Shapeshifter

Shapeshifters can be the result of many different events. Some gained their powers supernaturally, through the help of the gods, Through magical study that went wrong, an innate ability or a curse placed on them, Shapeshifter focuses on changing their form, either by modifying their existing from or by transforming into the visage of other creatures. Most shapeshifters are seen as more monstrous beings than humanoid and in many cities openly transforming without an excuse leads to your hunting down.

## Class Features

As a Shapeshifter you gain the following class features.

Hit Points
**Hit Dice:** 1d8 per Shapeshifter level

**Hit Points at 1st Level:** 8 + Constitution modifier

**Hit Points at Higher Levels:** 1d8 (or 5) + Constitution modifier per Shapeshifter level after 1st

Proficiencies
**Armor:** Light armor, medium armor, shields

**Weapons:** Simple weapons, whips, shortswords

**Tools:** None

**Saving Throws:** Charisma, Dexterity

**Skills:** Pick 3 from Deception, Acrobatics, Animal Handling, History Intimidation, Medicine, Performance, Persuasion, Sleight of Hand, Survival, and Stealth.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

* (*a*) leather armor or (*b*) hide armor
* (*a*) A simple weapon or (*b*) A whip or (*c*) A shortsword
* (*a*) Dungeoneer's Pack or (*b*) Explorers Pack

### 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 based on your Way of the Shifter Subclass 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.

### Way of The Shifter

At 1st level, you may choose a Way of The Shifter path out of the following: The Two-Faced, The Nature Spirit, The Therianthrope, The Grotesque, The Bodymorpher. These are detailed at the end of the class description. Your subclass choice grants you features at 1st Level and again at levels 3rd, 7th, 10th, 14th, and 18th.

* Bodymorpher -- Can't change identity, but can alter body significantly
* Grotesque -- Humanoid to monster; gains power as a monster, but transformation affects morality and is traumatic (ex: Jekyll/Hyde)
* Nature Spirit -- Magical animal to humanoid; has a true animal form, can only assume one human form (ex: kitsune)
* Therianthrope -- Humanoid to animals; has a true human form but can assume *many* animal forms (ex: werewolf)
* Two-Faced -- Humanoid to different humanoids; has a true human 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.

### 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.

### 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.

### Timeless Body

Starting at 15th level, the primal magic that you wield causes you to stop aging. You no longer age, and cannot be aged by magical means.

### 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.