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The Shifter
Level Proficiency Bonus Features Adaptation Die
1st +2 Kinship, Adrenaline Rush -
2nd +2 Natural Weaponry, Natural Armor -
3rd +2 Adaptation d6
4th +2 Ability Score Improvement d6
5th +3 Kinship feature d6
6th +3 Enhanced Natural Weapons d6
7th +3 Enhanced Adaptation d8
8th +3 Ability Score Improvement d8
9th +4 Kinship Feature d8
10th +4 Superior Natural Weapons d8
11th +4 Surge of Adrenaline d10
12th +4 Ability Score Improvement d10
13th +5 Kinship Feature d10
14th +5 Ability Score Improvement d10
15th +5 Momentary Perfection d12
16th +5 Ability Score Improvement d12
17th +6 Kinship Feature d12
18th +6 Fleshsculptor d12
19th +6 Ability Score Improvement d12
20th +6 Apex Being d12
Ayoung boy leans out the window and wishes on
a star that he could be as strong as a dragon. A
princess discovers that her mother was hiding a
dark secret, waking up one morning changed
into a horrifying beast. An urchin is chased
down an alley by two thugs, only to turn and
leap on them, fangs and claws flashing as he
fights to survive.
True shifters are intelligent beings with a supernatural
heritage, which often results in physical mutation and
complete transformation as they mature. However, the same
supernatural sources sometimes adopt others into their
lineage, by magic or ritual, granting their strength to trusted
friends, servants, or in some cases, enemies.
Whatever the source, a shifter often requires years to come
to grips with their sudden or gradual transformation. In some
cases, minor mental disorders or strange habits develop. In
others, the individual takes to their power like a fish to water.
Often shifters grow up as ordinary people, with their
heritage unlocking when they reach maturity, or in a moment
of intense emotion. It is not uncommon for a shifter to have a
trade that they return to as an anchor if overwhelmed by the
possibilities of their unlocked potential, serving as quiet
guardians or acting as insidious infiltrators, whatever their
inclination.
When creating a shifter, the most important thing to consider
is how your shifter received their gift. Was it a reward for a
good deed granted by a powerful entity, or was it an unsought
heritage that they have learned to control? Some shifters
embrace their heritage, while others reject it. How does your
shifter view their gifts? Finally, consider how they have
learned to live in the world.
When creating a shifter, first make Constitution your
highest ability score, followed by Strength. Choose Athletics,
Intimidation, and Survival as your skill proficiencies, and
Smith's tools for your tool proficiency.
1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
As a shifter, you gain the following class features:
Hit Dice: 1d10 per shifter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per shifter level after 1st
Weapons: simple weapons
Armor: light armor
Tools: Any one
Saving Throws: Constitution, Strength
Skills: Choose three from Animal Handling, Acrobatics,
Athletics, Deception, Intimidation, Nature, Stealth,
Survival
You start with the following equipment, in addition to the
equipment granted by your background:
any simple weapon
hide armor
(a) dungeoneer's pack or (b) explorer's pack
any set of tools
a trinket of kinship (such as a dragon scale, or withered
claw)
Alternatively, you may start with 5d4 x 10 gp to buy your
own equipment.
When you reach the 1st level, your supernatural powers are
beginning to be revealed. Perhaps there is a spark of magic in
your heritage, or perhaps you have been adopted into the fold
of a more powerful being with whom you have found favor.
Choose one of the following Kinships.
Dragon
Monstrosity
Doppelganger
Outsider (in progress)
Aberration (in progress)
Parasite (in progress)
Your choice grants you features at 1st level, and again at
the 5th, 9th, 13th, and 17th level.
As Within, So Without
Every kinship grants the ability to transform.Whenever you transform, the core of your beingremains the same, and you may choose to havethat reflected by your outer shell no matter whatform it takes.
Your transformations may include sharedcosmetic features, such as matching eye color,birthmarks, etc. to better express your inner self.
Additionally, you retain any languageproficiencies between forms, and are able to speakeven if your current form would not seem naturallyto be able to do so.
Also at the 1st level, you have learned to bolster yourself in
moments of trauma to keep fighting, pushing yourself beyond
your normal limits. Whenever you take damage, you may use
your reaction to trigger a surge of adrenaline. You gain
resistance to the triggering damage, and after the damage is
dealt you gain temporary hitpoints equal to your Shifter level.
You may use this ability a number of times equal to your
Constitution modifier, and regain all expended uses whenever
you finish a long rest.
At the 2nd level, you have unlocked the first secrets of
transformation.
As an action, you may transform to manifest or shed
natural weapons, such as a tail, claws, fangs, or horns.
Natural Weapons use Strength to determine their chance to
hit and damage unless otherwise stated. The damage die for
a natural weapon is a d10, and they have a reach of 5 ft.
If you transform using a Kinship feature, you gain the
natural weapons of that form as part of that action.
At the 2nd level, your body has started to develop a natural
resilience.
You may have your AC be equal to 10 + your Dexterity
modifier + your Constitution modifier, when not wearing
armor or carrying a shield.
At the 3rd level, your resilience begins to be extraordinary.
You gain an Adaptation die, which is a d6. As a bonus
action, you may choose one of the following adaptations and
roll your Adaptation die:
Your movement speed increases by 5 * the number rolled
until the start of your next turn.
You gain temporary hitpoints equal to the number rolled +
your Constitution modifier.
Your next attack deals additional damage equal to the
number rolled.
You gain a bonus to the next saving throw you make
before the start of your next turn equal to the number
rolled.
Changing the Die’s Size. If you roll the highest number on
your Adaptation die, it decreases by one die size after the roll.
This represents you burning through your energy. For
example, if the die is a d6 and you roll a 6, it becomes a d4. If
it’s a d4 and you roll a 4, it becomes unusable until you finish
a long rest. Conversely, if you roll a 1 on your Adaptation die,
it increases by one die size after the roll, up to its starting
size. This represents you conserving energy for later use. For
example, if you roll a 1 on a d4, the die then becomes a d6.
Whenever you finish a long rest, your Adaptation die resets
to its starting size. When you reach certain levels in this
class, the starting size of your Adaptation die increases: at 7th
level (d8), 11th level (d10), and 15th level (d12), as shown on
the class table.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
At the 6th level, your natural weapons have become that
much more lethal.
You may attack with two different natural weapons as an
action on your turn, and the damage die for your natural
weapons improves to a d12.
Additionally, the attacks from your Natural Weapons count
as magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.
At the 7th level, your stamina for altering your form has
transcended its previous limitations.
You may use a bonus action on your turn to replenish your
Adaptation die to its maximum value. You must complete a
long rest before you can use this ability again.
Additionally, you may decrease the size of your die by one
to cast Alter Self or Polymorph on yourself as an action.
At the 10th level, your Natural Weaponry has become
superior to anything found in the natural world.
You may now attack with three different natural weapons
when you take the Attack action on your turn.
Additionally, your Natural Weapons can be used for the
following special attacks, replacing a normal attack for one of
the following effects: (if the effect calls for a saving throw, the
DC is equal to 8 + your proficiency modifier + your
Constitution modifier)
Gore - On a successful hit, the target must make a
Constitution saving throw or take a 1d10 penalty on the
next saving throw it makes. (Requires horns)
Rake - Each creature within 5 ft must make a Dexterity
saving throw or take 1d10 slashing damage and be
pushed 5 ft directly away. (Requires claws)
Devour - On a successful hit, the target takes 1d10 + your
Strength modifier piercing damage and you gain
temporary hitpoints equal to half the damage dealt this
way. (Requires fangs)
Lash - You may attempt a shove attack against up to two
creatures standing within 10 ft of you. (Requires tail)
At the 11th level, you've unlocked new reserves of energy to
drive you onward.
You regain all uses of your Adrenaline Rush feature
whenever you complete a short rest.
Additionally, your Adaptations improve in the following
ways:
When you roll your Adaptation die to increase your
movement speed, that movement speed increase may be a
flying, swimming, climbing, or burrowing speed.
When you roll your Adaptation die to gain temporary
hitpoints, you gain additional temporary hitpoints equal to
the number rolled.
When you roll your Adaptation die to deal additional
damage, that damage is applied to the next attack you
make that hits before the start of your next turn.
When you roll your Adaptation die to add to a saving
throw, if another creature within 10 ft makes a saving
throw against the same effect at the same time as you,
they may also add the number rolled to their save.
At the 15th level, you have flashes of supernatural prowess
that reflect your heritage.
As an bonus action, you may decrease the size of your
Adaptation die by one to gain the following benefits until the
start of your next turn:
Roll your Adaptation die. Add half the number rolled
(rounded down) to your AC.
Whenever you roll an attack roll, damage roll, ability
check, or saving throw, roll your Adaptation die and add it
to the result.
If your Adaptation die is reduced below a d4 during this
time, you are overcome with exhaustion, and can’t move or
take actions until after your next turn, as a wave of lethargy
sweeps over you.
At the 18th level, you stand on the threshold of perfection.
As an action, you may decrease the size of your Adaptation
die by one to gain one of the following benefits until you
complete a long rest:
You gain 30 ft. of climbing, swimming, flying, or burrowing
speed.
You gain telepathy (30 ft), darkvision (30 ft), tremorsense
(30 ft), or blindsight (30 ft).
You gain proficiency in a saving throw of your choice.
You gain resistance to one damage type of your choice.
Choose a poison. The next time you deal damage with
your Natural Weapons, the target must make a
Constitution saving throw or be afflicted by that poison.
(DC equal to 8 + your proficiency modifier + your
Constitution modifier)
You may choose the same benefit multiple times. For
example, as two actions you could reduce the size of your
Adaptation die by two to gain resistance to fire and cold
damage.
At the 20th level, you have reached the pinnacle of your
potential.
Your Constitution score and one other ability score of your
choice increase by 2, to a maximum of 22.
Additionally, whenever you would fail a saving throw, you
may choose to succeed instead. You may use this feature
three times, and must complete a long rest before you can do
so again.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
At the 1st level, you have started to tap into the strength
smoldering within you.
Choose one of the following draconic types: red, blue,
green, white, black, gold, silver, bronze, copper, brass. This
choice is permanent.
As an action, you may transform your appearance to
resemble a Dragonborn of your draconic type. Your statistics
and abilities remain the same in this form, aside from any
changes noted below.
You may end this transformation as an action. This
transformation does not end if you are knocked unconscious
or slain.
Whenever you use your Adrenaline Rush feature while
transformed this way, you gain the following additional
benefits for 1 minute:
You gain resistance to the damage associated with your
draconic type.
You may use a Dragonborn's breath weapon once,
counting only your Shifter levels for determining the
damage dealt. You may not use this breath weapon again
for 1 minute, even if you use your Adrenaline Rush feature
again during that time.
At the 5th level, your ability to control the power inside you
increases once again.
As an action, you may transform your appearance into that
of a dragon wyrmling of your chosen type. Your statistics and
abilities remain the same in this form, aside from any
changes noted below.
You may end this transformation as an action. This
transformation does not end if you are knocked unconscious
or slain.
Whenever you use your Adrenaline Rush feature while
transformed this way, you gain the following additional
benefits for 1 minute:
You gain immunity to the damage type associated with
your draconic type.
You may use one of the breath weapons of a dragon
wyrmling of your type once. The save DC is equal to 8 +
your proficiency modifier + your Constitution modifier. If
you use your Adrenaline Rush again during this time, roll
a d6. On a roll of 5 or 6, you regain the ability to use your
breath weapon.
You gain the movement speeds of a dragon wyrmling of
your type.
At the 9th level, you've learned not only power, but precision.
Choose a second draconic type. Whenever you use your
kinship features, you may choose which draconic type you are
transforming into from the two you have chosen.
Additionally, whenever you deal damage with a natural
weapon while transformed with one of your Kinship features,
you may choose to have that attack deal the elemental
damage associated with your current draconic type.
At the 13th level, you are stretching the limits of your mortal
body with the power you wield.
As an action, you may transform your appearance to
resemble a Young Dragon of one of your chosen types. While
transformed this way, you gain the movement speeds of a
Young Dragon of that type, but your other statistics and
abilities remain the same.
You may end this transformation as an action. This
transformation does not end if you are knocked unconscious
or slain.
Whenever you use your Adrenaline Rush feature while
transformed this way, you gain the following additional
benefits for 1 minute:
You gain immunity to the damage type associated with
your draconic type.
You gain additional temporary hitpoints equal to your
Shifter level. (For a total equal to your Shifter level * 2)
You may use one of the breath weapons of a Young
Dragon of your type once. The save DC is equal to 8 +
your proficiency modifier + your Constitution modifier. If
you use your Adrenaline Rush again during this time, roll
a d6. On a roll of 5 or 6, you regain the ability to use your
breath weapon.
This feature improves to allow you to transform to
resemble an Adult Dragon, and imitate its movement and
breath weapon, at the 17th level.
At the 17th level, you have reached the apex of your ability.
You learn the Shapechange spell, and may cast it once
without components per short rest. When you do so, you may
only transform into dragons.
At the 20th level, you may use this spell to transform into
dragons with CR 24 or less.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
At the 1st level, you have begun to follow the example of
beasts.
Choose a beast of CR 1/4 or less. This choice is
permanent.
As an action, you may transform your appearance to
resemble a hybrid of your original form and the beast you
chose. For example, if you are an Elf and chose Wolf as your
beast for this feature, you could transform to resemble a
werewolf. Your statistics and abilities remain the same in this
form, aside from any changes noted below.
You may end this transformation as an action. This
transformation does not end if you are knocked unconscious
or slain.
Whenever you use your Adrenaline Rush feature while
transformed this way, you gain the following additional
benefits for 1 minute:
You gain resistance to your choice of piercing, slashing, or
bludgeoning damage.
You may use your bonus action to attack with a natural
weapon. Do not add your ability modifier to the damage
dealt. If you do not have natural weapons of your own, use
the natural weapon from your chosen beast's statistics.
At the 5th level, you have unlocked more of your affinity for
the monstrous.
Choose a beast of CR 1 or less. This choice is permanent.
As an action, you may transform your appearance to
resemble a medium hybrid combination of any two creatures
you have chosen with a Kinship feature, or a chosen creature
and your original form. For example, if you are a human who
chose Wolf at the 1st level, you could now transform into a
Wolf-Human hybrid, or if you chose Giant Spider for this
feature, you could transform into a Spider-Wolf hybrid. Your
statistics and abilities remain the same in this form, aside
from any changes noted below.
You may end this transformation as an action. This
transformation does not end if you are knocked unconscious
or slain.
Whenever you use your Adrenaline Rush feature while
transformed this way, you gain the following additional
benefits for 1 minute:
You gain resistance to piercing, slashing, and bludgeoning
damage.
You may use your bonus action to attack with a natural
weapon. Do not add your ability modifier to the damage
dealt.
You gain your choice of one movement speed from any
component beast of your hybrid form.
At the 9th level, your inner monster only grows in strength.
You may choose a second beast of CR 1/4 or less, and a
second beast of CR 1 or less. These choices are permanent.
You may incorporate those beasts when transforming using
your Kinship features.
Additionally, while you are transformed using your Kinship
features, beasts are frightened of you, and Monstrosities are
not hostile to you unless you take aggressive actions towards
them.
At the 13th level, your forms grow even more terrifying.
Choose two beasts of CR 3 or less. This choice is
permanent. You may incorporate these beasts when
transforming using your Kinship features.
As an action, you may transform your appearance to
resemble a large Chimera of three creatures you have chosen
with a Kinship feature, or two creatures and your original
form. While transformed this way, you gain the movement
speed of one of the component creatures but your other
statistics and abilities remain the same.
You may end this transformation as an action. This
transformation does not end if you are knocked unconscious
or slain.
Whenever you use your Adrenaline Rush feature while
transformed this way, you gain the following additional
benefits for 1 minute:
You gain resistance to piercing, slashing, and bludgeoning
damage.
You gain additional temporary hitpoints equal to your
Shifter level. (For a total equal to your Shifter level * 2.)
As a bonus action on your turn, once for each of your
constituent creatures, you may make one additional attack
with your natural weapons against a hostile creature
adjacent to you that you have not attacked this turn.
You have advantage on saving throws against being
charmed, frightened, or stunned.
This feature improves at the 17th level, to allow you to
transform into a Huge Chimera incorporating up to five
component creatures.
At the 17th level, you have become a legendary monster in
your own right.
You learn the Dominate Monster spell, and may cast it
without components once per short rest.
Creatures you are fighting or that are hostile to you do not
gain advantage on the saving throw against this spell unless
they have legendary actions, and the DC is equal to 8 + your
proficiency modifier + your Constitution modifier + the
number of component creatures in your current form.
5
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
At the 1st level, you have learned the first secrets of blending
in with the crowd.
Choose a race, from the playable races available to you at
character creation. This choice is permanent.
As an action, you may transform your appearance to
resemble the chosen race. Your statistics and abilities remain
the same in this form, aside from any changes noted below.
You may not alter your age this way, nor may you take on
extreme physical characteristics uncommon to that race.
You may end this transformation as an action. This
transformation does not end if you are knocked unconscious
or slain.
Whenever you use your Adrenaline Rush feature while
transformed this way, you gain the following additional
benefits for 1 minute:
You gain the racial abilities, excluding ability score
increases, skill, and tool proficiencies, of the chosen race.
Level restrictions and uses of an ability per rest still apply,
even if you change your form. Only your Shifter levels are
counted towards determining the strength of a racial
ability.
Any melee weapon you wield counts as one of your
Natural Weapons.
At the 5th level, you've learned to wear other skins and be
someone else entirely.
Choose a race, from the playable races available to you.
This choice is permanent. You may transform into this race
using your Kindred feature.
Create another character, who shares your bonds and
flaws, and whose race is the race you chose for this feature.
This character's level is equal to your Shifter level divided by
5 (rounded down), and it gains the additional ability to revert
to your original form and use your Adrenaline Rush ability. It
may not use any other abilities of your original form. This is
your Alter Ego. Whenever you complete a long rest, you and
your Alter Ego gain the benefits of a long rest.
As an action, you may transform into your Alter Ego. While
transformed this way, your thoughts and true form are altered
accordingly. You assume your Alter Ego's current hitpoints. If
you are reduced to 0 hitpoints while transformed this way,
make a Constitution saving throw to remain in your Alter
Ego's form at 1 hitpoint, and any additional damage is
deducted from your real hitpoints. The DC is 10, and
increases by 5 each time you make this save before
completing a long rest. If you expended a use of your
Adrenaline Rush feature against the triggering damage, you
do not need to make this save.
At the 9th level, your skill and identities has only grown.
Choose three additional races. You may transform into
these races using your Kindred feature. You may also change
your apparent age when you transform using your Kindred
feature.
When you use your Adrenaline Rush feature while
transformed using your Kindred feature, you regain the use
of any racial feature that recharges on a short rest.
When you use your Adrenaline Rush feature while
transformed using your Alter Ego feature, you regain the use
of non-spellcasting class features or racial features that
normally are regained by completing a short rest.
At the 13th level, you've begun living multiple lives
concurrently.
As an action, you can manifest your Alter Ego separate
from yourself. While it is manifested this way, it acts on its
own in combat, and you may not assume its form nor may it
assume yours. Your uses of your Adrenaline Rush ability are
shared between you and your Alter Ego.
You or your Alter Ego may use your action to end one effect
that has charmed or frightened the other, and can
communicate telepathically so long as you are on the same
plane of existence.
If you or your Alter Ego are reduced to 0 hitpoints, any
excess damage carries over to the other. If your Alter Ego is
reduced to 0 hitpoints, it dies, and you may not manifest it
again until you complete a long rest.
At the 17th level, you've become a shadow of society's
constructs.
While transformed using a Kinship feature, you may cast
the Charm Person spell at the 1st level at will.
You learn the Dominate Person spell, and may cast it once
per short rest without components.
Creatures you are fighting or that are hostile to you do not
gain advantage on the saving throw against this spell unless
they have legendary actions or are player characters, and the
DC is equal to 8 + your proficiency modifier + your
Constitution modifier + your Charisma modifier.
6
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Version 1.1
Modified wording on Natural Weaponry feature to
explicitly forbid 'off-hand' attacks with natural weapons, as
they are not balanced to be generally compatible as two
weapon fighting.
Removed 6th level ASI, moved Enhanced Natural
Weapons to 6th level, added Enhanced Adaptation as 7th
level feature.
Removed duplicate effect of Enhanced Adaptation from
Surge of Adrenaline.
Changed Superior Natural Weapons, standardized effect
damage (if applicable) and generally reduced the damage.
Changed Apex Being from +4 to Con. and another stat to
+2.
Version 1.2
Added Doppelganger Kinship and features
Added Parasite Kinship concept for future expansion
Modified wording of Monstrosity Chimera feature to
better reflect that bonus action head attacks must each
target a different creature you have not attacked that turn.
Removed Supernatural Presence as 18th level ability.
Added Fleshsculptor as 18th level ability.
Polished wording of Adaptations feature.
Added Adaptation improvements to Adrenaline Surge at
11th level. Now every level the Adaptation die increases, it
has additional uses as well.
Version 1.3
Modified wording on transformations.
Modified wording to be more consistent.
Removed negative effects from 13th level kinship features.
No reason for them to have drawbacks other than flavor.
Changed Alter Ego to prevent use of other Shifter abilities
while transformed, except to end the transformation and
use Adrenaline Rush.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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