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:
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. \pagebreakNum ### 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. \pagebreakNum