Class: Shifter

by Weirdo Whoever

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Shifter

Quick Build

You can build a shifter quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma, Second, choose the outlander background.

Class Features

As a shifter, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per shifter level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per shifter level after 1st

Proficiencies


  • Armor: Light armor, shield (shifters will not wear or use shields made of metal)
  • Weapons: Simple weapons, blowguns, longbows, mauls, scimitars, shortswords, tridents, whips
  • Tools: None

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two from Animal Handling, Deception, Intimidation, Nature, Perception, Survival

Equipment

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

  • (a) a maul, (b) a scimitar or (c) two simple weapons
  • (a) a longbow and 20 arrows, (b) four javelins or (c) a wooden shield
  • Leather armor and an explorer's pack

Primal Shift

By tapping into the primal magic infused to you, you can channel the aspects of various animals and beasts, shifting your appearances to adapt the bestial power.

At 1st level, you know one aspects from the Primal Aspects list at the end of the class description. You learn additional aspects from the list when you reach a certain shifter level, as stated on the Aspects Known column of the Shifter table.

As a bonus action on your turn, you can choose one of the aspects you know and shift your appearances to manifest the chosen aspect's abilities. The shift lasts for 1 minute or until you are incapacitated. You can end the shift early on your turn (no action required).

Table: The Shifter
Level Proficiency
Bonus
Features Primal
Shift
Aspects
Known
Aspect
Rank
1st +2 Primal Shift 1 2 Least
2nd +2 Combat Shift 2 2 Least
3rd +2 Shifter Lineage 2 3 Least
4th +2 Ability Score Improvement 2 3 Least
5th +3 Wild Shape 2 4 Lesser
6th +3 Primal Strike, Shifter Lineage feature 2 4 Lesser
7th +3 Trackless Steps 2 4 Lesser
8th +3 Ability Score Improvement 2 4 Lesser
9th +4 Wild Tongues 2 4 Lesser
10th +4 Chimeric Aspect 2 4 Lesser
11th +4 3 5 Greater
12th +4 Ability Score Improvement 3 5 Greater
13th +5 Wild Tenacity 3 5 Greater
14th +5 Shifter Lineage feature 3 5 Greater
15th +5 Primal Longevity 3 5 Greater
16th +5 Ability Score Improvement 3 5 Greater
17th +6 4 6 Primal
18th +6 Shifter Lineage feature 4 6 Primal
19th +6 Ability Score Improvement 4 6 Primal
20th +6 Shifter Paragon 4 6 Primal

At 1st level, you can shift once, after which you must finish a short rest or long rest before you can do so again. You gain an additional uses of shifts when you reach certain shifter levels, as stated on the Primal Shift column of the Shifter table.

Aspect Features

When you shift into an aspect, it grants you a number of features, which are hereafter referred as the aspect features.

Aspect features have four ranks, progressing in the following order: Least, Lesser, Greater, Primal. The Aspect Rank column of the Shifter table indicates the maximum rank of aspect features you gain from an aspect when you shift into the aspect for that level.

For example, as a 5th-level shifter, shifting into an aspect grants you the Least and Lesser aspect features, but not Greater and Primal aspect features.

Some aspect features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Aspect save DC = 8 + your proficiency bonus + your Charisma modifier

When an aspect feature requires a bonus action to use, you can use it as a part of the same bonus action that you shifted into the aspect.

Combat Shift

Starting at 2nd level, your primal magic empowers you as you manifest the aspects. While you are shifted into an aspect, you gain the following benefits:

  • You grow thick fur, hide, scale, carapace, or a similar natural armor. While you are not wearing armor, your Armor Class becomes 10 + your Dexterity modifier + your Charisma modifier. You can wield a shield and gain this benefit.
  • While you are wearing light armor, you add your Charisma modifier to your Armor Class, to a maximum of +2. You can wield a shield and gain this benefit.
  • You grow claws, fangs, spines, horns, or a different natural weapon of your choice. When you make an unarmed strike, you can roll 1d6 in place of the normal damage. Your unarmed strike deals bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you choose.

Shifter Lineage

At 3rd level, the primal magic awaken from your within. Choose one of the following lineage of your primal magic: Feral Lineage, Protean Lineage, Esoteric Lineage. Your choice grants you features at 3rd level, and again at 6th, 14th, and 18th level.

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 cannot increase an ability score above 20 using this feature.

Wild Shape

Starting at 5th level, you can use two uses of your Primal Shift at the same time as an action to magically transform into the shape of a beast, as determined by each aspect you know. Each aspect has a list of beasts you can transform with this feature.

You can stay in a beast shape for 1 hour, after which you revert to your normal form. You can revert to your normal form earlier as 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 cannot 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. As long as the excess damage does not reduce your normal form to 0 hit points, you are not knocked unconscious.
  • You cannot cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming does not break your concentration on a spell you have already cast, however, or prevent you from taking actions that are part of a spell that you have 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 cannot use any of your special senses, 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 does not change size or shape to match the new form, and any equipment that the new form cannot 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.

Primal Strike

Starting at 6th level, your attacks while you are transformed with your Wild Shape count as magical for the purpose of overcoming resistance and immunity against nonmagical attacks and damage.

Additionally, while you are shifted into an aspect, your unarmed strike and additional attacks granted by the aspect count as magical for the purpose of overcoming resistance and immunity against nonmagical attacks and damage.

Trackless Steps

By 7th level, you can conceal your tracks as you move. Other creatures have disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks to made to spot your tracks, and Wisdom (Survival) checks made to track you from your tracks, unless you allow it.

Wild Tongues

When you reach 9th level, you are always under the effect of the speak with animals spell. When you make a Charisma check when interacting with a beast, your proficiency bonus is doubled if it applies to the check.

Chimeric Aspect

Starting at 10th level, when you shift into an aspect, you can choose the second aspect to assume at the same time. If you do so, you gain the Least aspect features from both aspects.

Wild Tenacity

At 13th level, when you drop to 0 hit points while you are shifted into an aspect, you can drop to 1 hit point. If you do so, your shift immediately ends, and you cannot use this feature again until you finish a long rest.

Primal Longevity

At 15th level, the primal magic circulates within you fuels your vitality. You no longer need food or water to survive, and for every 10 years, you age only 1 year.

Shifter Paragon

By 20th level, when you roll for initiative and have no uses of your Primal Shift left, you immediately gain one use.

Additionally, your primal magic allows you to retain the bestial shift permanently. Whenever you finish a long rest, you can choose one of the aspect you know. Until the next time you take a long rest, you gain the Least aspect features from the chosen aspect, even while you are not shifted into the aspect. When you shift into the aspect that you chose with this feature, you gain the benefit only once.

Shifter Lineages

A shifter's lineage carries the primal magic that defines and fueld the shifter's magical capabilities of assuming the wild shapes and aspects.

Feral Lineage

Feral Lineage demonstrates the ferocious, merciless rules of nature, commonly known as the survival of the fittest. Shifters with the Feral Lineage use their primal magic into more aggressive forms to overcome any obstacles and adversaries they face.

Ferocious Shift

Starting at 3rd level when you awaken this lineage, the feral magic empowers you further. While you are shifted into an aspect, you gain the following benefits:

  • When you shift into an aspect, you gain temporary hit points equal to twice your shifter level. You lose all temporary hit points gained this way when your shift ends.
  • When you take the Attack action on your turn, you can use a bonus action to make one unarmed strike or a melee weapon attack you are proficient in.

Feral Strike

By 6th level, while you are shifted into an aspect, you can make two attacks, instead of one, whenever you take the Attack action on your turn.

Feral Resilience

When you reach 14th level, the primal magic within you grants you supernatural reflexes and resistance. While you are shifted in to an aspect or transformed with your Wild Shape feature, when you are subjected to an effect that allows you to make a Strength, Dexterity or Constitution saving throw to take half damage, you instead take no damage on a successful save, and only half damage on a failed save.

Avatar of the Wild

At 18th level, the primal magic hardens your skins and bones like wood and stone. While you are shifted into an aspect or transformed with your Wild Shape feature, you gain resistance against bludgeoning, piercing, and slashing damage.

Protean Lineage

Protean Lineage represents a particular aspect of the nature, unchained from a single, fixed form, changing and shifting ceaselessly. Shifters with the Protean Lineage prefer to assume as many shapes of the animal kingdom as possible, sometimes all of them at the same time.

Protean Shift

Starting at 3rd level when you choose this lineage, whenever you finish a short rest or long rest, you gain one additional use of your Primal Shift. When you start a short rest or long rest and have this use unspent, the use is lost for you.

When you reach 14th level, you gain one additional uses of your Primal Shift with this feature whenever you finish a short rest or long rest. You lose all unspent uses gained this way when you finish a short rest or long rest.

Improved Wild Shape

When you reach 6th level, your ability to transform into beastly shape improves, as follows:

  • You can use your Wild Shape class feature on your turn as a bonus action, instead of an action.
  • While transformed with your Wild Shape, you add your proficiency bonus to your Armor Class and damage rolls.
  • When you transform with your Wild Shape, you gain temporary hit points equal to your Charisma modifier + your shifter level (minimum of 1). You lose all temporary hit points gained this way when you revert to your original form.
  • When you take damage from a source that you can see, you can use a reaction to transform with your Wild Shape. If you do so, you take the triggering damage immediately after you transform.

Protean Shape

Starting at 14th level, you can expend one use of your Primal Shift to cast alter self as a bonus action.

Additionally, when you transform with your Wild Shape, you can expend up to two uses of your Primal Shift. For each use you expended this way, you can choose one of the aspects you know and gain its Lesser aspect features until you revert to your original form. If the Lesser aspect feature you gain this way grants you benefits that you already gained from your other shifter features, you gain the benefits only once.

Superior Chimeric Aspect

By 18th level, when you shift into an aspect, you can choose three aspects, instead of one or two. If you do so, you gain the Least aspect features from all three aspects.

Additionally, when you shift into three aspects with this feature, you can choose the second aspect to gain the benefits of the Lesser aspect features.

Primal Aspects

Wild Shape

When you reach 5th level and gain the Wild Shape class feature, you can use your Wild Shape to transform into a bat or a giant bat.

Bear

When you shift into the primal aspect of bear, your arms develop a mighty strain of muscles, your body is covered in thick fur, and your hands grow sharp claws.

Wild Shape

When you reach 5th level and gain the Wild Shape class feature, you can use your Wild Shape to transform into a black bear.

Least: Powerful Build. You gain advantage on the Strength (Athletics) checks made to push, pull, or drag inanimate objects.

Least: Bear's Might. You add your Charisma modifiers to the damage rolls you make with an unarmed strike (minimum of +1).

Lesser: Sweeping Strike. Once on each of your turn when you hit a creature with an unarmed strike, you can choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Charisma modifier (minimum of 1). The damage is of the same type dealt by the original attack.

Greater: Bear's Rampage. Your unarmed strike's damage die increases to 2d6, and your Sweeping Attack deals an extra 1d6 damage against the second target.

Primal: Wild Flurry. When you take the Attack action on your turn, you can make two unarmed strikes as a bonus action.

Wild Shape

When you reach 5th level and gain the Wild Shape class feature, you can use your Wild Shape to transform into a black bear.

Bull

When you shift into the primal aspect of bull, you grow a pair of horns from your forehead and your back and legs become muscular.

Aspect Features

When you shift into this aspect, you gain the following features.

Least: Sure Feet. You have advantage on Strength saving throw made to avoid or resist being shoved or knocked prone.

Least: Bull's Fortitude. When you shift into this aspect, you gain temporary hit points equal to your Charisma modifier + your shifter level (minimum of 1). You lose all temporary hit points gained this way when the shift ends.

Lesser: Endure Pain. When a creature within your sight hits you with an attack, you can use a reaction to reduce the damage you take from the attack by 1d8 + your Charisma modifier (minimum of 1).

Greater: Bull's Resilience. As long as you have at least 1 temporary hit point from your Bull's Fortitude feature remaining, you gain resistance against all damage except force and psychic.

Primal: Wild Endurance. You gain a special reaction that you can take once on every creature's turn in combat, except your own turn. You can use this special reaction only to use your Endure Pain feature. You cannot use the special reaction on the same turn that you take your normal reaction.

Wild Shape

When you reach 5th level and gain the Wild Shape class feature, you can use your Wild Shape to transform into a cow or an ox.


Hawk

When you shift into the primal aspect of hawk, your arms are covered in feathers, and your nails grow longer.

Aspect Features

When you shift into this aspect, you gain the following features.

Least: Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight.

Least: Hawk's Aim. When you hit a creature with a ranged weapon attack, you add your Charisma modifier to the damage roll if you do not have disadvantage on the attack roll (minimum of +1).

Lesser: Wild Glider. When you fall, your descent is slowed to 60 feet per round. When you land, you take no falling damage, and you can always land on your feet.

Greater: Hawk's Precision. When you make a ranged weapon attack, attacking at long range does not impose disadvantage on your attack roll, and you ignore the target's half cover and three-quarters cover.

Primal: Wild Flight. As a bonus action on your turn, you gain flying speed equal to your walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Wild Shape

When you reach 5th level and gain the Wild Shape class feature, you can use your Wild Shape to transform into an hawk or a blood hawk.

Lion

When you shift into the primal aspect of lion, you grow a thick mane around your neck, and your pupils turn into a catlike slit.

Aspect Features

When you shift into this aspect, you gain the following features.

Least: Feline Jump. When you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength or Dexterity modifier (your choice, minimum of 1). You cannot gain this benefit while you are wearing medium or heavy armor.

Least: Lion's Lunge. Once on each of your turn when you make a melee weapon attack with a melee weapon you are proficient in, you can treat the weapon to have the reach property, or increase its reach by 5 feet if it already has the reach property.

Lesser: Protector of the Pride. Other creatures provoke an opportunity attack from you when they enter your weapon's reach.

Greater: Lion's Pounce. When you hit a creature with a weapon attack with your Tiger's Lunge applied, the target must succeed on a Strength saving throw or becomes knocked prone.

Primal: Guardian of the Pride. You gain a special reaction that you can take once on every creature's turn in combat, except your own turn. You can use this special reaction only to make an opportunity attack. You cannot use the special reaction on the same turn that you take your normal reaction.

Wild Shape

When you reach 5th level and gain the Wild Shape class feature, you can use your Wild Shape to transform into a cat or a panther.

Owl

When you shift into the primal aspect of owl, your eyes become wide and beady, and feathers grow around your neck and chest.

Aspect Features

When you shift into this aspect, you gain the following features.

Least: Silent Predator. You have advantage on Dexterity (Stealth) checks made to hide.

Least: Owl's Hunt. Once on each of your turn when you hit a creature with a ranged or finesse weapon attack, if you have advantage on the attack roll, you can deal an extra 1d6 damage with the attack, or 2d6 if the target is surprised. You must use a finesse or ranged weapon.

Lesser: Flyby Steps. As a bonus action on your turn, you can take the Disengage action.

Greater: Owl's Snatch. The extra damage of your Owl's Hunt increases to 2d6, or 4d6 if the target is surprised.

Primal: Deadly Predator. When you hit a creature with an attack with your Owl's Hunt applied, you can cause the creature to make a Constitution saving throw. On a failed save, the attack deals double damage against the target.

Wild Shape

When you reach 5th level and gain the Wild Shape class feature, you can use your Wild Shape to transform into an owl or a giant owl.

Shark

When you shift into the primal aspect of shark, slits of gills appear on your neck, your skin develops rough scales, and your teeth grow sharp.

Aspect Features

When you shift into this aspect, you gain the following features.

Least: Waterborne. You can breathe underwater, and as long as you are not wearing medium or heavy armor, you gain swimming speed equal to your walking speed.

Least: Shark's Lunge. Once on each of your turn when you make a melee weapon attack with a melee weapon you are proficient in, you can treat the weapon to have the reach property, or increase its reach by 5 feet if it already has the reach property.

Lesser: Biting Strike. When you hit a creature with an attack with your Shark's Lunge applied, the target's speed is decreased by 15 feet.

Greater: Shark's Strike. Other creatures provoke an opportunity attack from you when they enter your weapon's reach.

Primal: Wild Lurker. As long as you are fully submerged, you gain resistance against all damage except force or psychic, and you are considered proficient in all saving throws.

Wild Shape

When you reach 5th level and gain the Wild Shape class feature, you can use your Wild Shape to transform into a quipper or a reef shark.

Stag

Aspect Features

When you shift into this aspect, you gain the following features.

Least: Longstride. As long as you are not wearing medium or heavy armor, your walking speed increases by 5 feet, and again by 5 feet until the end of your turn when you take the Dash action.

Least: Stag's Ram. Once on each of your turn when you move at least 20 feet in a straight line toward a creature and immediately make a melee weapon attack against it, the target takes an extra 1d6 damage with the attack, and if it is Large or smaller, it must succeed on a Strength saving throw or is knocked prone. The extra damage increases to 2d6 if the target is at least one size smaller than you.

Lesser: Wild Sprint. You can take the Dash action as a bonus action.

Greater: Stag's Gore. The extra damage of your Stag's Ram increases to 2d6, or 4d6 if the target is at least one size smaller than you.

Primal: Wild Stampede. When you start moving on your turn, you can move through spaces occupied by other creatures as if it was difficult terrain. When you first enter a space occupied by a creature, it must make a Strength saving throw. On a failed save, the creature takes 2d6 bludgeoning damage and becomes knocked prone. On a successful save, the creature takes half as much damage and is not knocked prone. The damage increases to 4d6 if the creature is at least one size smaller than you.

Wild Shape

When you reach 5th level and gain the Wild Shape class feature, you can use your Wild Shape to transform into a deer or an elk.

Wolf

Aspect Features

When you shift into this aspect, you gain the following features.

Least: Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Least: Wolf's Pack. Once on each of your turn when you hit a creature with an unarmed strike or a melee weapon attack you are proficient in, you can deal an extra damage with the attack if one of your allies is within 5 feet of the target, that ally is not incapacitated, and you do not have disadvantage on the attack roll. The extra damage equals half your shifter level + your proficiency bonus + your Charisma modifier (minimum of 1).

Credits

All contents are created by Weirdo Whoever unless noted otherwise. Special thanks to D&D Wiki, NaturalCrit Homebrewery tool, and GM Binder for providing the templates for my imaginations.

Based on the class of the same name from Pathfinder. I used d20PFSRD page for reference.

Artworks.