Shapeshifter

> *"Having one singular form is so limiting, don't you think?" ~ Someone*
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Some are born with one physical form and one only. Some however, are born with the power to change and become another form they desire.

As a Shapeshifter you gain the following class features:

* **Hit Dice:** 1d8

* **Armor:** Light armor, medium armor, shields
* **Weapons:** Simple weapons, whips, shortswords
* **Saving Throws:** Charisma, Dexterity
* **Skills:** Pick 3 from *Deception, Acrobatics, Animal Handling, History Intimidation, Medicine, Performance, Persuasion, Sleight of Hand, Survival, and Stealth.*

## Shapeshift

At 1st level, you can use your bonus action to magically assume the shape of one of your chosen transformations.

A known transformation is a creature that is not an undead or construct, chosen when you level up, based on the Shapeshifter table. You start with 3 known CR 1/2 or fewer transformations, and when you gain a level in this class, you may choose an additional creature to transform into that's CR is less than or equal to the CR stated in the Maximum CR column. Whenever you gain a level in this class, you may replace one form with another.

You can use Shapeshift once, and gain an additional use at 5th and 17th level. You regain expended uses when you finish a short or long rest. You can stay shapeshifted for a number of hours equal to your Charisma modifier (minimum of one). 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 new form, but you retain your alignment, personality, 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 in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
* When you shapeshift, you assume the creature's hit points and hit dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage while shapeshifted and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
* Your ability to cast spells, speak or take any action that requires hands is limited to the capabilities of your shapeshifted 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, such as *call lightning*, 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.
* You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides 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 size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

## Adrenaline Rush

Beginning at 2nd level, when you roll for initiative, you can immediately use your Shapeshift feature as a reaction, so long as you are not already shapeshifted and you are not surprised. You may not shapeshift this way if you have no more uses of the Shapeshift feature remaining.

## Identity Coherence

Starting at 3rd level, you carry over some additional portions of your persona into your shapeshifted form. While shapeshifted, you can speak any languages you know.

Additionally, when you Shapeshift, you can alter your new form’s superficial appearance to more closely reflect your true nature. For example, if you have a signature hairstyle, pointy ears, wear an eye patch, etc., your shapeshifted forms can take on similar traits.

## Preferred Form

At 3rd level, you may select a creature of CR 1/2 or lower as your preferred creature.

By concentrating for 1 minute, you may shapeshift into your preferred creature without expending a shapeshift use, and you can remain in this form indefinitely.

You may select an additional preferred creature with a higher CR limit again when you reach 7th level (CR 1), 10th level (CR 2), 14th level (CR 4), 18th level (CR 6), and 20th level (CR 8).

## Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.

## Imbued Strikes

Starting at 6th level, your unarmed strikes and the nonmagical attacks of your transformations count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

## Partial Transformation

Beginning at 7th level, you gain access to a partial transformation in your true form(untransformed form). You may only have one partial transformation at any time and may replace it with another as part of a short rest.

* Claws: You learn the *primal savagery* cantrip and can cast it while shapeshifted. Charisma is your spellcasting ability for it.

* Sturdy Legs: Your walking speed is increased by 10 feet.

* Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

* Gills: You can now breathe in water and air.

## Resilient Body

At 9th level, your form has become ever more resilient to outside influences. You become immune to any spell or effect that would alter your form against your will and you gain proficiency with Constitution saving throws. If you already have this proficiency, you instead gain proficiency in Strength saving throws.

## Protective Evolution

Starting at 11th level, your body has evolved and gained the ability to resist nature in some form. You gain resistance with one of the following damage types of your choice: acid, cold, fire, lightning, necrotic, or poison.

## Enhanced Senses

At 13th level, you gain a blindsight of 10ft and can see through magical darkness and mist.

## Reiteration

Starting at 14th level, you learn to recoil into another form instead of reverting to your true shape.

If you drop to 0 hit points while you’re shapeshifted, the attack didn’t kill you, and you have a Shapeshift use available, you can make a DC 10 Constitution saving throw. On a success, you Shapeshift instead of reverting to your normal form. Your new form takes any damage past that which reduced you to 0.

Each time you use this feature after the first, the DC increases by 5.

When you finish a long rest, the DC resets to 10.

## Timeless Body

Starting at 15th level, the primal magic that you wield causes you to stop aging (if you have elvhen ancestry0 or slow down your aging significantly and cannot be aged by magical means. Add a +1 to Constitution and +1 to Wisdom.

## Primal Roar

At 18th level, your voice resonates with the ancestral forces of creation. You can use this feature to cast either Ancestral Mercy or Ancestral Judgement, even if you are shapeshifted. Your spellcasting ability for these spells is Charisma.

Once you use this feature, you cannot use it again until you complete a long rest.

### Ancestral Mercy

* A wave of healing energy washes over any creature within 60 feet. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.

### Ancestral Judgement

* A wave of psychic energy vibrates inside a creature within 60 feet and compel it to die. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.

## Unlimited Lesser Shapeshift

At 20th level, you gain the ability to shapeshift using the Shapeshift feature into any creature with a CR of 4 or less for as long as you want, without expending a shapeshift use.