tell the faith of any individual that meets your eyes and you have advantage on all Charisma checks with individuals of faiths to the same domain or pantheon as yourself. Aura of Heart When you transform you unleash the glow and beautiful radiance of your own soul transformation. Starting at 11th level you can harness this power to greater charm against your foes. When you transform, an immense feeling of purity pulses out from you to a range of 15 feet. All hostile targets within 15 feet of you must succeed on a Charisma saving throw against your spell save DC or be Charmed by you. Creatures that fail their save repeat the saving throw at the end of their turn or immediately upon taking damage, rolling at advantage if that damage was the result of you or an ally of yours. Magical Heart When you transform, you can, starting at level 15, roll 1d4. You gain a temporary spell slot of equal level to the number rolled. This spell slot disappears at the end of your transformation if not used. This spell slot can only be used on a Henshin spell or Domain spell. This feature can only be used a number of times equal to your Wisdom modifier (Min 1) before a long rest. Level Up Gem When you reach level 20, your heart embolden your transformations. While transformed you gain the following benefits: You gain resistance to Necrotic and Radiant damage

You have advantage on all saving throws against the magic and effects cast or used by celestials, demons, devils or undead. Puzzle Token These puzzles are items of powerful magic and technology garded by seals, mazes and puzzles that can only be solved by incredibly clever and driven individuals. To breack through to the power within this seal is a right of passage that unlocks within the soul of the holder new power and insight. Your transformation typically changes features close to your head, dramatically transforming your hair, face or enlarging your forehead. These transformations are typically the most subtle among the three tokens which may lead to Henshin of this token taking more drastic attempts to disguise or transform themselves. Soul Shell When transformed, your AC is replaced with the following calculation: AC = 11 + Cha mod + Int mod if your current AC is not higher than this total. You do not gain the benefits of any armour you are wearing or any shields you are wearing while using this calculation. Deck of Many Puzzles Your puzzle holds within it a mysterious Deck of Many Puzzles. As an Action, provided you have a free hand, you can draw from a standard 52 deck of cards with 2 Jokers added. After using the effect of this card, you shuffle this card back into the same deck. Depending on the card you draw, the following effect occurs. Each of these effects happens instantly after drawn unless otherwise stated. Ace: The next save a creature makes against a Henshin spell or class feature of your is made at disadvantage.

The next save a creature makes against a Henshin spell or class feature of your is made at disadvantage. 2: You or one creature you can see within 30 feet of you gains 2 AC until the end of your next turn.

You or one creature you can see within 30 feet of you gains 2 AC until the end of your next turn. 3: You or one friendly creature you can see within 30 feet of you teleports up to 30 feet instantly.

4: You can target 1 Creature within 30 feet of you. That creature loses all temporary HP and cannot regenerate HP or gain temporary HP until the end of your next turn.

You can target 1 Creature within 30 feet of you. That creature loses all temporary HP and cannot regenerate HP or gain temporary HP until the end of your next turn. 5: Until the end of your next turn you can, as a reaction against an attack that would hit you, add 5 to your AC against that attack. If this AC is now above the roll to hit, the attack misses, if not, the attack does half damage.

Until the end of your next turn you can, as a reaction against an attack that would hit you, add 5 to your AC against that attack. If this AC is now above the roll to hit, the attack misses, if not, the attack does half damage. 6: You can target 1 creature within 30 feet of you. That target must make a Charisma saving throw or else be charmed by you. They can repeat their save at the end of each of their turns.

You can target 1 creature within 30 feet of you. That target must make a Charisma saving throw or else be charmed by you. They can repeat their save at the end of each of their turns. 7: You have advantage on the next attack, check or saving throw you make.

You have advantage on the next attack, check or saving throw you make. 8: You gain temporary HP equal to 1d8+ your Charisma modifier.

You gain temporary HP equal to 1d8+ your Charisma modifier. 9: You can target one object within 30 feet of you that you can hold in one hand. That object is then pulled immediately to the hand hlding this card. The card disapears and the targeted object is now held in that same hand. If this object is held by an individual or on the person of an individual, they can make a Strength saving throw against your spell save DC to hold fast to this object and negate this effect.

You can target one object within 30 feet of you that you can hold in one hand. That object is then pulled immediately to the hand hlding this card. The card disapears and the targeted object is now held in that same hand. If this object is held by an individual or on the person of an individual, they can make a Strength saving throw against your spell save DC to hold fast to this object and negate this effect. 10: You can cast 1 Cantrip from the Wizard spell list of your choice. Charisma is your casting stat for this cantrip.

You can cast 1 Cantrip from the Wizard spell list of your choice. Charisma is your casting stat for this cantrip. Jack: You turn invisible until the end of your next turn.

You turn invisible until the end of your next turn. Queen: You touch the drawn queen card and throw it at a point within 60 feet of you. Before the end of your next turn you can use your reaction to detonate the card. Creatures within 10 feet of the card must make a Dexterity saving throw against your Henshin spell save DC. On a failure, these creatures take 1d10 Force damage. This damage increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level.

You touch the drawn queen card and throw it at a point within 60 feet of you. Before the end of your next turn you can use your reaction to detonate the card. Creatures within 10 feet of the card must make a Dexterity saving throw against your Henshin spell save DC. On a failure, these creatures take 1d10 Force damage. This damage increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level. King: You cast the Command spell as a first level spell without expending a spell slot with a Save DC equal to your Henshin spell save DC.

You cast the Command spell as a first level spell without expending a spell slot with a Save DC equal to your Henshin spell save DC. Joker: All hostile creatures within 30 feet of you immediately draw a card from your Deck of Many Puzzles and treat the drawn card as though they had drawn it through their own use of this feature as a Henshin of equal level to yourself. Any Joker drawn this way is shuffled back into the deck and replaced. If there are no hostile creatures within 30 feet of you when you draw this card, this card summons an Avatar of Death (DMG page 164). The Avatar disappears if you draw another Joker card. A creature slain by this Avatar however returns to life in 1d4+1 hours and immediately coughs up a note that has the words "Just keeping you on your toes. - Death" printed on it. Pot of Greed When you draw from your Deck of Many Puzzles at level 5 or higher, you can draw 2 cards and choose 1 card among the two to instantly shuffle back into the deck without using its effect. If you draw a Joker, it cannot be returned and its effect activates immediately. While transformed, you can draw from your Deck of Many Puzzles as a bonus action. Puzzling Illusions When you transform at level 9 or higher, you instantly cast the spell Mislead upon yourself without consuming a spell slot. When you draw a card or cast a spell, you can choose either the illusory copy created by the Mislead spell, the illusory copy created by your Projected Self feature, or your own invisible self to be the center of effect for that card or spell. Any card that would add benefit to only yourself is treated as providing a benefit to yourself even if the card was drawn by an illusion. Aura of Mind Begining at level 11, when you transform, you emit an aura of counfounding mental energy. All creatures within 15 feet of you make an Intelligence saving throw against your Henshin spell save DC. A creature that fails this save loses concentration on any spell or effect on which they had been concentrating and they have disadvantage on the next saving throw they make against a spell. Card Shark Starting at level 15, when you draw 2 cards with your Pot of Greed feature, you can take the card that you would otherwise with this feature shuffle into your deck and hold it up your sleeve. As a reaction, you can then present this card and use its effect. This feature can only be used a number of times before a short rest equal to your Int modifier (Min 1) Level Up Puzzle When you reach level 20, your mind emboldens your transformations. While transformed you gain the following benefits. You add your Int modifier (Min 1) to all saving throws against magic and spells

Once while transformed after drawing your 2 cards, you can perform a Shining Draw to search your deck for 1 card and use the effect of that card instead of either card drawn. All 3 cards are then shuffled into your deck. Henshin Spell List Level 1:

Charm Person

Command

Detect Magic

Disguise Self

Faerie Fire

Feather Fall

Mage Armour

Sanctuary

Silent Image

Unseen Servent

Thunderous Smite Level 2:

Alter Self

Blur

Branding Smite

Elemental Weapon

Find Steed

Gust of Wind

Mirror Image

Silent Image