Shifter A small woman is surrounded by 3 Scoundrels. But instead of begging for her life she starts grinning. In the blink of an eye the woman appears to be gone and where she stood there is a tall Cave Bear. The tribe charges at their enemys without any weapons. Their enemys seem fierce, but when half of them become Winter Wolves and the other half starts charging onward mounting them, you can see the fear and they start to disperse and flee. A tiny rat gets chased by some goblins and they finally manage to catch it. But instead of joy they only feel fear when the tiny rat becomes a Crocodile ready to eat his prey. Whatever the specialization of a Shifter is they all have the natural ability to manipulate the nature of their own body to do their bidding. Some display it fearless, others keep it a secret. Master of their Body Shifters can conrol and alter their body almost at will. Everyone of them can change into Beasts but some can become more. With enought training and studying some have become great Dragons or even Hydras. As they train more and more everyone of them becomes more one with their own body. Life in Seclusion While some of them live in tribes of themselves, they are most commonly living alone either secretly in a town or in nature itself trying to become one with it. They are constantly observing everyone around them and studying them. They are masters of decepting and integrating into a society where they dont belong. As adventurers Shifters are most commonly trying to learn more about their own body. They are trying to become stronger and look for friends with which they can share their secret. Friends who will protect and help them integrate into society as their true self. Creating a Shifter When creating a Shifter you have to think which type fascinates them or with which type they have deeper connection. Maybe they were saved by a Dragon when they were young. Or they wer slaves of Giants and learned everything about them. Is this ability blessing or a curse, are they trying to hide it or display it openly. Why are going on an adventure, to see more Monsters and Shapes or just to find friends? Maybe even for enough Gold to found a new city. Version 0.1 this class is under construction and not completed. Use at your own Risk! Shifter Level Proficiency Bonus Features CR Shifts Aspects 1st +2 Shifting, Bestial Technique 1/2 1 - 2nd +2 Aspects, Senses of the Wild 1 2 2 3rd +2 Shifter Specialization 1 2 2 4th +2 Ability Score Improvement 1 2 2 5th +3 Reflexes of the Wild 2 2 3 6th +3 Enchanted Strikes 2 3 3 7th +3 Shifter Specialization Feature 3 3 4 8th +3 Ability Score Improvement 3 3 4 9th +4 Instincts of the Wild 4 3 5 10th +4 Advanced Shifting 5 3 5 11th +4 Shifter Specialization Feature 5 4 5 12th +4 Ability Score Improvement 5 4 6 13th +5 Perfected Body 6 4 6 14th +5 Pure Shifter 6 4 6 15th +5 Unnatural Age 7 4 7 16th +5 Ability Score Improvement 7 4 7 17th +6 Shifter Specialization Feature 8 4 7 18th +6 True Beast 8 4 8 19th +6 Ability Score Improvement 9 4 8 20th +6 True Shifter 9 Unlimited 8 1

Class Features As a Shifter you gain the following Features: Hit points Hit Dice: 1d8 per Shaper level Hit Points at 1st Level: 8 + Constitution Modifier Hit Points at Higher Levels: 1d8 (or 5) + Constitution Modifier per Shifter level past 1st Proficiencies Armor: Light Armor Weapons: Simple weapons Tools: Choice of Herbalism Kit or Alchemy Supplies Saving Throws: Constitution, Strength Skills: Choose two from Athletics, Acrobatics, Animal Handling, Insight, Medicine, Nature, Stealth, Perception, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) quarterstaff or (b) two dagger

explorer's pack, Leather armor

(a) Herbalism Kit or (b) Alchemist Supplies Shifting Starting at 1st level, you can use your bonus action to magically assume the shape of a beast that you have seen before. You can use this feature a number of times as shown in the Shifter Table. You regain expended uses when you finish a short or long rest. Your Shifter level determines the beasts you can transform into, as shown in the Shapes table. Your Shifter level also determines the maximum challenge rating as shown in the Class table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1 or lower that doesn’t have a flying speed. Shapes Level Limitations 1st No flying or swimming speed 3th No flying speed 6th - You can stay in a beast shape for a number of hours equal to half your Shifter 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. Bestial Technique Starting at 1st Level you have the ability to change parts of your body to that of another creature and attack with that part. Choose 1 of the following cantrips: Produce Flame

Ray of Frost

Primal Savagery

Acid Splash

Poison Spray

Thorn Whip

Shocking Grasp

Green Flame Blade

Booming Blade You can cast these without any components. Your Shaper level counts as Caster level for these. 2

Spellcasting Ability Wisdom is your spellcasting ability for your Bestial Technique Cantrips, as well as your Aspects. 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 Bestial Technique Cantrip 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 Wsidom modifier Aspects At 2nd level, you gain two aspects of your choice. Your aspect options are detailed at the end of the class description. When you gain certain Shifter levels, you gain additional aspects of your choice, as shown in the aspects column of the Shifter table. Additionally, when you gain a level in this class, you can choose one of the aspects you know and replace it with another aspect that you could learn at that level. If an aspect has prerequisites, you must meet them to learn it. You can learn the aspect at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Senses of the Wild At 2nd level you gain expertise in the survival and perception skills if you already have proficiency in them. Otherwise you gain proficiency in these skills. Shifter Specialization At 3rd level, you have a specialization of your choice: Dragons, Giants or Monstrosities which are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 17th level. Additonaly you have learned to communicate while shifted and can speak and understand any language you know. 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Regenerative Skin Starting at 5th level you can use a bonus action to regain hit points equal to 1d10 + your Shifter level. Once you use this feature, you must finish a short or long rest before using it again. Enchanted Strikes Starting at 6th level, your attacks in any form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Instincts of the Wild At 9th level you have advantage on Initiative Checks. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you use your Shift before doing anything else on that turn. Advanced Shifting Starting at 10th level you can shift into any available form with a challenge Rating of 1/2 or lower without expending a Shift. Additonally you can stay in a shape for a number of hours equal to your Shifter level. Perfected Body Beginning at 13th level you have proficiency in Dexterity saving throws. Pure Shifter Beginning at 14th level, if you to drop 0 hit Points while you are shifted you can expend 2 Shape charges to shift into a new Form, instead of reverting. Any excess damage still carries over to your new form. Once you use this feature you must finish a short or long rest before you can use it again. Unnatural Aging Beginning at 15th level your body begins to age slowly. For every 10 years that pass your body ages only 1. True Beast Starting at 18th level all your Beast Shapes gain resistance to non-magical bludgeoning, slashing and piercing Damage. Perfect Shifter Beginning at 20th level you have unlimited Shape Charges. 3

Aspects Tough Skin While not wearing any armor and in all shifted forms, your Armor Class equals 13 + your Dexterity modifier. Aspect of the Moon You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity. Beast Speech You can cast speak with animals at will. Body Knowledge You gain proficiency in Medicine and Insight. Natural Sight You gain darkvision out to 120ft in all forms and have advantage on Perception checks that rely on hearing or smelling while you are not shifted. Eyes of Everyone You can read all writing. Tongue of Everyone Prerequisite: 5th level and Eyes of Everyone You can cast tongues once per short rest. Bestial Resilience You gain your Shaper level times two in temporary Hit Points whenever you take a short rest. Aspect of Water Prerequisite: 5th level You can breathe underwater in all forms and gain a swimming speed equal to your walking speed. Improved Natural Weapons Your unarmed Strikes as well as any attack while Shifted gains a +1 bonus to its attack and damage rolls. Greater Improved Natural Weapons Prerequisite: 11th level and Improved Natural Weapons Your unarmed Strikes as well as any attack while Shifted gains a +2 bonus to its attack and damage rolls. Mask of Everyone As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die. You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You can appear as a creature of a size equal to medium or small and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible. Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection. Master of Forms Prerequisite: 15th level You can cast alter self on yourself at will. Aspect of the Night Prerequisite: 5th level You can use an action while in dim light or Darkness to become invisble until you move or take an action or reaction. Additional Techniques You can choose 2 additional Bestial Techniques. Prestidigitation, Druidcraft, Shape Water and Mold Earth are added to your Bestial Technique list from which you can choose. Aspect of the Air Prerequisite: 9th level You can cast levitate on yourself at will. Shroud of Darkness Prerequisite: 15th level You can cast invisibility at will. Fast Muscles You gain a bonus to your initiative equal to your proficiency bonus. Additionally you gain 10 feet movement speed while you are not shifted. 4

Strong Legs When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed and your jump distance is doubled. Sight of thyself Prerequisite: 15th level You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight. Nail Lockpicking You gain proficiency in Thieves Tools. Additionally your nails in any form count as Thieves Tools. Mutual Shaping Prerequisite: 7th level You can cast polymorph on an ally once per long rest. Living Body Prerequisite: 5th level When you drop to 0 Hit Points you can use this feature to drop to 1 instead. Once you use this feature you must take a long rest before u can use it again. Shaped Mind You have advantage on saves against the charmed and frightened Conditions. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time. Unnatural Body You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Additionally you can cast enlarge on yourself once per long rest. Fast Healing Prerequisite: 5th level You can use your Regenerative Body Feature an additonal time per short or long rest. Additionally the healing increases by an amount equal to your Constitution modifier. Formless Strength You can use your Strength score or the Strength score of your shaped form whenever you are Shaped. Formless Dexterity You can use your Dexterity score or the Dexterity score of your shaped form whenever you are Shaped. Dragons Breath Prerequisite: 5th level and Draconic Specialization You can use your action to exhale destructive energy. Your Bestial Technique determines damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your Bestial Technique. The DC for this saving throw equals 8 + your Wisdom modifier + your proficiency bonus. A creature takes 4d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 5d6 at 6th level, 6d6 at 11th level, and 7d6 at 16th level. After you use your Dragons Breath, you can’t use it again until you complete long rest. Giant's Strength Prerequisite: 5th level and Giant Specialization You gain proficiency in Unarmed Strikes. Addtionally you can roll a d6 in place of the normal damage of your unarmed strike This die changes at 11th level to 1d8 and at 17th level to 1d10. When you use the Attack action with an unarmed strike on your turn, you can attack twice instead of once. Alien Form Prerequisite: 5th level and Monstrosities Specialization You are immune to Critical Strikes and have resistance to Acid Damage in all forms. Detailed Imagination Prerequisite: 5th level You can shape into any Creature that you have heard or read about and is either a Beast or listed in your chosen Specialization. Friend of yourself You can use an action to charm one Creature of the Type of your chosen Specialization. The target must make a Wisdom saving throw. On a failed save the chosen creature is friendly to you. The creature never knows it was charmed by you. Selfless Shaper You can use an action to touch a friendly creature. The creature regains a number of Hit Points equal to 3d8 + your Wisdom modifier. The die increases to 4d8 at 5th level, 5d8 at 11th and 6d8 at 17th level. You can use this feature a number of times equal to your Wisdom modifier(minimum 1) per long rest. 5

Specializations Draconic Specialization Dragon Shapes Starting at 3rd level you can also shape into any of the following Dragons when you meet the requirements: all Wyrmlings

Wyvern

all Young Dragons It functions exactly as the Shifting Feature, except that you can transform into any Dragon of these but cannot fly until level 6. Draconic Wings At 7th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can use this feature in any of your forms. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. Draconic Might Beginning at 11th level all your attacks while in any Shifted Form deal an addtional 1d4 Damage. You have advantage on Persuasion Checks while in Dragon Form and the DC of any breath weapon while Shaped increases by 2. Draconic Presence Beginning at 17th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. Once you use this feature you must finish a long rest befor you can use it again. Giant Specialization Giant Shapes Starting at 3rd level you can also shape into any of the following Giants when you meet the requirements: Half-Ogre, Ogre, Ogre Chain Brute, Ettin, Hill Giant, Troll, Cyclops, Mouth of Grolanter, Stone Giant, Venom Troll, Frost Giant, Fomorian, Cloud Giant, Fire Giant, Rot Troll It functions exactly as the Shifting Feature, except that you gain the Equipment to use the Actions of the Giants and can cast their Spells while shifted. Giant's Constitution At 7th level you gain 1 Hit Point per level. Your Shapes also gain 1 Hit Point per Hit Dice. Additionally while not wearing any armor and while in any forms your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. Giant's Might Beginning at 11th level all your attacks while in any Shifted Form deal an addtional 1d4 Damage. You have advantage on Strength checks while in Giant form and gain +2 to your Strength score while in Giant form. All Father's Might Starting at 17th level you can choose one creature withing 60ft of you and within line of sight. That Creature must make a Strength Saving Throw or take 10d12 bludgeoning damage on a failed one or half as much on a succesful one. 6