Shifter

*You are able to use your innate ley energy to transmute yourself into different creatures that you’ve come across. Remarkably dangerous, Shifters are feared by people far and wide due to the power they hold.*

### Shapeshift

At 1st level, you gain the ability to shapeshift, which allows you to assume the forms of other creatures and use their strength for your own. As a bonus action on your turn, you may assume the form of a beast or humanoid creature which you have seen in person. The creature must be of a CR equal to 1/2 your Ley-Touched level. You remain Shapeshifted for an amount of hours equivalent to your Ley-Touched level, or until you dismiss it as a bonus action. You can use this ability a number of times equal to your Charisma modifier, and you regain all expended charges when you comnplete a short or long rest.

You use the following rules when shapeshifting:

* You assume the form of a standard version of the creature. You do not gain any languages, spells, Legendary Actions or Resistances, or Lair Actions that the creature has. You may only speak if your new form is capable of doing so. Your game statistics are replaced by that of the creature’s, except for your Hit Points, and your Intelligence, Wisdom, and Charisma scores.
* You retain your skill and saving throw proficiencies in addition to gaining those of the creature.
* When you Shapeshift you gain additional hit points based off of your Ley-Touched level and Constitution modifier. Upon assuming your new form, you may add additional hit points equivalent to your natural form’s Constitution modifier times your Ley-Touched level. When you return to your natural form, these additional hit points disappear.
* When injured in combat, taking damage that would reduce you to 0 hit points by any means causes you to revert to your natural form, and you make death saving throws as normal.
* When you transform, your clothing and non magical equipment merge into your new form, or is worn by it if able.
* Any magical items remain attuned to you, and you may use them so long as your new form is capable of wielding them. The DM determines if these items are merged into your form, or if you are still wearing them.
* You may not Shapeshift into creatures with a flying speed until 3rd level.
* You are not able to benefit from any ‘Multiattack’ feature a creature would have - you may only make one attack on your turn when you take the attack action. You also cannot cast spells while in beast form.
* The DC for all of your form’s abilities, replacing the one on your form’s character sheet, is your Spell Save DC.

The following rules apply if shifting into a humanoid:

* You determine the specifics of the changes to your natural form, including your skin coloration, hair length, sex, voice, height, and weight.
* You can Shapeshift into Small or Medium humanoids of any race, but your ability scores remain the same, and you do not receive an increase in hit points.
* If you Shapeshift into a form with a trait such as Darkvision, you gain this trait. If this form would have the Sunlight Sensitivity, trait you would gain this as well. This applies for any natural abilities the creature may have, but not any skills that the race may learn.
* You may cast spells as normal while in a new humanoid form.

### Mutable Form

At 1st level, you have begun to learn more about certain aspects of your various forms. You gain advantage on saving throws against poison and disease.

In addition, you are considered a Shapechanger for the purpose of spells such as *polymorph* and *moonbeam*.

### Advanced Shifting

At 6th level, when you roll for initiative, you may use your Shapeshift feature as a reaction before you take your first turn and attacks you make while in a Shapeshifted form count as magical for the purposes of overcoming resistances and immunity to nonmagical damage.

In addition, choose one of the following creature types: Aberrations, Elementals, Fiends or Monstrosities. You can now use your Shapeshift feature to turn into creatures of the chosen type, using the same rules as a beast form. If this form has the Innate Spellcasting feature, you use its spells with your own spell save DC. If it has the Spellcasting feature, you instead gain the ability to cast spells that you know.

### Altered Body

At 10th level, as an action on your turn, you may expend a charge of Shapeshift to end one condition on yourself instead of assuming a new form.

### Last Resort

At 14th level, you have gained the ability to unleash the true nature of many of your forms in an attempt to survive. As a reaction when you are reduced to 0 hit points, you may immediately make a DC 18 Charisma saving throw to determine if you are able to assume a new form. On a success, you assume a new form immediately and remain conscious. Expending a usage of your Shapeshift ability.

This form’s CR can only be up to 1/4 of your Ley-Touched level and utilizes the following rules instead of the normal rules:

* When you assume this creature’s form, your game statistics, including your mental ability scores, are replaced by the statistics of the chosen creature. You retain your alignment and personality.
* You stay in this form for one minute or until you drop to 0 hit points, at which point you revert back to your normal form at 0 hit points.
* Should you take excess damage as a result of the attack that reduced you to 0 hit points, you immediately fail one death saving throw.
* Upon leaving this form, you immediately take one level of Exhaustion.