The Shapeshifter
Hit Points
Hit Dice: d8 per The Shapeshifter level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per ShapeShifter level after 1st
Proficiences
Armor: Light Armor
Weapons: daggers, darts, slings, quarter-staff and light crossbow
Tools: Choice of Herbalism Kit or Alchemist Supplies
Saving Throws: Constitution, Charisma
Skills: Choose two from Athletics, Animal Handling, Deception, Nature, Perception, Stealth or Survival.
Overview & Creation
A Message to Player's
This is an advanced class. It requires a lot more preparation that most other classes, it helps if you have a good knowledge of its contents before you play it, don’t expect to 'Pick up and Play' this class.
Make sure your DM is 100% clear with what this class can do and its abilities. Their word is final. And some DM's will not allow this at their table. That is just a fact.
To play this class effectively you will most definitely need access to Monster Manual. You can definitely print out copies of the Stat blocks, or have them on your phone, but in some way, shape or form you will NEED the Monster Manual to play this class. And don't expect to borrow the DM’s; he needs it way more than you do.
A Message to DM's
As stated in the previous segment, this is an advanced class, equivocal to the 'Mystic' from Unearthed Arcana, but potentially more complex. It allows players to use Monster Stat Blocks and Monster Abilities, so you must prepare accordingly, a good knowledge of the Monster Manual will most definitely help in this regard.
Class Features
Shapeshifter
Starting at 1st level, you gain 1 ShapeShift Charge. You can expend this charge as a bonus action to magically assume the shape of a beast you have seen before. You regain one charge when you finish a short rest and you regain all expended charges when you finish a long rest. As you gain levels in this class the number of charges you gain increases, as shown in the 'ShapeShift Charge' column of the Class Table.
You can stay Shapeshifted for a number of minutes equal to your ShapeShifter Level x 10. You then revert to your normal form unless you expend another charge 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.
Your ShapeShifter Level determines the beasts you can turn into, as Shown by the Max ShapeShift CR column of the Class table. You must also obey the ShapeShifting Limitation table below, as it restricts what beasts you are able to turn into. For example, at 2nd level you can shapeshift into any beast that has a challenge rating of 1/2 or lower that doesnt have a flying or swim speed.
ShapeShifting Limitation table
Level
- no swimming of flying speed
- no swiiming of flying speed
- no flying
- no flying
-
While you are shapeshifted, 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 skills and saving throw proficiencies, in addition to gaining those of the creature.
If the creature has the same proficiency bonus as you and the bonus in its stat block is higher than yours, you use the creatures bonus instead of yours. If a creature has any legendary or lair actions, you can't use them.
- When you shapeshift, you assume the beasts hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before your shapeshifted. However , if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.
- You can't cast spells, and your ability to 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 then 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 creatures 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.
- If you tranform into a creature that has equipment such as armor, weapons or shields in there stat block, when you shapeshift into them you do not acquire this equipment. You can have your equipment adorn your body, if it is suitable in size and shape.
Shapeshifting Ability
Constitution is your Shapeshifting ability for all features that require this score, as the better your constitution is, the better your body can handle the stress of shapeshifting and foreign organs you adopt.
Shapeshift save DC = 8 + your proficiency bonus + your Constituion modifier
Shapeshift attack modifier = your proficency bonus + your Constitution modifier
Beast Aspects
Starting at 1st level, you are able to select two of the 'Bestial Aspects known' from the Bestial Aspects section.
The number of Bestial Aspects you know increases as you gain levels in the class, as shown by the 'Bestial Aspects Known' column of the Class table. Additionally when you gain a level in this class you can choose one your Bestial Aspects and replace it with another Bestial Aspect.
Shapeshifters Origins
At 1st level, you choose a Shapeshifters Origin. This reflects how you gained your ShapeShifting abilities. Choose from either; Alchemical creation, Doppelganger, Primal Beast Spirit or the Fey-Touched Origins. Your choice grants you abilities at this level, 2rd, 6th, 10th level and 18th Level.
Shifter Techniques
At 3rd level, you learn 1 Shifter Technique, which you can select below. To select a Shifter Technique you must meet its pre-requisites, which are detailed below the names of each Technique. As you gain levels in this class you number of Techniques you know increases, as per the 'Shifter Techniques' column in the class table. When you gain a level in this class you are able to replace one of the Shifter Techniques you know with another one. As you begin to strike out on your own, developing new talents and techniques to further vary your set of shapeshifting skills.
Identity Coherance
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 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.
Amplified Bestial Aspects
Starting at 5th level, you can amplify your bestial aspects. Going to the limits of your Shapeshifting ability, you can increase the power of your bestial aspect or add new effects. Amplifying a bestial aspect puts a lot of strain on your body and the bestial aspect becomes fatigued and unusable.
Once you use a bestial aspect in that way, the bestial aspect can not be used again until you finish a short or long rest.
While bestial aspects are fatigued, you can still use your other bestial aspects as normal unless they are also fatigued. You can also amplify other bestial aspects.
Creature Codex Minor
Starting at 5th level, you expand shapeshifting horizons past beasts, and begin learning more complex creatures to shape shift into.
At this level you get to select one from the Minor Creature Codices. Select one from below
Minor Creature Codex list: Plants, Fey, Undead, Monstrosisties, Ooze or Constructs.
Each creature codex unlocks that 'type' of creature for you to transform into. Each creature codex contains a list of creatures, detailed at the back of this PDF. Once you have seen a creature on your creature codex list, and there CR is equal to or less than the number shown in the Maximum Creature CR Column of your class table, you can transform into that creature using your ShapeShift Feature.
At 7th you are able to select another Minor Creature Codex from the list above.
Enchanted Strike
Starting at 6th level, your Bestial Aspects and your attacks while shape shifted count as magical damage for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Strained Shift
Starting at 7th level, when you have zero ShapeShift Charges left, as a bonus action you are able to Strain-Shift, it functions exactly like the ShapeShifter feature, but with the following limitaions:
- This form has only 1/2 the hit points of the chosen form.
- You can only stay in this form for a number of minutes equal to your ShapeShifter level.
- Whenever you exit this form you gain 1 levels of Exhaustion.
Once you have used this ability once, and still have zero ShapeShift Charges, you can attempt to Strain-Shift again, but it has the following limitations instead of the limitations listed above:
- This form has only 1/4 the hit points of the chosen form.
- You can only stay in this form for a number of rounds equal to your ShapeShifter level.
- Whenever you exit this form you gain 2 levels of Exhaustion.
The ability to use these abilities refresh after completing a long rest.
Creature Codex Major
Starting at 9th level, you are able to select another creature codex, this time from the list below of Major Creature Codices, or you can select a Minor Creature codex you havent taken yet instead.
Major Creature Codex list: Aberations, Giants, Elementals, Celestials, Fiends or Dragons.
At 13th and 17th level, you are able to select another Major Creature Codex from the list above, or select a creature codex from the Minor Creature Codex List.
Advanced Shapeshifting
Starting at 11th level, you ascertaion a greater level of control of your forms. Whenever you ShapeShift you can now stay transformed for a number of hours equal to half your ShapeShifter level.
Also you have mastered the ability to take the form of weaker beasts, as an action you are able to ShapeShift into a CR 0 Beast, this does not require to you expend a ShapeShift Charge.
Re-Iteration
Starting at 14th level, you learn to recoil into another form, instead of reverting to your true form. If you drop to 0 hit points while you are shapeshifted, the attack didn't kill you and still have ShapeShifter Charges remaining, you can use your reaction to expend a ShapeShifter Charge and transform into another creature. The CR of this new creature must be 2 less than the creature you were. You can not use this feature again until you finish a short or long rest.
Age of a Shapechanger
At 15th level you have reached the point in which age is a plight you no longer have to worry for. You age 10 times slower than a member of your race would and are immune to magical aging. You can still die of old age, but you dont suffer the frailities of old age. While ShapeShifted or in your regular form you are able to superfically appear older or younger than you are. You cannot change your size with this ability.
True-Shifting
At 20th level, you have become the pinniacle of a ShapeShifter. You have unlimited ShapeShift charges. You also gain access to all of the Creature Codices you have not selected yet from the Major and Minor Creature Codexes.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) dagger
- (a) dungeoneer's pack, or (b) an explorer's pack
- (a) Alchemy Supplies or (b) Herbalism kit
Subclass Options
Primal Spirit Origin
A powerful magical spirit of fury harbours within you, it is the source of your power. Whether you are add odds with the beast within, or have come to sort of truce, one thing is clear. Its primal nature is apart of you now...can you handle it?
Primal Spirit
At 1st level, you have made a connection with your Primal Beast spirit, select a Primal Spirit from the list below and work with your DM to name your spirit and give it a personality.
Primal Spirit List: Bear, Wolf, Eagle, Cheetah, Tiger, Crocodile.
You also learn to cast find familiar as a ritual.
When you cast the spell, the familiar takes the form of a translucent animal that fits your Primal Spirit. The familiar is always tiny. It can appear as an animal of the same kind as the spirit or a miniature form of the spirit. For example: If your spirit is the crocodile, the spirit could take the form of any lizard or appear as a miniature or juvenile crocodile.
The BEast Within
At 2nd level, whenever you use your ShapeShift feature, you are now able to transform into any creature from this list below, as long as they do not exceed the Max CR in the column of your class table. The creatures you gain access to are; Worg, Death Dog, Displacer Beast, Owlbear, Winter Wolf, Minotaur. These creature carry the fury of the primal beasts within them.
Primal Shifting
At 2nd level, when you expend a use of ShapeShift feature, you can choose to Primal-Shift. You can Primal Shift once per long rest. When you are primal-shifted the creature retains all of original its statistics, except as noted below:
- Resistance: You gain resistnace to non-magical Bludgeoning, Piercing and Slashing dealt by weapon attacks.
- Savage Damage: You add your proficieny modifier to all damage dealt while Primal-Shifted.
- Conditions: The creature has advantage on saving throws against the Frightened condition.
- [Senses: The creature gains a darkvision out to 60ft
- Saving Throws: The creature has Disadvantage on Charisma and Intelligence Checks and Saving throws.
- You also suffer from Bloodlust
Bloodlust: Whilst Primal Shifted at the start of your turns you must make a DC 10 Wisdom saving throw (If your current form is below half HP, the DC is 15 instead), adding your number of ShapeShifter class levels to the saving throw results. If you succeed, you can act normally on your turn, but if you fail on your turn you move up to the the nearest creature and attack them, whether they are friends or foe.
Unlike a standard shapeshift, you are unable to exit this form as a bonus action. The only way you can transform back into your orignal form is if the form is reduce to 0 hit points, or by choosing to make a Wisdom saving throw at the end of your turn. The DC of this Saving throw is 10 + the number of rounds you have been primal shifted for.
If you succeed you transform back into your orginal form, but if you fail you remain transformed, and can attempt the save again the end of your next turn.
Animal Connection
At 6th level you gain proficiency with the animal handling skill. If you already have this skill, you gain expertise in it.
Spiritual Connetion
At Level 10, you have managed to reach an accord with your inner spirit, whilst Primal-Shifted you no longer suffer Bloodlust.
Your Primordial spirit also grants you a boon, in all your forms, this boon is determined by the Primordial spirit you chose:
- Bear - Advantage on Strength Checks
- Wolf - Stand up from prone, using only 5ft of movement
- Eagle - Advantage on Wisdom (Perception) Checks
- Cheetah - Increase your Movement speed by 10ft
- Tiger - Are able to take the Hide action as a bonus action
- Crocodile - You gain the ability to breathe underwater
Beast Master
At 18th level, you unlock the Primordial beast inside, you and your primal spirit have become one and their natural weapons become yours.
All of your natural weapons attacks score a critical hit on a roll of 19–20.
You can reroll any roll of 1 on the natural weapons damage dice, but you must use the new roll, even if it is another 1.
Call of the Wild
Beginning 18th level, on your behalf your Primal Spirit beckons its kin to aid you from the realm of Spirits.
As an action while you are Primal-Shifted, you can choose to also replicate the effects of Conjure Animals Spell cast at 9th level, but you can only summon creatures simmilar to your spirits. For example, if you have the 'Bear' Primal Spirit, you could summon 16 Black Bears, 8 Brown Bears, or 4 Polar Bears. This effect also does not require concentration, and ends after 1 hour. All of the creatures also gain the benefits of your Primal Shifting, but do not suffer Bloodlust.
You can do so only once per Primal-Shift.