Shifter

Core Traits 


  Creature Type: Monstosities   Size: Medium or Small   Speed: 30ft Bonus Proficiency. You have proficiency in the Perception skill.   Monsterus origin: Shifters are by their nature the children of those inflicted with Lycanthropy and as such retain many of their monsterus traits granting them certain magical resistances, for this reason you are considered a monstrosity for the perposes of spell targeting. 

Legacy Traits 


Climber: You gain a climb speed equal to your walking speed. You can climb rough surfaces such as trees and cliffs without climbing gear, requiring no checks to do so.   Darkvision: You have darkvision out to 60 feet, allowing you to see in dim light as bright light and darkness as dim light.   Keen Hearing and Smell: You have advantage on Perception checks made using hearing or smell.   Bestial Instincts: Channeling the beast within, you have proficiency in one of the following skills of your choice: Acrobatics, Athletics, Intimidation, or Survival.

Mixed Bloodline Traits 


  Darkvision   Bloodlines: Shifting: Bloodline
  • Echolocation (Werebat)
  • Unfogiving Slam (Werebear)
  • Takedown (wereboar)
  • Killing Frezy (werehyena)
  • Swiftstrider (werejackle)
  • Scamper (wererat)
  • Flight (wereraven)
  • Ferocious Hide (weretiger)
  • Longtooth (werewolf)

   

Bloodlines 


  Shifting: all shifters have the inate ability to shift and trasfomr taking on their Lycanthrope parentages traits. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 × your proficiency bonus. You can shift a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Whenever you shift, you gain an additional benefit based on your parentage this is truly were the verius bloodlines show their difrences. 

Werebat


  Belabored Flight: while shifted your gain a fly speed equal to your walking speed but must end your turn on the ground.    Ecolocation: As a bonus action you can let out a sonic pulse, filling an area centered on you with a radius equal to 10 feet x your proficiency bonus. Until the end of your next turn you have blindsight out to that distance. When you reach 10th level you gain half the area of this trait’s radius as echolocation that you always have unless you are deafened.
 

Werebear


  Beasthide: You gain 1d6 additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class.   Unforgiving Slam: When you score a critical hit against a target that is no larger than one size category larger than you, you can knock your target prone automatically and (once per turn) make an unarmed strike against them

Wereboar 


  Beasthide: You gain 1d6 additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class.   Takedown: When you move 10 or more feet in a straight line toward a creature before hitting them with an attack, you deal extra damage to them equal to your unarmed strike damage.

Werehyena


  Longtooth: When you shift and as a bonus action on your other turns while shifted, you can use your elongated fangs to make an unarmed strike. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Killing Frenzy: When you reduce a creature to 0 hit points you can use your reaction to take the Dash action immediately, and as part of that Dash action can make a weapon attack against a creature within range.

Werejackle


Longtooth: When you shift and as a bonus action on your other turns while shifted, you can use your elongated fangs to make an unarmed strike. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Swiftstride: While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn’t provoke opportunity attacks.

Wererat


  Wildhunt: While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless you’re incapacitated.   Scamper: Moving through the spaces of allies who are the same size as you or larger costs no additional movement, and when you take the Disengage action you can move through the spaces of hostile creatures without penalty.

Wereraven


  Flight: While shited you have a flying speed equal to your base movement speed. If you are knocked prone while flying, you can use your reaction to right yourself without penalty.   Swiftstride: While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn’t provoke opportunity attacks.

Weretiger


  Longtooth: When you shift and as a bonus action on your other turns while shifted, you can use your elongated fangs to make an unarmed strike. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Ferocious Hide. While shifter as a reaction to a weapon attack made against you, you can make an unarmed strike back to try to repel the attack. If your attack roll is higher than the attackers, any piercing, slashing and bludgeoning damage from the attack becomes 0. You can use this feature a number of times per Long Rest equal to your proficiency bonus.

Werewolf 


  Longtooth: When you shift and as a bonus action on your other turns while shifted, you can use your elongated fangs to make an unarmed strike. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Swiftstride: While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn’t provoke opportunity attacks.

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