The Shapechanger V1.1 The Shapechanger Level Proficiency Bonus Features Changes 1st +2 Animal form, Spirit Animal 2 2nd +2 Fighting Style, Natural Communion 2 3rd +2 Spirit Focus 3 4th +2 Ability Score Improvement 3 5th +3 Animal Weapons, Extra Attack 4 6th +3 Spirit Animal Feature, Elder Strike 4 7th +3 Spirit Focus Feature 5 8th +3 Ability Score Improvement 5 9th +4 Avatar of the Beast 6 10th +4 Spirit Animal Feature 6 11th +4 Improved Animal Weapons 7 12th +4 Ability Score Improvement 7 13th +5 Avatar of the Beast (2) 8 14th +5 Spirit Animal Feature 8 15th +5 Primal Wrath 9 16th +5 Ability Score Improvement 9 17th +6 Snake Charmer 9 18th +6 Avatar of the Beast (3) 10 19th +6 Ability Score Improvement 10 20th +6 Eternal Forms unlimited Class Features As a shapechanger, you gain the following class features. Hit Points Hit Dice: 1d8 per shapechanger level

1d8 per shapechanger level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per shapechanger level after 1st Proficiencies Armor: Light armour, medium armour, shields

Light armour, medium armour, shields Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: Healers Kit, Herbalism Kit Saving Throws: Strength, Wisdom

Strength, Wisdom Skills: Choose two from Acrobatics, Animal Handling, Athletics, Intimidation, Medicine, Nature, Perception, Stealth, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) leather armour or (b) scale mail

(a) a martial weapon and a shield or (b) two martial weapons or (c) a longbow and a quiver of 20 arrows

(a) a dungeoneer's pack or (b) an explorer's pack Animal Form Beginning at 1st level, you can use your action to magically assume the shape of a beast, determined by your Spirit Animal. You can use this feature a number of times as shown in the Changes column of the Shapechanger table. You regain expended uses when you finish a short or long rest. You can stay in this form for a number of hours equal to half your shapechanger level rounded down ( minimum of 1). 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, you use the creatures bonus instead of yours

When you transform, you assume the beast's hit points and Hit die. 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. 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 (if you have any), and your ability to speak or take any action that requires hands is limited to the capabilities of your animal form. Transforming doesn't break the concentration of any spells you may have already cast, or prevent you from taking actions that are part of the spell.

You retain the benefits of any features from your class, race, or other source and can use them if your new form is capable of doing so.

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 size and shape. Your nonmagical 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.

Spirit Animal At 1st level, you choose your spirit animal which represents your soul: The Black Bear, The Constrictor Snake, The Elk, The Giant Bat, The Giant Owl, The Panther, or The Wolf, all detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 10th, and 14th level. Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make a ranged weapons. Defence While you are wearing armour, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Natural Communion At 2nd level you have the innate ability to communicate with beasts and other kindred spirits. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short term needs (such as food and safety), and actions you can take (if any) to persuade it not to attack. If the target beast is the same type as your spirit animal, you can use this feature as a bonus action. In addition you learn the beast bond spell, and can cast it as a ritual, requiring no material components. The details for the spell can be found in the Elemental Evil Player's Companion. Spirit Focus At 3rd level, you learn how to channel your spiritual energy in a spirit focus, which grants you additional features at 3rd and 7th level. Choose one of the following features of your choice. Spirit of the Ancestor You learn to summon and channel the spirit of one of your ancestors. At 3rd level, you can use an action to gain truesight in a radius of 30 feet for 1 minute. Once you use this feature, you can't use it again until you finish a long rest. At 7th level, your ancestor spirit can be channeled to help you locate things. As a ritual you can cast each of the following spells once per day, locate animals or plants, locate creature, locate object. Spirit of the Elements Your spirit is attuned to one of the primal elements, granting you elemental power. At 3rd level, choose one of the following damage types: cold, fire, force, lightning, or thunder. You gain resistance to your chosen damage type. At 7th level, you learn to release a roar that channel the force of your chosen weapon. As an action, you create a 15 ft cone of destructive energy in front of you. Each creature in the area must make a Dexterity saving throw, the DC for which equals 8 + your Wisdom modifier + your proficiency bonus. The target takes 3d6 damage of your chosen element on a failed save, or half as much damage on a successful one. The damage increases to 4d6 if you are in your animal form, or 5d6 if you are using your Avatar of the Beast form. Once you use this feature, you can't use it again until you finish a short or long rest. Spirit of the Stalker Your spirit is attuned to the shadows, making you more effective at surprising your prey. At 3rd level, you are always under the effects of a pass without trace spell, but cannot grant the benefits to creatures around you. At 7th level, you can take the hide action as a bonus action, and gain an additional 2d6 damage on the first attack you make while hidden. Spirit of the Predator Your spirit connects you to the predators of the wilds, making you a more deadly hunter. At 3rd level, choose one of the following types of creatures: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls against this type of creature, and have advantage on Wisdom (Survival) checks to track this type of creature. At 7th level, you choose a second type of creature to specialise in, either one of the previous options or one from the following list: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. In addition, your damage bonus against your selected creature types increases to +4. 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. Animal Weapons At 5th level, your body grows natural weapons based on your chosen spirit animal. Your animal weapon deals 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon, and you are proficient with it. The animal weapon also has the light and finesse properties. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Elder Strike At 6th level, you can channel the energy of your spirit animal into your strikes. Any attack you make while in your animal form or using your animal weapons counts as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. Avatar of the Beast At 9th level, you become an embodiment of your spirit animal, gaining increased strength. While in your animal form, you can use your action to adopt your avatar form. While in this form, your animal form is under the enlarge effects of a enlarge/reduce spell. In addition, you automatically cast the conjure animals spell, as if it was cast with a 5th level spell slot. Using this you can only summon your spirit animals. In addition, your conjured animals gain the following benefits: the beasts hit point maximum is increased by 2 per Hit Dice, and the damage from its natural weapons is considered magical for the purposes of overcoming resistances and immunity to nonmagical attacks and damage. This form lasts for 1 minute, or until you end it as a bonus action. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. Once you use this form, you can't use this feature until you finish a long rests. At 13th level, you can use this feature twice between rests, and conjure animals is cast as if it was using a 7th level spell slot and at 18th level you can use this feature three times between long rests, and conjure animals is cast as if it was using a 9th level spell slot. Improved Animal Weapons At 11th level, your animal weapons become more deadly. Your damage die increases to 1d8. Primal Wrath At 15th level, your connection to the spirits makes you more difficult to kill. When you are reduced to 0 hit points and not killed outright, you can make a DC 15 Wisdom saving throw. If you succeed, you drop to 1 hit point instead, and a guardian spirit comes to protect you from further harm. The spirit takes the form of your spirit animal, and remains in your space. When a creature attempts to hit you with a melee attack, the spirit will attempt to attack the target attacking you, potentially killing it before it hits you. the guardian spirit remains with you for 1 minute, and remains if you are knocked unconscious. Snake Charmer At 17th level, you can use your connection to animals to charm beasts. You can use your action to attempt to charm any beasts within a 60 foot radius of you. the targets must make a Wisdom saving throw, the DC for which equals 8 + your Wisdom modifier + your proficiency bonus. On a failed save, the creature is charmed by you for 24 hours. If you or an ally attack the creature, it can repeat the saving throw. On a success, the creature cannot be charmed by you for 24 hours. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). Eternal Forms At 20th level, you can use your Animal Shape feature an unlimited number of times. Spirit Animals Black Bear Spirit The spirit of the Black Bear is one commonly associated with strength and toughness. Those with the spirit of the bear often become vanguards absorbing damage for their allies. Increased vitality Beginning at 1st level, your Hit die becomes a d10, and your Hit Points at 1st level and at higher levels in this class change accordingly. Hit Dice: 1d10 per shapechanger level

1d10 per shapechanger level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per shapechanger level after 1st Bearhide At 6th level, your connection to the bear spirit allows you to shrug of damage. As a bonus action, you gain resistance to all damage for a number of turns equal to your Wisdom modifier. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. Unarmoured Defence At 10th level, you can add your Constitution modifier to your AC, in both your normal and animal forms. Strength of the Ursa At 14th level, your connection to your spirit animal gives you enhanced strength and endurance. When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. In addition, you always have resistance to bludgeoning, slashing, and piercing damage in your human and animal forms. Constrictor Snake Spirit The spirit of the Constrictor Snake represents nimbleness and dexterity in combat. Those that choose this spirit become adept at holding an opponent in place and allowing little room for escape. Constriction At 1st level, your snake spirit allows you to more nimbly grapple your opponents, when you make a grapple check or attempt to shove a target prone, you can make an Acrobatics check, instead of an Athletics check. Fast Grapple At 6th level, when you are grappling a target, you can use a bonus action to attempt to shove the target prone. In addition, you have advantage on grapple and shove checks you make which use your Dexterity.

No Escape At 10th level, you can prevent your prey from escaping your grapples, or retaliate against a target that escapes. If a creature escapes from your grapple, you can use your reaction to reinitiate the grapple attempt, potentially preventing the target from escaping. If the target succeeds in escaping, you may make one free attack against the creature. You have advantage on the attack. Suffocation At 14th level, you become adept at choking your enemies. When a creature is grappled by you, it takes 1d6 bludgeoning damage at the start of each of its turns. If a target you are grappling is the same size category as you or smaller, and its form is physically capable of doing so, you can use an action to attempt to choke the target. This follows the rules for suffocation, found on page 183 of the Player's Handbook. Elk Spirit The spirit of the Elk represents strength and brazen action. Those who associate themselves with the spirit of the Elk can often be found charging headlong into battle. Ramming Horns At 1st, your movement speed increases by 10 feet. In addition, you gain the Charger feat, found on page 165 of the Player's Handbook. Carrying Charge At 6th level, your ability to charge down opponents is greatly improved. When you use the Charger feat, you can use a bonus action to perform both the melee weapon attack and attempt to shove a creature. You have advantage on any attempts you make to shove a creature, or to push, carry, and lift an object. Sharpened Horns At 10th level, your animal weapons become more deadly. You gain the reach property with your animal weapons, and the damage die becomes 2d6. Noble Mind At 14th level, the spirit of the elk fills your mind, allowing you to defend yourself against the influence of others. As an action, you can end an effect on yourself that is causing you to be charmed or frightened. Giant Bat Spirit The spirit of the Giant Bat represents magic, particularly conjuration and transmutation magic. While other warriors who introduce magic into their fighting style often draw from the arcane magic of wizards, those under the spirit of the bat have more in common with druids. Cloud of Bats Beginning at 1st level, you can summon swarms of bats to protect you in combat. When you finish a long rest, roll 1d4. This represents the number of swarms you can summon that day. You can use a bonus action to summon one of the swarms. You can only have one swarm active at a time. While the swarm is within your space, you have half cover. Spellcasting When you reach 6th level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list. Cantrips. You learn three cantrips: druidcraft and two others of your choice from the druid spell list. You learn another druid cantrip of your choice at 10th level. Spell Slots. The Giant Bat Spirit Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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. Spells Known of 1st-Level and Higher. You know four 1st-level druid spells of your choice, two of which you must choose from the conjuration and transmutation spells on the druid spell list. The Spells Known column of the Giant Bat Spirit Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be a conjuration or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or transmutation spell, unless you're replacing the spell you gained at 18th, 14th, or 20th level. Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells. 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 druid 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 Bat Wings At 10th level, you gain the ability to sprout a pair of bat 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't manifest your wings while wearing armor unless the armour is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. Step Through Mist At 14th level, you learn to travel through mist, leaving only a Swarm of bats in your place. As an action, you can teleport up to 30 feet to an unoccupied space, and you leave a Swarm of bats in the space you teleported from. At the end of your next turn, the Swarm dissipates. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once.) You regain all expended uses when you finish a long rest.

Giant Bat Spirit Spellcasting Shapechanger Level Cantrips Known Spells Known 1st 2nd 3rd 4th 6th 3 4 3 - - - 7th 3 5 4 2 - - 8th 3 6 4 2 - - 9th 3 6 4 2 - - 10th 4 7 4 3 - - 11th 4 8 4 3 - - 12th 4 8 4 3 - - 13th 4 9 4 3 2 - 14th 4 10 4 3 2 - 15th 4 10 4 3 2 - 16th 4 11 4 3 3 - 17th 4 11 4 3 3 - 18th 4 11 4 3 3 - 19th 4 12 4 3 3 1 20th 4 13 4 3 3 1 Giant Owl Spirit The spirit of the Giant Owl represents wisdom and cunning. Often taking a less direct role in combat, those who possess this type of spirit prefer the use of their brain over brute strength to gain an edge in combat. Owl's Wisdom At 1st level, the spirit of the owl gives you enhanced Wisdom. You have advantage on Wisdom checks and saving throws. In addition, you gain proficiency in thieves' tools. Cunning Action At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, disengage, or Hide action. In addition, you can use your Cunning Action to make a Dexterity (Sleight of Hand) check. use thieves's tools to disarm a trap or lock, or take the Use an Object action. Owl's Flight At 10th level, you gain the ability to sprout a pair of owl wing from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. When you manifest these wings, you can immediately move up to half your movement speed. You can't manifest your wings while wearing armor unless the armour is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. Reliable Talent At 14th level, your animal spirit has refined your chosen skills as they reach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. Panther Spirit The spirit of the Panther represents dexterity and stealth. Those with the panther spirit make excellent assassins, with a natural talent for striking from shadow. Shadowy Nature At 1st level, you become an expert in stealth. You gain proficiency in the Stealth skill. If you already have proficiency in this skill, your proficiency bonus is doubled for ability checks using this skill. Hidden Stalker At 6th level, you have mastered the art of ambushing your foes. On your first turn during combat, you gain a +10 bonus to your speed, and if you use the Attack action, you can make one additional attack. You are also adept at evading creatures that rely on darkvision. Such creatures gain no benefits when attempting to detect you in dark and dim conditions. In addition, you gain darkvision out to a range of 90 feet. If you already have darkvision, you increase its range by 30 feet. Evasion At 10th level, you can nimbly dodge out of the way of certain area effects,such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail. Cloak of Shadows At 14th level, your panther spirit allows you to merge into the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. Wolf Spirit The spirit of the wolf represents strength in numbers and endurance. Those with this spirit often find themselves leading their packs, and creating their own when they do not posses the strength in numbers. Pack Leader At 1st level, you have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the target and isn't incapacitated. In addition, when you hit a creature with an attack that benefits from Pack Leader, the next melee attack made against the creature has advantage. Enhanced form At 6th level, you gain a more powerful wolf spirit. When you use your Animal Form feature, you take the form of a dire wolf, rather than a regular wolf. Full Moon At 10th level, you can use your wolf form more often at night. While it is night time, you gain 2 additional uses of your Animal Form feature. If you take a short rest during night time, you regain 2 uses of Animal Form.

Wolf howl At 14th level, the spirit of the wolf flows through you, granting you a mighty howl. As an action you can howl like a wolf. When you do this, you regain a number of hit points equal to your level + your Wisdom modifier, and any wolf like creature within 30 feet of you becomes charmed by you. If you or an ally deal damage to a charmed creature, the creature can make a Wisdom saving throw, the DC for which is 8 + your proficiency bonus + your Wisdom modifier. In addition, if you have no remaining uses of your Avatar of the Beast feature, you regain one use. Once you have used this feature you cannot use it again until you finish a long rest. Variant Rule: Ranger Conclave The shapechanger class can also be adapted into a ranger conclave, rather than a full class. The Animal Spirit Conclave can be used with both the Player's Handbook ranger, and the Unearthed Arcana revised ranger. When using the revised ranger, give the subclass the Extra Attack feature. Extra Attack. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Animal Spirit Conclave Animal Form Beginning at 3rd level, you can use your action to magically assume the shape of a beast, determined by your Spirit Animal. You can use this feature twice. You regain expended uses when you finish a short or long rest. You can stay in this form for a number of hours equal to half your ranger level rounded down ( minimum of 1). 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, you use the creatures bonus instead of yours

When you transform, you assume the beast's hit points and Hit die. 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. 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 animal form. Transforming doesn't break the concentration of any spells you may have already cast, or prevent you from taking actions that are part of the spell.

You retain the benefits of any features from your class, race, or other source and can use them if your new form is 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 size and shape. Your nonmagical 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. Animal Spirit Beginning at 3rd level, you can access the spirit of an animal of your choosing. Pick one of the following animals: The Black Bear, The Constrictor Snake, The Elk, The Giant Owl, The Panther, or The Wolf. Your selection grants you additional benefits at 3rd level, as well as at 7th and 11th level. The Bear. You may add your Constitution modifier to your AC while in your animal form. The Snake. When you make a grapple check or attempt to shove a target prone, you can make an a Dexterity (Acrobatics) check, instead of a Strength (Athletics) check. The Elk. Your movement speed increases by 10 feet, and you gain the charger feat. The Owl. You have advantage on Wisdom checks and saving throws. In addition, you gain proficiency in thieves' tools. The Panther. You gain proficiency in the Stealth skill. If you already have proficiency in this skill, your proficiency bonus is doubled for ability checks using this skill. The Wolf. You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the target and isn't incapacitated. Animal Weapons Also at 3rd level, your connection to a beast spirit grants you natural weapons based on your spirit animal. Your animal weapon deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon, and you are proficient with it. The animal weapon also has the light and finesse properties. Improved Animal Spirit At 7th level, your animal spirit improves, granting additional benefits based on your choice of animal spirit. The Bear. As a bonus action, you gain resistance to all damage for a number of turns equal to your Wisdom modifier. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. The Snake. If a target escapes from your grapple, you can use your reaction to reinitiate the grapple attempt, potentially preventing the target from escaping. The Elk. When you use the charger feat, you can use a bonus action to perform both the melee weapon attack and attempt to shove a creature.