Introduction to the ShapeShifter A tavern brawl turned into a bloodbath, a creature with blood soaked claws, panting furiously as the towering form slinks back into that of a clean shaven human. The bartend croaks behind the bar, cowering he mutters "Are....are you a werewolf?!" The human takes a few steps forward wiping the blood from his hands, and taking hold of one of the pints left out on the bar. "No...I’m a ShapeShifter" he says lifting the mug to his lips, the heavy clanking of the town guard’s chain mail looming ever closer. An elven dignitary happily prances along the streets of the noble distract, a beautiful white lily in hand, a gift from another dignitary. She takes it home, and places it in a vase of purest ivory. She is found dead in bed the next morning, that same vase lies shattered, a set of wet footprints are all this ShapeShifter left behind. The tiniest pixie flees from a tribe of goblin raiders, come to pillage there village and enslave them. As the goblins crowd around the pixie giggles, As it forms expands, scales covering its hide, ivory claws erupting from its new formed maw, as the Silver Dragon towers above the quivering goblins. "Don’t always believe your eyes" are the last words those goblins ever hear. Masters of Size and shape ShapeShifters are the antithesis of transformation. A druid has the ability to take on simplistic bestial forms, but they also have mighty spellcasting to shape the world around them. ShapeShifters are not limited to simple beasts, and there Shape Shifting prowess exceeds the druids tenfold. Dragons, Elementals, aberrations, Plants, no form is out of reach of a Shapeshifter. Active Observer's A Shapeshifter is only as good as the number of forms he has garnered through a long adventuring career. Many ShapeShifters take up the adventuring life so that they may improve their roster of fantastical creatures they can mimic; they gain very little from sitting around researching pictures or second hand knowledge of monsters. They need to see them in the flesh...or the goo, or scale?... or whatever, they need first-hand knowledge and so a ShapeShifter must seek them out, travelling the wide open world expanding the knowledge of all things monster. Variety is the spice of life A Shapeshifter who is worth there salt will have a form for every situation, why awkwardly clamber the tree tops as a dwarf when you can turn into a monkey, why swim against a hard current as a bulky goliath when you can transform into a salmon and swim up river, why use your own fangs and teeth when you replace them with those of bear or a wolf that easily rend though flesh and bone-alike. A Shape Shifter’s variety is what makes them truly unpredictable. Creating a ShapeShifter When creating a ShapeShifter it is important to reflect on where these power originate, did you receive a blessing from Arch-fey upon your birth, were you’re artificially created by in a wizards tower, after a druidic ritual did you awake in the forest with a craving for meat and the thrill of the hunt. There are so many different avenues a Shapeshifter can take, so feel free to look at the 'Origin' section of this class for inspiration and idea's. Does your character view these abilities as a blessing or curse? Has it gotten your run out of various villages before, perhaps having been accused of Lycanthropy. In your home to people see it as the omen from the gods. Do you use this power for good or evil? Or fall somewhere in between. These are all things you should consider when creating a ShapeShifter Quick Build As an advanced class, there are many decisions that have to be made early on during character creation. Your Statistics will reflect the Origin which you will want to take. As you spend a lot of your time ShapeShifter you will want to focus somewhat on your mental statistics, Intelligence, Wisdom and Charisma , as you retain these while ShapeShifter. 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.

The ShapeShifter

The ShapeShifter Level Proficiency Bonus Features ShapeShift Charges Maximum Creature CR Bestial Aspects known Shifter Techniques 1st +2 ShapeShift, Bestial Aspects 1 1/2 - - 2nd +2 Shifter Origin Feature 1 1/2 2 - 3rd +2 Identity Coherence, Shifter Techniques 2 1 2 1 4th +2 Ability Score Improvement 2 1 3 1 5th +3 Creatures Codex (Minor) 2 2 3 2 6th +3 Enchanted Strike 2 2 3 2 7th +3 Strained Shift, Creatures Codex (Minor) 2 3 3 2 8th +3 Ability Score Improvement 3 3 4 3 9th +4 Creatures Codex (Major) 3 4 4 3 10th +4 Shifter Origin feature 3 4 4 3 11th +4 Advanced ShapeShifting 3 5 4 4 12th +4 Ability Score Improvement 3 5 4 4 13th +5 Creatures Codex (Major) 3 6 5 4 14th +5 Re-iteration 4 6 5 5 15th +5 Age of a ShapeChanger 4 7 5 5 16th +5 Ability Score Improvement, 4 7 5 5 17th +6 Creatures Codex (Major) 4 8 6 5 18th +6 Shifter Origin feature 4 8 6 6 19th +6 Ability Score Improvement 4 9 6 6 20th +6 True Shifting Unlimited 9 6 7 Class Features As a ShapeShifter, you gain the following class features. Hit Points Hit Dice: 1d8 per ShapeShifter level

1d8 per ShapeShifter 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 ShapeShifter level after 1st Proficiencies Armor: Light Armor

Light Armor Weapons: daggers, darts, slings, quarter-staff, light Crossbow & Unarmed Strikes

daggers, darts, slings, quarter-staff, light Crossbow & Unarmed Strikes Tools: Choice of Herbalism Kit or Alchemist Supplies Saving Throws: Constitution, Charisma

Constitution, Charisma Skills: Choose two from Athletics, Animal Handling, Deception, Nature, Perception Stealth or Survival. 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 ShapeShift 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. Whenever you short rest your regain 1 charge, but 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. Warning! Content still under Construction! This is an early piece of Homebrew content, by no margin is it complete. Play testing and balancing are still needed. Use at your own risk!

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 1/4 or lower that doesnt have a flying or swim speed.

ShapeShifting Limitation table Level Limitations 1st No swimming or Flying speed 2nd No swimming or Flying speed 3rd No Flying 4th No Flying 5th - While you are shapeshifted, the following rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, 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 otehr srouce and can use then if the new form is physically capable of doing so. However you can 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. Bestial Aspects Starting at 1st level, you are able to select two of the 'Bestial Aspects known' from below, and can perform them at will, while in your regular form. As you learn to transform parts of your body temporarily into devastating natural weapons, unless stated otherwise these effects are temporary, and disappear at the end of your turn. 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 from below. Rending Claws. As an action, you can make an unarmed melee strike, against a creature within 5 feet, if you hit you deal 1d6 + your strength or dexterity modifier in slashing damage, as claws sprout from your fingers and rend your enemies in-twain, the claws fade away after the attack is made. The damage for Rending claws increases to 2d6 at 5th level, 3d6 at 11th, 4d6 at 17th. Poisoned Stinger. As an action, you can make an unarmed melee strike, against a creature within 5 feet, if you hit, instead of the regular damage you deal 1d4+ your constitution modifier in poison damage. As a wasp like stinger manifests from your body and pumps the target with poison. The damage for Poisoned Stinger increases to 2d4 at 5th level, 3d4 at 11th, 4d4 at 17th. Tail Whip. As an action you are able to manifest a tail from your waist that makes a powerful sweeping motion, select a creature of large or smaller, within 10ft of you, it must make a strength saving throw, on a failed save the creature takes 1d4 Bludgeoning damage and is knocked prone. On a successful save they take no damage, and are not knocked prone. The damage for Tail whip increases to 2d4 at 5th level, 3d4 at 11th, 4d4 at 17th. Toxic Breath. As an action, you grow poisonous sacks on either-side of your throat exhaling a toxic poison fume. In a 10ft cone creatures must make a constitution saving throw vs. poison, if they fail they take 1d8 poison damage, on a successful save they take no damage. The Saving throw DC for Toxic Breath is 8 + Proficiency modifier + Your Constitution modifer. The damage of Toxic Breath increases to 2d8 at 5th level, 3d8 at 11th, 4d8 at 17th) Acid Globule. As an action, you rear your head back as acid fires up from your modified stomach, propelling it from your mouth at great speed. Acid Globule has a normal range of 30ft, and a long range of 60ft. Make a ranged attack roll, and on a hit a creature takes 1d4 acid damage. The damage of Acid Globule increases to 2d4 at 5th level, 3d4 at 11th, 4d4 at 17th Vicious Growl. As an action, your vocal chords twist and shift into that of a feral beast, unleashing a primal howl at a creature within 30ft, the target creature must make a Wisdom saving throw, or be frightened of your until the start of your next turn. The Saving Throw DC for Vicious Growl is 8 + Proficiency modifier + Your Charisma modifer.

The number of creatures you can target with Vicious Growl, increase from 1 to 2 at 5th level, to 3 at 11th , to 4 at 17th. They must be be within the 30ft range. Scale-bound Hide. As an action, you grow thick scales all over your body, until the start of your next turn you have resistance to Bludgeoning, Slashing and Piercing weapons, and a +1 Bonus to AC. The bonus to AC increases to +2 Ac at 5th level, +3 at 11th , +4 at 17th. Eyes of the Dark Dweller. As a bonus action, You blink hard transforming your eyes into the eyes of a dark dwelling creature, granting you darkvision out to 60ft, as long as you maintain concentration on them, as if your were concentration on a spell. Chomp. As an action, Your mouth shifts into a vicious maw filled with razor sharp fangs, you can target a creature with 5ft, and make an unarmed melee strike, if it hits the bite deals 1d4 piercing damage, and if the creature is living (Not undead, construct etc.) you gain temp hit points equal to the number rolled on the die. The damage of Chomp increases to 2d4 at 5th level, 3d4 at 11th, 4d4 at 17th. Sepertenuous Coil. As an action, you transform you torso into that of an enormous flexible snake, ensnaring your opponents, the creature must make an opposed Escape check, vs. your Athletic or Acrobatics check (your choice), you make this initial check with advantage. This effect lasts until the end of your next turn, but can be extended as an action, but as long as you grappled the creature it has disadvantage on Escape checks to break out. Oozing Skin. As a bonus action, you cause glands beneath your skin to excrete slick ooze that make you very slippery in combat. Until the end of your next turn, you have advantage on checks to escape grapples, and people have disadvantage on attacks of opportunities you incur. ShapeShifters Origin At 2nd level, you are now able to 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, 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 superfcial 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 Imrovement 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. 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. Example of a Codex in play. For example, at 5th level, i select the plant type as my first Creature Codex. I can now Shift into Beasts, Plants and any creatures granted by my Origin. At this level my Maximum Creature CR is 2, so i can expend Shape Shift charge as a bonus action to transform into any Plant or Beast i have seen that is below 2 CR. 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 didnt kill you and still have ShapeShifter Charges remaining, you can use your reaction to make a DC 10 Constitution save. If you succeed the save you are able to expend a ShapeShifter Charge to transform into another creature. Though the CR of this new creature must be 2 less than the creature you were. If you fail the saving throw you revert to your normal form, and take the remaining damage. Each time you use this feature before a long rest the DC of the Constitution saving throw increases by 5. The DC is reset to 10 once you have finished a 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 ShapeShifter or in your regular form you are also able to superfically appear older or younger than you are. Though 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 Codexs you have not selected yet from the Major and Minor Creature Codexes.

Shifter's Origins Alchemical Creation Origin This Origin means that you may not be entirely normal, you were created or modified by magical means, perhaps a studious wizard was caught in an arcane mishap, or ritual gone wrong and now they find there form ever-shifting in unpredicatbale ways. Perhaps you were born of Science, a test-tube baby, crafted and infused with the essence of the life...but it had consequences. Regardless, you are a Alchemical Creation, and as you master your new found powers the following abilites open to you. Form of Ooze Starting at 2nd level, you instinctively know how to reduce your form into acidic ooze. Whenever you use your ShapeShift feature, you are now able to transform into any creature with the 'Ooze' type that you can have seen, as long as there CR does not exceed the Max CR column of the class table. You also gain the instinctual knowledge of the following creatures, and so can Shapeshfit into them without actually having seen them, those creatures are Gray Ooze, Gelationus Cubes, Ochre Jelly and Black Puddings. So for example at 2nd level can only shapeshift into the Gray Ooze from this list, as it has a CR of 1/2, but at 5th level you are able to shape shift int to Ochre Jelly and Gelatinous cubes as they have a CR of 2. You know these forms instinctually, and as such don't need to have seen these creatures beforehand. Of Bunsen, Acid and Ooze At 2nd level, your transformation has left you with the yearning for more knowledge regarding your creation. You gain Proficieny in Alchemist Supplies, if you already have Proficiney in them you gain double profeiceny with Alchemist Supplies. Also upon completing a long Rest, you gain resistance to your choice of acid or fire damage, which lasts until the start of your next long rest. Ooze-Shift Starting at 10th level, your Alchemical nature is beginning to seep though to your other shapeshifted forms. As a part of the bonus action used to Shapeshift, or as a bonus action whilst transformed you can choose to empower your form with the fluidity and acidity of ooze. The creature retains all of its statistics, except as noted below: Type: The creature's type is changed to Ooze

The creature's type is changed to Ooze Immunity: The creature gain immunity to Acid Damage

The creature gain immunity to Acid Damage Senses: In addition to the creatures other senses it gains Blindsight out to 60ft

In addition to the creatures other senses it gains Blindsight out to 60ft Acidic Strikes: All Melee attacks of the creature deal an additional 1d4 acid damage.

All Melee attacks of the creature deal an additional 1d4 acid damage. Amorphous: The creature can move through a space as narrow as 1 inch wide without squeezing

The creature can move through a space as narrow as 1 inch wide without squeezing Spider-Climb: The creature gains a climb speed equal to the creatures walking speed.

You are able to Ooze-Shift once per long rest. Splitting ones self At 18th Level, you can mow harness your innate alchemical powers and split yourself like an ooze would. With this ability you can cast either cast Simulacram, without expending a spell slot, and requiring no material components. When cast in this manner you spend the 12 hour casting time of the spell painfully splitting yourself into two entities. You are only able to create a Simulacram of yourself, no other creatures. Although the created Simulacrum is unable to recover expended ShapeShift Charges in any way. Or using this ability you are able to cast the Clone Spell, without expending a spell slot, but you must provide the material components of the spell. The hour long casting time is spent pulling a living chunk of ooze from your very being and placing it within the appropriate vessel, as described in the spell. The only other difference of the spell is that clone matures within 60 days instead of 120 days. After casting either spell, if you attempt to cast the other spell, or the same spell again, the previosuly created clone or simulcram dissolve into a harmless non-magical puddle of ooze. Doppelganger Origin Some say Dopplegangers are the very first of the Shapechanger's ...... People Person Starting at 2nd level, you have a knack for immitating the humanoids you have seen. Whenever you use your ShapeShift feature, you can choose to transform into any creature with the 'humanoid' type, that you have seen but the creature's CR cannot exceed the CR in the Maximum Creature CR column in the class table. You are also not able to ShapeShift into any 'Humanoids' that have the 'ShapeChanger' sub type. For example at 2nd level if your character has seen a Kobold, they can expend a use of there ShapeShift feature in order to transform into one. But at this level they would be unable to ShapeShift into a Bugbear, as they have a CR of 1 and so must be at least level 3 before that could do that.



No Lycanthropes Those reader's with a passive perception score of 15 and above will notice that to his ability I added the following line:



"You are also not able to transform into any Humanoids that have the 'ShapeChanger' sub type. "



This phrases means that a ShapeShifter of this origin is unable to transform into Lycanthropes. (Werewolfs,Werebears, Wererats etc) This is mainly for balancing purposes, as most lycanthropes have Immunity to non-magical weaponery. Which is exceedingly powerful at any stage of the game.



Masterful Inflitrator At 2nd Level, You gain Proficiency in either the Deception or Stealth skill. You can also channel your doppelganger heritage, As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form, However, your equipment does not change with you. If you die, you revert to your natural appearance. Deciever At 10th level, You have become a master of inflration among the races with which you can ShapeShift into. You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking of the creature make a sound, for at least a minute. A succsessful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine if that effect is faked. You also gain advantage on targets that haven't take a turn in iniative yet. Shade-Shift Starting at 10th level, your shape changers essense can influence your forms, making them stealthier. As a part of the bonus action used to Shapeshift, or as a bonus action whilst transformed you can choose to empower your form with the camoflauged skin of the doppelganger. The creature retains all of its statistics, except as noted below: Senses: The creature gains darkvision out to 60ft.

The creature gains darkvision out to 60ft. Shadowed Strikes: All Melee attacks of the creature deal an additional 1d4 Poison damage.

All Melee attacks of the creature deal an additional 1d4 Poison damage. Camoflauged Skin: The creature gains advantage on Dexterity (Stealth) checks made to hide and move steathily, as you skin gently shifts color to match your surroundings.

The creature gains advantage on Dexterity (Stealth) checks made to hide and move steathily, as you skin gently shifts color to match your surroundings. Stalker: While in this form you are able to take the Hide action as a bonus action.

You are able to Shade-Shift once per long rest. The Power of Fear At 18th level, you are always under the effects of the Detect Thoughts Spell. Also as an action on your turn you can attempt to dig deep into a creatures mind and find the thing it fears most. The target must make an Intelligence saving throw, on a failure you learn there deepest darkest fear, on a success you dont learned the deepest fear, and you are unable to use this ability on them until 24 hours has pasted. If a target is immune to the Frightened Condition or its mind is unable to be read (Such as with a Mind blank spell), they always succeed on the Wisdom Saving throw. Once you know a creatures deepest fear, you can use your action on your turn while they can see you to transform into the thing they fear most. Shapeshifting in this manner does not expend a ShapeShift charge. The DM will select an appropriate creature. While the target can see you in this form they they become Frightened, they are able to make a saving throw at the end of there turns, if they cannotsee you. While they are frightened, any melee attack agains the target deals and additional 2d8 Psychic damage. The Saving throw DC for both the Intelligence and the Wisdom Saving throws and the Detect thoughts spell is: 8 + Proficiency modifier + Your choice of your Charisma or Intelligence modifier. 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? The Beast within At 2nd level, you have made a connection with your Primordial Beast spirit, select a Primordial spirit from the list below and work with your DM to name your spirit and give it a personality. As it will be imporant later in the class.

Primordial Spirit List: Bear, Wolf, Eagle, Elk, Tiger, Crocadile.



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

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.

You add your proficieny modifier to all damage dealt while Primal-Shifted. Conditions: The creature has advantage on saving throws against the Frightened condition.

The creature has advantage on saving throws against the Frightened condition. Senses: The creature gains a darkvision out to 60ft

The creature gains a darkvision out to 60ft Saving Throws: The creature has Disadvantage on Charisma and Intelligence Checks and 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. If at any point the DC increases to a number the player is unable to roll without aid, at the end of that turn the Primal Beast Spirit inside takes over. The DM now controls this character, they will most likley attempt to flee and savor there time in charge.

Spiritual Connection 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 determine by the Primordial spirit you chose earlier: Primal Spirit Boon table: Primal Spirit Boon Bear Advantage on Strength Checks Wolf Stand up from prone, using only 5ft of movement Eagle Advantage on Wisdom (Perception) Checks Elk Increase your Movement speed by 10ft Tiger Are able to take the Hide action as a bonus action Crocadile 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, as there natural weapons become yours. All of your natural weapon's damage die increase one step further, as per the progression below. (1d4>1d6>1d8>1d10>1d10>1d12>2d6 etc) Call of the Wild 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 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. The Fey-Touched The Fey are an intriguing and delicate races of people with a bizarre and wonderful mind set, compared to those on the material plane. They bask themselves in emotion, and draw true power from it. Now you do the same. Touch of the fey Starting at 2nd level, the sylvan magic infuses your very being. Whenever you use your ShapeShift feature, you can choose to transform into any creature with the 'Fey' type, that you have seen but the creatures CR must be equal to, or less than the Maximum Creature CR column in the class table and while still abiding the ShapeShifting Limitation table. Spellcasting When you reach 2nd level you gain the ability to cast spells. See chapter 10 of the Player's HandBook for the general rules of spellcasting and chapter 11 for the Druid Spell List. Spell Slots The Fey-touched 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 spells level of higher. You regain all expended spells slots when you finish a long rest. Spells known of 1st-level and Higher. You know three first level druid spells of your choice from the druid spell list. The Spell known column of the Fey-Touched Spell table show when you learn more Druid spells of your choice. Each of those spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the druid spells you know and replace it with another spell from the druid spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is yoru spellcasting ability for your Fey-Touched Spells, since your magic relies on your ability to profect your will into the world. You use your charisma whenever a spell refers to yoru spellcasting ability. In addition you using your Charisma modifer when setting the saving throw DC for a Fey Touched spell you cast when making an attack roll with one. Spell Save DC = 8 + your proficiency bonus + your charisma modifier Spell attack modifier = your proficiency bonus + your charisma modifier Spellcasting Focus You can use a Drudic focus (found in chapter 5 of the PHB) as a spellcasting focus for your druid spells



Fey Touched Spellcasting Table –Spell Slots per Spell Level– ShapeShifter

Level Cantrips

Known Spells

Known 1st 2nd 3rd 4th 2nd 2 3 2 — — — 3rd 2 3 2 — — — 4th 2 4 3 — — — 5th 2 4 3 — — — 6th 2 4 3 — — — 7th 2 5 4 2 — — 8th 2 6 4 2 — — 9th 2 6 4 2 — — 10th 3 7 4 3 — — 11th 3 8 4 3 — — 12th 3 8 4 3 — — 13th 3 9 4 3 2 — 14th 3 10 4 3 2 — 15th 3 10 4 3 2 — 16th 3 11 4 3 3 — 17th 3 11 4 3 3 — 18th 3 11 4 3 3 — 19th 3 12 4 3 3 1 20th 3 13 4 3 3 1

Fey Spellcraft Starting at 2nd Level, you've unlocked some of the magical potenial of your ShapeShifting powers, You are now able to cast spells while Wildshaped, as long as you can provide the components of the spells, but you have new ways of providing those components: When ShapeShift you are able to manifest a druidic Spell focus, whether it be a spiraled horn, a spring of mistletoe or a small kangaroo pounch containing components, this provides the Material components of spells. This occurs as part of your shapeshift.

of spells. This occurs as part of your shapeshift. Though Material components with specified costs, as long as they are on your person, you are able to access them, even if you are shapeshifted.

with specified costs, as long as they are on your person, you are able to access them, even if you are shapeshifted. For Somatic components , your form must have at least one appendage, tentactle, arm, etc, which is free and is able to complete the required gestures.

, your form must have at least one appendage, tentactle, arm, etc, which is free and is able to complete the required gestures. For Verbal components As long as the form has a mouth of some kind they are able to reproduce the verbal components of a spell. Nature's Ward Starting at 10th, moving through non-magical difficult terrain cost you no extra movement, You also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines or simmilar hazards. As you fey essence suffuses the air around you, nature takes notice. Fey-Shift Starting at 10th level, your fey magic is beginning to trickle though to your other shapeshifted forms. As a part of the bonus action used to Shapeshift, or as a bonus action whilst transformed you can choose to empower your form with the glimmering magics of the fey. The creature retains all of its statistics, except as noted below: Type: The creature's type is changed to Fey

The creature's type is changed to Fey Size: You are able to reduce the size of the creature by 1 size category

You are able to reduce the size of the creature by 1 size category Condition: The creature gains advantage on saving throws against charm effects and nto susceptible to magical sleep.

The creature gains advantage on saving throws against charm effects and nto susceptible to magical sleep. Glimmering Strikes: All Melee attacks of the creature deal an additional 1d4 Radiant damage.

All Melee attacks of the creature deal an additional 1d4 Radiant damage. Nature's Splendor: Whenever you cast a druid spell that expends one of yoru spell slots, you gain 1d4+ the spells level in temporary hit points.

You are able to use Fey-Shift once per long rest. Unlocked Memory Casting At 18th level, you have unlocked the spells that lie within the memory of the you shapeshifted forms. Whenever you have expended ShapeShift Charges to transform you are able to cast the spells of a creature with Innate Spellcasting. You cast the spells as the creature would, either 'At Will' or 'X/day' with X representing the number of times that spell can be cast per day. For spells cast in this way, you use your Spell Save DC or your Spell attack Modifier, instead of the creatures, even if theres is higher. If you cast these Spells while Fey-Shifted, they count as Druid spells you are expending spell slots for, for the purpose of the 'Nature's Splender' ability.



Difference Between 'Innate Spellcasting' & 'Spellcasting' There is an import Magical Distinction between the two. With the 'Unlocked Memory Casting' Ability you can only use the spells in the 'Innate Spellcasting' section of a Creature's Stat block. For Example, a Drow Mage (Pg 129 of the Monster Manual) Has both Innate Spellcasting and Regular Spellcasting. If you were to 'Unlock' the spells of the Drow mage, you would only gain access to the spells in the Innate Spellcasting section.

Shifter's Techniques Detailed below are a collection of Techniques and Talents, that allow you to further specalize your shapeshifter. Some of these Techniques have Pre-Requsites of either Level, Origin or Creature Codex Type and they restrict the Techniques you can acquire:

Bestial Senses

Prerequisite: None

Both in and out of shapeshifted form, you have advantage on Wisdom (Perception) checks that rely on hearing or smell. You also gain dark vision out to 60ft. Your animal senses have been honed to fine point. Lockpicking Natural Prerequisite: None

While you have claws, such as when shapeshifted or using Natural Weapons, you gain proficiency with thieves’ tools, and you can treat your claws as though they were thieves’ tools. Adaptable form Prerequisite: 15th level

You can cast alter self at will, without expending a spell slot. Your form is able to adapt to fit your needs on a whim. Mutual Transformation Prerequisite: 7th level

You can use this talent to cast polymorph on another creature, without expending material components. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. Once you use this talent, you cannot use it again until you complete a long rest. Instinctive Shifter Prerequisite: None Your primal instincts can alert you to danger when others would least expect, you are able to add your profieciney to your Iniative Check, and if you are suprised but not unconcious, you can ShapeShift in that first round, but are unable to take any other actions in that turn. Primal Talents Prerequisite: None During a long rest you are able to pick two from the following skills that you are not proficient in, and you gain profieceny in those skills. The skills you can pick from are are; Athletic, Perception, Survival, Stealth and Intimidation. Alien Physiology Prerequisite: Creature Codex (Abberations) Your internal organs have been rearranged and have become far more efficient, in both your regular form and shapeshifted; You are immune to critical hits and you are resistant to poison damage and have advantage on saving throws vs poison. Though your strange physicology means that Wisdom (Medicine) checks used to stablise you have a DC of 15 instead of 10. Far-Touched Mind Prerequisite: Creature Codex (Abberations) Your mind has been changed, the alien mentality of abberations grants you the following benefits in all of your forms. You gain Telepathy out to a range of 30ft. You have advantage on saving throws vs Charm or Frighten and you are resistant to psychic damage. Celestial Emmasery Prerequisite: Creature Codex (Celestials) There is a holy radiance simmering deep within you, you learn the Celestial language, you gain Resistance to Radiant and Necrotic damage, and your form takes on delicate angelic appearence, glowing skin, halo, ethereal wings etc, these can be hidden as a bonus action. Mechanical Endurance Prerequisite: Creature Codex (Contructs) You begin to incorporate the mechanical elements into yourself and your ShapeShifts, you gain advantage on Constitution Saving throws to resist Exhaustion, and you ignore the first two levels of Exhaustion. Living Construct Prerequisite: Creature Codex (Contructs) You have weave a constructs nature into your form, you no longer are required to eat or breathe. You can also use your Shapeshift to turn into a seemingly inanimate object up to one size larger or smaller than you. The Hitpoints of Item are determined by your DM. Dragon Breath Prerequisite: Creature Codex (Dragons) The magic of dragons breath is a mystery to most, not to you. Once per ShapeShift, as an action you are able to exhale the breathe weapon of a dragon you have seen before that you can shapeshift into, the Damage, Saving Throw and Other effects are dictated by the chosen dragon. The DC for this Breath weapon attack is based on your Constitution (8+ Prof+ Consitution Modifier of current form) Beastial Comradery Prerequisite: None You have learned how to charm and convey deeper meanings to beasts around you, you are always under the effect of the Speak with Animal spell while ShapeShifted as a creature with the beast type. While ShapeShifted as a Beast you are able to cast Animal Friendship and Beast Bond once per Long rest each, without the material or somatic components. At 7th Level you are also able to cast Dominate Beast once per day, without the material and somatic components, while Shapeshifted. The Spellcasting ability for these spells is your choice of Charisma, Wisdom or Intelligence. And you can cast these spells without expending the appropriate spell slots.

Dragon Wings Prerequisite: Creature Codex (Dragons) You channel your draconic power into your other forms. As a bonus action, while ShapeShifted you are able to sprout Dragons Wings of approiate size, and gain a fly speed of 30ft. Dragons Scales Prerequisite: Creature Codex (Dragons) Once per Long rest you are able to cast the Spell StoneSkin, without the material or Somatic components and without expending a spell slot, This effect manifests as thick scales along your body, in a colour of your choice. The Spellcasting ability for his spell is Charisma. It can also be cast while ShapeShifted. Embody the Elements Prerequisite: Creature Codex (Elementals) Whenever you use your ShapeShift feature to ShapeShift into a creature you can use your action, in addition to the bonus action, to empower that form with your choice of elemental fury. Choose on of the following options:

Fire: Resistance to Fire Damage, and additional 1d6 fire damage on any melee or ranged attacks made while ShapeShifted, you also gain Vulnerability to cold damage. At the end of your turn all creatures with 5ft of you, take your proficeiny modifier in fire damage.

Ice: Resistance to cold Damage, and additional 1d6 cold damage on any melee or ranged attacks made while ShapeShifted, you also gain Vulnerability to fire damage. When you hit a creature and deal this cold damage the creatures movement is reduced by 5ft.

Earth: Resistance to Non-Magical Piercing or Slashing Damage, and additional 1d6 Bludgeoing damage on any melee or ranged attacks made while ShapeShifted, you also gain Vulnerability to Acid damage. Advantage on Strength checks and saving throws.

Lightning: Resistance to Lightning Damage, and additional 1d6 Lightning damage on any melee or ranged attacks made while ShapeShifted, Vulnerability to thunder damage. You gain an additional 10ft of movement speed.

These effect end if your form is reduce to 0 hit points, or you are knocked unconcious. Elemental Enthusiast Prerequisite: Creature Codex (Elementals) You learn to converse with elementals, beckoning them to this plane as your allies...most of the time. You learn the Primordial language. And you are able to cast Conjure Elemetental once per long rest. The Spellcasting ability for his spell is your choice of Charisma, Wisdom or Intelligence.

Smoke and Mirrors Prerequisite: Creature Codex (Fey) The fey are imfamous for there use of illusions and deception, and that is a lesson you have learned well. You are able to cast Fog cloud twice per Long rest, and Mirror image once per Long rest, Both of these spells can be cast while ShapeShifted, or in your orginal form. True home's Calling Prerequisite: Creature Codex (Fey) & Level 13 The True home of the Fey calls to you, in your dreams. Once per day, You are able to cast the Plane Shift Spell, without the material components, though you are only able to target the Feywild as a destiantion plane. Whilst in the Feywild, you can cast the spell again to return to the spot where you left. And when you do, you and your party don't suffer Fey Memory Los and 'No Change' on the Time Warp table.

And when determining your Home Plane for spells such as Banishment, your plane of origin is the Feywild. At 18th Level, once per week, you choose to leave the FeyWild, you choose what Time Warp effect occurs when you return to the material plane. Devils Tongue Prerequisite: Creature Codex (Fiends) You learn the language Infernal, Gain the ability to cast the tongues spell once per long rest. You gain advantage on Adv on Chrasima (Persuasion) and Chrasima (Deception) checks, when conversing with humanoids. Imposing Figure Prerequisite: Creature Codex (Giants) Your stregnth is un-matched, enough to carry any burden. In all your forms you gain the 'Powerful Build' trait and you are also able to cast enlarge on yourself only as a bonus action, without somatic or material components, you can do this once per long rest. The spellcasting ability of that is your choice of Intelligence, Wisdom or Chrasima. Mutable Identity Prerequisite: Creature Codex (Humanoids) When you complete a long rest, you can change your race or subrace, replacing all your racial traits with that of your new race. Once you do, you cannot use this talent again until you complete two more long rests. Translator Prerequisite: Level 4 Among your forms there is one thing that near all of them have, and that is language, be it the grunts of the beasts or silvered words of the devils. While ShapeShifted you are able to speak and be understood by creatures of the same type and species. During a rest you are able to select 2 languages, spoken by any creatures in your Creature Codex's and learn those languages. Secrete Venom Prerequisite: Creature Codex (Monstrosities) As an action while shapeshifted, you can secrete a poison to coat one of your natural weapons or your fur. The poison may be any injury or contact poison that costs 200 gp or less, such as drow poison or serpent venom. The poison’s DC is equal to 8 + your Intelligence modifer + your profciency bonus. The poison loses potency after 1 hour; it dissipates into nothing if you Shapeshift or return to your true form. At every odd ShapeShifter level, the value of the poison you secrete increases by 200 gp. For example, at 5th level you can secrete a poison worth 600 gp or less. Once you use this feature, you can’t use it again until you complete a long rest.

Acid Absorption Prerequisite: Creature Codex (Oozes) You gain resistance to acid damage. As a reaction, when a hostile enemy damages you with attack dealing acid damage, you are able to become immune to acid damage of that attack, and regain a number of hit points equal to the amount of acid damage dealt. You can do this a number of times equal to your constitution modifer, and you get back all uses on a long rest. PhotoSynthesis Prerequisite: Creature Codex (Plants) When taking a short rest, and you are in direct sunlight, or under and effect that replicates sunlight, every hit die you spend to regain health is maximized. And during a long rest you get back all of your Hit Die, instead of just half. Rooted Prerequisite: Creature Codex (Plants) You have intergrated yourself with plants, at the start of yoru your turn if you willingly reduce your movement to zero, and you are touching the ground, you are unable to be move and immune to the prone condition, while you dont move. You also gain advantage on strength saving throws. Awakening Touch Prerequisite: Creature Codex (Plants) Your connection with the plants around grant you special ways of communicating with the natural world. Twice per long rest and without expending a Spell slot, you are to cast Speak with Plants, your Spellcasting ability for this spell is either Charisma or Wisdom. At 9th level, Once per day you are able to cast the spell Awaken, your spellcasting ability for this spell is Wisdom and Charisma, and you must provide all of the spells components. Natural Armor Prerequisite: None In all of your forms, you can replace your AC value with 13 + your Dexterity modifer. You've learned to harden your natural armor both in and out of Shapeshift. Profesional Polymorpher Prerequisite: Level 17 You have learned to channel your ShapeShifting powers onto someone else, Once per Long rest and without expending a spell slot you are able to cast the True Polymorph spell on anyone or anything other than your self. Art Credits Made with Hombrewery!! Cover Art - Jora Concept Art- Kekai Kotaki Turntimber Ranger- By Wayne Reynolds Adroable Kitty Cat - Kyounghwan Kim.

A Credit to 'A Touch of Class' This is an experimental class, one that is based off of an already existing class in the 'Touch of Class'expansion published by EN World EN5ider. And credit goes to them for making a great base class to work from

Creature Codices The following details a several lists of creatures that all belong to a specific type. They are divided into Beasts, Minor and Major Lists, the list detail the CR of the creatures, there names, and where there stat blocks can be found: Minor Creature Codices

Constructs CR Creature Name Page 0 Homunculus MM p.188 1/8 Monodrone MM p.224 1/4 Duodrone MM p.225 1/4 Flying Sword MM p.25 1/2 Tridone MM p225 1 Quadrdone MM p.225 1 Scarecrow MM p.268 1 Animated Armor MM p.19 2 Pentradrone MM p.226 2 Rug of Smothering MM p.20 4 Helmed Horror MM p.183 5 Flesh Golem MM p.169 7 Shield Guardian MM p.271 9 Clay Golem MM p.168

Plants CR Creature Name Page 0 Awakened Shrub MM p.317 0 Shrieker MM p.138 0 Myconid Sprout MM p.230 1/8 Twig Blight MM p.32 1/4 Needle Blight MM p.32 1/4 Violet Fungus MM p.138 1/4 Vegepymgy Volo p.196 1/2 Myconid Adult MM p.232 1/2 Gas Spores MM p.138 1/2 Vine Blight MM p.32 1 Thorny Volo p.197 1 Quaggoth Spore Servant MM p.230 2 Myconid Sovereign MM p.232 2 Awakened Tree MM p.317 2 Vegepymgy Chief Volo p.197 5 Shambling Mound MM p.270 5 Wood Woad Volo p.198 9 Treant MM p.289 Monstrosities CR Creature Name Page 1/2 Worg MM p.341 1/2 Cockatrice MM p.42 1/2 Darkmantle MM p.46 1/2 Rust Monster MM p.262 1/2 Piercer MM p.252 1/2 Chitine Volo p.131 1 Death Dog MM p.321 1 Harpy MM p.181 1 Hippogriff MM p.184 1 Giant Strider Volo p.143 2 Grick MM p.173 2 Carrion Crawler MM p.37 2 Centaur MM p.38 2 Griffon MM p.173 2 Ettercap MM p.131 2 Mimic MM p.220 2 Ankheg MM p.21 2 Peryton MM p.251 2 Merrow MM p.219 2 Shadow Mastiff Volo p.21 3 Hook Horror MM p.189 3 Yeti MM p.305 3 Basilisk MM p.24 3 Displacer Beast MM p.81 3 Phase Spider MM p.334 3 Manticore MM p.213 3 Doppelganger MM p.82 3 Winter Wolf MM p.340 3 Yaun-ti Malison MM p.309 3 Owlbear MM p.249 3 Minotaur MM p.223 3 Leucrotta Volo p.169 3 Choldrith Volo p.132 3 Cave Fisher Volo p. 130 3 Trapper Volo p.194 4 Lamia MM p.201 4 Yuan-ti Nightmare Speaker Volo p.205 4 Yuan-ti Mind Whispherer Volo p.204 4 Girallon Volo p.152 5 Umber Hulk MM p.292 5 Young Remorhaz MM p.258 5 Roper MM p.261 5 Gorgon MM p.171 5 Bulette MM p.34

CR Creature Name Page 5 Banderhob Volo p.122 5 Catoblepas Volo p. 129 5 Tlincalli Volo p.193 5 Yaun-Ti Pit Master Volo p.206 6 Drider MM p.120 6 Chimera MM p.39 6 Medusa MM p.214 7 Grick alpha MM p.173 7 Yuan-Ti Abomination MM p.308 8 Hydra MM p.190 8 Spirit Naga MM p.234 9 Abominable Yeti MM p.306 Undead CR Creature Name Page 0 Crawling Claw MM p.44 1/4 Zombie MM p.316 1/4 Skeleton MM p.272 1/4 Gnoll Witherling Volo p.155 1/2 Warhorse Skeleton MM p.273 1/2 Shadow MM p.269 1 Specter MM p.279 1 Ghoul MM p.148 2 Will-o'-Wisp MM p.301 2 Minotaur Skeleton MM p.273 2 Ghast MM p.148 2 Ogre Zombie MM p.316 2 Poltergiest MM p.279 3 Mummy MM p.228 3 Wight MM p.300 4 Ghost MM p.147 4 FlameSkull MM p.134 4 Bone Naga MM p.233 4 Banshee MM p.23 5 Revenant MM p.259 5 Beholder Zombie MM p.316 5 Vampire Spawn MM p.298 5 Wraith MM p.302 5 Spawn of Kyuss Volo p.192 6 Bodak Volo p.127 Oozes CR Creature Name Page 1/2 Gray Ooze MM p.242 2 Gelatinous Cube MM p.242 2 Ochre Jelly MM p.243 3 Slithering Tracker Volo p.191 4 Black Pudding MM p.241 Fey CR Creature Name Page 1/8 Boggle Volo p.128 1/4 Blink Dog MM p.318 1/4 Pixie MM p.252 1/4 Sprite MM p.283 1/2 Satyr MM p.267 1/2 Darkling Volo p.134 1 Dryad MM p.121 1 Quickling Volo p.187 2 Sea Hag MM p.179 2 Meenlock Volo p.170 3 Green Hag MM p.177 3 Redcap Volo p.188 4 Yeth Hound Volo p.201 6 Annis Hag Volo p.159 7 Bhuer Hag Volo p.160 7 Korred Volo p.168

Major Creature Codices Giants CR Creature Name Page 1 Half-Ogre MM p.238 2 Ogre MM p.237 4 Ettin MM p.132 5 Troll MM p.291 5 Hill Giant MM p.155 6 Cyclops MM p.45 6 Mouth of Grolantor Volo p.149 7 Oni MM p.239 7 Stone Giant MM p.156 8 Frost Giant MM p.155 8 Formorian MM p.136 9 Fire Giant MM p.154 9 Cloud Giant MM p.154 Aberations CR Creature Name Page 1/8 Slaad Tadpole MM p.276 1/8 Flumph MM p.135 1/8 Neogi Hatchling Volo p.179 1/2 Gazer Volo p.126 2 Intellect Devourer MM p.191 2 Gibbering Mouther MM p.157 2 Nothic MM p.236 3 Spectator MM p.30 3 Grell MM p.172 3 Neogi Volo p.180 4 Chuul MM p.40 4 Neogi Master Volo p.180 5 Otyugh MM p.248 5 Red Slaad MM p.276 5 Mindwitness Volo p.176 6 Gauth Volo p.125 7 Mind Flayer MM p.222 7 Blue Slaad MM p.276 8 Green Slaad MM p.277 8 Mind Flayer Arcanist MM p.222 8 Cloaker MM p.41 9 Grey Slaad MM p.277 9 Ulitharid Volo p.175 Celestials CR Creature Name Page 2 Pegasus MM p.250 2 Couatl MM p.43 5 Unicorn MM p.250 Elementals CR Creature Name Page 1/4 Steam Mephit MM p.217 1/4 Smoke Mephit MM p.217 1/4 Mud Mephit MM p.216 1/2 Ice Mephit MM p.215 1/2 Dust Mephit MM p.215 1/2 Magma Mephit MM p.216 1/2 Magmin MM p.212 1 Fire Snake MM p.265 2 Gargoyle MM p.140 2 Azer MM p.22 3 Water Weird MM p.299 3 Flail Snail Volo p.144 5 Air Elemental MM p.124 5 Earth Elemental MM p.124 5 Fire Elemental MM p.125 5 Water Elemental MM p.125 5 Salamander MM p.266 5 Xorn MM p.304 6 Galeb Duhr MM p.139 6 Invisbile Stalker MM p.192 Dragons CR Creature Name Page 1/4 Pseudo-dragon MM p.254 1 Brass Dragon Wyrmling MM p.106 1 Copper Dragon Wyrmling MM p.111 1-2 Faerie Dragon (All Colours) MM p.133 2 Green Dragon Wyrmling MM p.95 2 Bronze Dragon Wyrmling MM p.109 2 Black Dragon Wyrmling MM p.88 2 White Dragon Wyrmling MM p.102 2 Silver Dragon Wyrmling MM p.118 2 Guard Drake Volo p.158 3 Gold Dragon Wyrmling MM p.115 3 Blue Dragon Wyrmling MM p.91 3 Red Dragon Wyrmling MM p.98 6 Wyvern MM p.303 6 Young White dragon MM p.101 6 Young Brass dragon MM p.105 7 Young Black dragon MM p.88 7 Young Copper dragon MM p.112 8 Young Bronze dragon MM p.108 8 Young Green dragon MM p.94 9 Young Blue dragon MM p.91 9 Young Silver dragon MM p.118