Shapeshifter

Rumors speak of barbarians that hold secrets of transforming their bodies into the form of animals. While the Institute of Magic denies such rumors, theirs is not the only traditions of magic in Morgaea, and this rare art survives in her forgotten corners. Mastery of their bodies allows shapeshifters some protection, making them durable opponents and staunch allies.

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

##### Proficiencies

* **Armor:** None
* **Weapons:** Staffs
* **Tools:** Herbalism kit
* **Saving Throws:** Intelligence, Wisdom
* **Skills:** Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

##### Equipment

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

* Your personal mage's staff (quarterstaff)
* An explorer's pack
* A spellbook

### Spellcasting

Born a mage, your connection to the Dreaming allows drawing on the essence of nature itself; you can cast spells to shape that essence to your will.

##### Cantrips

At 1st level, you know two cantrips of your choice from the natural spell list. You learn additional natural cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shapeshifter table.

##### Preparing and Casting Spells

The Shapeshifter table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these natural spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of natural spells that are available for you to cast, choosing from the natural spell list. When you do so, choose a number of natural spells equal to your Wisdom modifier + your Shapeshifter level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level shapeshifter, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of natural spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

##### Spellcasting Ability

Wisdom is your spellcasting ability for your natural spells, since your magic draws upon nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a natural spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier

**Spell attack modifier** = your proficiency bonus + your Wisdom modifier

##### Ritual Casting

You can cast a natural spell as a ritual if that spell has the ritual tag and you have the spell prepared.

##### Spellcasting Focus

Your mage's staff acts as a spellcasting focus for your natural spells.

### Shapeshifting

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your shapeshifter level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

 2nd
 4th
 8th

You can stay in a beast shape for a number of hours equal to half your shapeshifter level (rounded down). You then revert to your normal form unless you expend another use of this feature. 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 beast, 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 transform, you assume the beast'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 in animal form 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.

* You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast 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.

### Combat Shapeshifting

Starting at 3nd level, you gain the ability to Shapeshift on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Shapeshifting, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

### One With Nature

Starting at 3rd level, you can use your Shapeshifting to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

Starting at 6th level, you can transform into a beast with a challenge rating as high as your shapeshifter level divided by 3, rounded down.

### Ability Score Improvement

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

### Primal Strike

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

### Draconic Beast Shape

At 10th level, you can expend two uses of Wild Shape at the same time to shapeshift into a young Dragon.

### Thousand Forms

By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.

### Beast Spells

Beginning at 18th level, you can cast many of your natural spells in any shape you assume while Shapeshifting. You can perform the somatic and verbal components of a natural spell while in a beast shape, but you aren't able to provide material components.

### Master Shapeshifter

At 20th level, you can Shapeshift an unlimited number of times.

Additionally, you can ignore the verbal and somatic components of your natural spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Shapeshifting.