Shifter

***Shifters, as the name implies, are united in their ability to change their bodies into that of other creatures. In tune with nature and animals, the Shifter’s form is fluid, taking the shape of whatever creature best suits their needs.***

# Class Features

As a Shifter, you gain the following class features.

##### Hit Points

**Hit Dice:** 1d12 per Shifter level

**Hit Points at 1st Level:** 12 + your Constitution modifier

**Hit Points at Higher Levels:** 1d12 (or 7) + your Constitution modifier per Shifter level after 1st

##### Proficiencies

**Armor:** None.

**Weapons:** Simple weapons, short swords.

**Tools:** hunter’s tools

**Saving Throws:** Constitution, Intelligence

**Skills:** Choose any two from Arcana, Nature, Animal Handling, Survival, Perception, Intimidation, Athletics, and Acrobatics.

**Equipment:**

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

* a) any simple weapon or b) a short sword
* A set of hunter’s tools
* A pouch containing 2d4x10 gp

## **Shifting**

As a Shifter, you gain the ability to change into different creatures. At level 1, choose three Beasts as your known Forms. The Forms must be of a CR ½ or less and be of size category Medium or smaller. Shifting into one of these forms is an action and requires a 1st level spell slot. When you reach 5th level, Forms can be of a CR 1 or 2 (2nd level Forms). At level 9, they can be CR 3 or 4 (3rd level Forms). At level 13, they can be CR 5 or 6 (4th level Forms). At level 17, they can be of a CR 7 or 8 (5th level Forms).

While in a Form, you take on the creature’s physical ability scores (except your constitution) but retain your hit points, mental scores, alignment, saving throws, proficiency bonus, and personality. You can speak if the Form you take can, but not otherwise. The Form’s AC, saving throws, and resistances/immunities/weaknesses become your own. When a Form is reduced to 0 hp, you cannot use it again until you complete a long rest, regardless of how many slots you have available.

If the Form has natural attacks, you are proficient with them. If the creature has proficiency with any weapons or tools, you gain those proficiencies while in its form. If the creature has class levels, you do not gain them by shifting into them. If the creature has innate spellcasting, you gain that also while you are in its Form. You cannot cast spells while in any form, unless that form is physically capable of performing the necessary components. You can concentrate on spells while in a form. If the form has a weapon attack, you may use any weapon in place of the one listed in its stat block. If the form has the Shapechanger trait or legendary actions, you gain neither. You can stay in a form up to 1 hour. While in a Form, for all abilities and effects you are considered to be of the Form’s type. For the purposes of spells and effects, your max hp while in a Form is equal to your max hp+the Form’s max hp, and the same goes for current hp.

You can learn a new Form anytime, provided it is of a CR and type available to you. You must take 10 minutes studying the creature and succeed on a Constitution save (DC=10+CR) the first time you shift into it. If you fail, you lose the slot and do not shift, but may try again later. Forms you learn in this way don’t count against your total of Forms known.

## **Bloodline**

At level 1, choose a creature type (Monstrosities, Humanoids, Fey, Fiends, Celestials, Aberrations, Dragons, Oozes, Giants, Elementals, Plants, Undead, or Constructs) to be your Bloodline. You can choose to learn Forms of that type in addition to Beasts. Alternatively, you can choose to focus on Beasts. Your Bloodline also grants you features at levels 3, 6, 10, and 14.

## **Favored Form**

At level 1, your form is fluid enough to allow you to shift in and out of minor forms as an action without expending a spell slot. A minor form is one of a CR at least 1/4 of your level (rounded down) as shown in the table. These forms must be forms of beasts, monstrosities, or bloodline-related creatures you have seen before and they don't count against the number of forms you know.

## **Beastspeech**

Beginning at level 2, you can communicate effortlessly and innately with all beasts, able to convey simple ideas, emotions, feelings, and suggestions. In addition, you learn the language associated with your bloodline--if you did not already know it--being any humanoid tongue, Druidic, Infernal or Abyssal, Celestial, Deep Speech, Draconic, nothing (oozes aren't that smart), Giant, Primordial, Sylvan, or nothing, respectively.

## **Primal Instincts**

Also at 2nd level, your connection to the primal side of nature gives you certain abilities. You have advantage on perception and investigation checks relying on hearing or smell, and you can't be surprised.

## **Size Increase**

Starting at level 3, you can learn forms of creatures with a size category of Large. Additionally, whenever you expend a spell slot to shift into a form, you gain a number of temporary hit points equal to the slot's level in dice. If the creature is Tiny, the dice are d6's. If its Small, they are d8's, d10's for Medium, d12's for Large, and d20's for Huge when that option becomes available.

## **Ability Score Improvement**

At level 4, and then at level 8, 12, 16, and 20, you may increase one ability score by two or increase two scores by one. You may choose to take a feat instead.

## **Swift Transformation**

At level 5, Shifting becomes a bonus action for all Forms. Additionally, you may use a bonus action while in a form to make a single attack using one of the form's natural attacks. If you are in a humanoid form, that form gains the Extra Attack feature.

## **Natural Fortitude**

At 7th level, your shapechanging prowess increases your fortitude. Whenever you make a constitution save for half damage on a spell or other effect, you take no damage on a successful save and half damage on a failed save.

## **Bloodline Affinity**

At 9th level and beyond, favored forms you learn do not have to be creatures you've seen before.

## **Immensity**

At level 11, the Forms you take and learn can be Huge or smaller, but when you leave such a Form you take one level of exhaustion.

## **Absorption**

At level 13, whenever you take damage while in a leveled form, you can shift back into yourself as a reaction and cause the residual magic of the form to take the damage for you. When you do so, make a constitution save (DC = 10 or 1/2 the damage taken, whichever is higher.) On a failure, you are knocked unconscious but wake up when damaged, startled, or when someone takes an action to wake you. When you use this reaction, you cannot use this form again until you complete a long rest.

## **Fluid Form**

At level 20, Shifting becomes a free action. Additionally, you can take the form of any beast, regardless of the Forms you know.