Formshifter
Whether gliding on the wind as an eagle or hiding in some murky bog waiting to strike, the shifter is a true master of the wild. Formshifters can take on the forms of beasts and monsters, both natural and magical. Formshifters are usually avengers of nature, yet a formshifter’s magic is different from that of her other spellcasting kin. Rather than invoking spells onto the outside world, formshifters focus their supernatural powers inward to gain control over their own bodies. Their ability to change their forms is as varied as the wonders of the wilds themselves. Also unlike most other spellcasters, most stumble upon the gift naturally, as if their blood bore the secrets of shifter transformation.
The formshifter can assume a variety of different animal forms, each providing a new way to solve problems. Some excel at fighting, some are great for exploration and some can do what no other can.
Passive
While not in a Wild form, your movement speed increases by 20 ft.
Class level 1
1. – Wild Form (5 FP, restricted – charges, spell-like)
You gain the ability to change your shape to that of a beast. It takes a bonus action to change to and from form. You HP, FP and knowledges stay the same as your own. Your attributes, AC and skills are changed to that of your form. You lose access to your old equipment, but gain new ones. You can cast spells while transformed and use any other abilities while transformed, unless specifically noted otherwise. Also, whenever you take damage and do not die, you must make a Saving throw with a DC of either 10 or half the damage you took, whichever is higher. On a fail, you revert back to your usual form.
You have two uses at base. You gain one more use at CL 3 and one more at CL 7. You gain back any uses upon finishing a long rest.
You can transform into a Boar, Snake, Panther or Wolf. Their size is always 5×5 ft.
Name | Attributes | AC | Movement | Skills | Equipment | Special |
---|---|---|---|---|---|---|
Boar | +3 STR; +0 DEX; +1 INT; -1 CHA; +2 END | 11 | 40 ft. | - | Tusk (1d6) | Charge, Relentless |
Panther | +0 STR; +3 DEX; +1 INT; +1 CHA; +0 END | 10 | 50 ft./40 climb | Climbing, Stealth | Bite (1d6), Claw (1d4) | Pounce |
Snake | +1 STR; +3 DEX; +0 INT; -1 CHA; +2 END | 10 | 30 ft. | Escape Artist, Stealth | Bite (1d6 toxic) | Constrict, Blindsight (10ft.) |
Wolf | +1 STR; +2 DEX; +3 INT; -1 CHA; +0 END | 11 | 40 ft. | Perception, Stealth | Bite (2d4) | Pack Tactics |
Charge – If the boar moves at least 20 feet straight toward a target and then hits it with a Tusk attack on the same turn, the target takes an extra 1d6 damage. If the target is a creature, it must succeed on a DC 11 Saving (Strength) throw or be knocked prone.
Relentless – If the boar is reduced to 0 HP, it makes a DC 10 Saving throw. On a success, it drops to 1 HP instead. The boar must then finish a long rest.
Pounce – If the panther moves at least 15 ft. in a straight line before making a Claw attack, the target must succeed on a DC 12 Saving (Dexterity) throw or be knocked prone. If the target is prone, the panther can take a bonus action to make one Bite attack against it.
Constrict – The snake makes an Attack roll. On a hit the target takes 1d8+2 damage and is grappled. Until the grapple ends the target is restrained and the snake cannot constrict another target.
Pack Tactics – The wolf has advantage on Attack rolls if at least one ally is within Close range of the target and is not incapacitated.
Class level 2
2. – Improved Wild Form (10 FP, unrestricted)
In addition to Forms you already know, you can now transform into the wild form of Bear, Crocodile or Shark. Their size is always 5×5 ft.
Name | Attributes | AC | Movement | Skills | Equipment | Special |
---|---|---|---|---|---|---|
Bear | +4 STR; +1 DEX; +2 INT; +0 CHA; +3 END | 12 | 40 ft. | Climbing, Perception | Bite (1d6), Claw (1d4) | Multiattack |
Crocodile | +5 STR; +2 DEX; +0 INT; +1 CHA; + 2 END | 12 | 20 ft./30 swim | Stealth, Swimming | Bite (1d10) | Constrict, Hold Breath |
Shark | +2 STR; +4 DEX; +1 INT; +2 CHA; +1 END | 13 | 40 m. swim | Swimming, Tracking | Bite (1d8) | Water Breathing, blindsight (30 ft.) |
Multiattack – The bear makes two attacks, one as a Bite and one as a Claw.
Constrict – When the crocodile successfully hits, the target is grappled. Until the grapple ends the target is restrained and the crocodile cannot bite another target.
Hold Breath – The crocodile can hold its breath for 15 minutes without suffering any negative effects.
Water Breathing – The shark can only breathe underwater.
Class level 3
3. – Great Wild Form (10 FP, unrestricted)
In addition to forms you already know, you can now transform into the beast form of Dire Wolf, Giant Eagle, Giant Spider, Lion or Tiger. Their size is always 10×10 ft.
Name | Attributes | AC | Movement | Skills | Equipment | Special |
---|---|---|---|---|---|---|
Dire Wolf | +3 STR; +4 DEX; +5 INT; +1 CHA; +2 END | 15 | 50 ft. | Intimidation, Perception, Stealth | Bite (2d6) | Pack Tactics |
Giant Eagle | +1 STR; +6 DEX; +3 INT; +3 CHA; +2 END | 14 | 15 ft./80 fly | Fly, Perception, Tracking | Beak (1d6), Talons (2d4) | Multiattack |
Giant Spider | +3 STR; +4 DEX; +4 INT; +0 CHA; +4 END | 14 | 30 m./30 climb | Climbing, Stealth | Bite (1d4+2d6 toxic) | Spider Climb, Darkvision (60 ft.), Blindsight (10 ft.), Web |
Lion | +4 STR; +3 DEX; +1 INT; +5 CHA; +2 END | 14 | 50 ft. | Intimidation, Running | Bite (1d8), Claw (1d6) | Pack Tactics, Pounce, Running Leap |
Tiger | +2 STR; +5 DEX; +3 INT; +3 CHA; +2 END | 15 | 40 ft. | Perception, Running, Stealth | Bite (1d10), Claw (1d8) | Pounce |
Pack Tactics – The dire wolf or lion has advantage on Attack rolls if at least one ally is within Close range of the target and is not incapacitated.
Multiattack – The giant eagle makes two attacks, one as a Beak and one as a Talon. Alternatively, the griffon makes two attacks, one as a Beak and one as a Talon.
Spider Climb – The giant spider can climb any surface, including upside down on ceilings, without the need of a Dexterity (Climbing) check. It also ignores any movement restrictions caused by webbing.
Web – As an action, the giant spider can make a ranged attack against one creature within 30 ft. On a hit the target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength (Escape Artist) check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; HP 5; vulnerability to fire damage; immunity to toxic and mental damage). Once the spider uses this ability, it cannot be used for 2 rounds.
Pounce – If the lion or tiger moves at least 15 ft. in a straight line before hitting with a Claw attack, the target must succeed on a DC 12 Saving throw or be knocked prone. If the target is prone, the lion or tiger can take a bonus action to make one Bite attack against it.
Running Leap – As a part of its movement and after a 10 ft. running start, the lion can long jump up to 25 ft.
Class level 5
4. – Magical Wild Form (25 FP, unrestricted)
In addition to forms you already know, you can now transform into a Displacer Beast, Gargoyle, Griffon, Hell Hound, Manticore or Pegasus. Their size is always 10×10 ft.
Name | Attributes | AC | Movement | Skills | Equipment | Special |
---|---|---|---|---|---|---|
Displacer Beast | +3 STR; +7 DEX; +3 INT; +5 CHA; +2 END | 17 | 40 ft. | Gymnastics, Stealth | Tentacle (2d6) | Avoidance, Displacement, Multiattack, Darkvision (60 ft.) |
Gargoyle | +6 STR; +2 DEX; +4 INT; +2 CHA; +6 END | 18 | 30 ft./60 fly | Climbing, Disguise, Fly | Bite (1d6); Claws (2d6) | False Appearance, Multiattack, Darkvision (60 ft.) |
Griffon | +3 STR; +5 DEX; +5 INT; +3 CHA; +4 END | 16 | 30ft./80 fly | Fly, Perception, Tracking | Beak(1d8); Claws(2d6) | Multiattack |
Hell Hound | +5 STR; +2 DEX; +4 INT; +3 CHA; +6 END | 17 | 50 ft. | Intimidation, Tracking | Bite(1d8) | Damage Immunity (fire), Fire Breath, Pack Tactics |
Manticore | +4 STR; +5 DEX; +4 INT; +2 CHA; +5 END | 17 | 30 ft./50 fly | Fly, Intimidation, Running | Bite(1d8); Claw(1d6) | Tail Spike, Multiattack, Darkvision (60 ft.) |
Pegasus | +2 STR; +4 DEX; +5 INT; +7 CHA; +2 END | 16 | 60 ft./90 fly | Fly, Insight, Navigation, Negotiation | Hooves(2d6) | - |
Multiattack – The displacer beast, gargoyle, griffon and manticore can make several attacks with one action. For the displacer beast it is two tentacle attacks, for the gargoyle it is one bite and one claw attack, for the griffon it is one beak and one claw attack and for the manticore it is one bite and two claw attacks or three tail spike attacks.
Avoidance – Whenever the displacer beast is making a Saving (Dexterity) throw, it takes only half damage on a failure and no damage on a success.
Displacement – The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing Attack rolls against it to have disadvantage. If it is hit by an attack, this ability is disrupted until the end of its next turn. This ability is also disrupted while the displacer beast is incapacitated or has a speed of 0.
False Appearance – While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.
Pack Tactics – The hell hound has advantage on Attack rolls if at least one ally is within Close range of the target and is not incapacitated.
Fire Breath – As an action, the hell hound can exhale fire in a 15 ft. cone. Each creature in the area must make a DC12 Saving (Dexterity) throw, taking 6d6 fire damage on a failed save or half as much damage on a successful one.
Tail Spike – The manticore can attack with a tail spikes, which have a range of 90 ft. and deal 1d8 damage. It has 24 of these spikes and they all regrow upon finishing a long rest.
Class level 7
5. – Elemental Wild Form (35 FP, unrestricted)
In addition to forms you already know, you can spend two uses of Wild Form to transform into an Air elemental, Earth elemental, Fire elemental or Water elemental. Their size is always 15×15 ft.
Name | Attributes | AC | Movement | Skills | Immunity | Vulnerability | Equipment | Special |
---|---|---|---|---|---|---|---|---|
Air | +3 STR; +10 DEX; +5 INT; +5 CHA; +2 END | 18 | 90 ft. fly (hovering) | Escape Artist, Fly, Gymnastics | toxic | sonic | Slam (2d8) | Formless, Whirlwind, Darkvision (60ft.) |
Earth | +8 STR; +4 DEX; +0 INT; +4 CHA; +8 END | 20 | 30 ft./ 30 burrow | Climbing, Intimidation, Running | toxic | mental | Slam (2d8) | Earth Glide, Darkvision (60ft.) |
Fire | +4 STR; +6 DEX; +5 INT; +7 CHA; +3 END | 19 | 50 ft. | Gymnastics, Intimidation, Perception | toxic, fire | ice | Touch (2d6 fire) | Formless, Fire Form, Darkvision (60ft.) |
Water | +4 STR; +5 DEX; +6 INT; +4 CHA; +6 END | 18 | 30 ft. /90 swim | Escape Artist, Running, Swimming | toxic | electricity | Slam (2d8) | Formless, Whelm, Darkvision (60ft.) |
Multiattack – All elementals, regardless of type, can make two attacks. Slam for air, earth and water, Touch for fire.
Formless – All elementals, minus earth, can move through spaces as small as 1 inch.
Whirlwind – As an action, an air elemental can enter another creature’s space. Each creature then must make a DC 13 Saving (Strength) throw. On a failure, a target takes 3d8 damage and is flung back 20 ft. from the elemental in a random direction and knocked prone. On a success, the target takes half the damage and isn’t flung away or knocked prone. The elemental can use this only once every 5 rounds.
Earth Glide – The earth elemental can burrow through non-magical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through.
Fire Form – Any creature that touches or hits a fire elemental with a melee attack take 1d6 fire damage. In addition, the fire elemental can enter another creature’s space. That creature takes 1d6 fire damage and continues to do so for as long as it stays inside the elemental.
Whelm – As an action, a water elemental can enter the space of another creature. Each creature in that space must make a DC 15 Saving (Dexterity) throw. On a failure, a target takes 2d8 damage. If it is smaller than 15×15 ft., it is also grappled (escape DC 14 Strength (Escape Artist) check). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space. The elemental can grapple two creatures at one time. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength (Escape Artist) check and succeeding. The elemental can use this only once every 4 rounds.
Class level 9
6. – Draconic Wild Form (25 FP, unrestricted)
In addition to forms you already know, you can spend two uses to transform into a Dragon. Select one of the types below. Their size is always 15×15 ft.
All dragons possess the following:
Multiattack – The dragon can use its Frightful Presence. It then makes four attacks: one with its bite, one with its tail and two with its claws.
Blindsight – The dragon has blindsight to a range of 60 ft.
Frightful Presence – Each creature of the dragon’s choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 20 Saving (Charisma) throw, becoming frightened for 1 minute on a fail. A creature can repeat the throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s check is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
Wing Attack – The dragon can beat its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Saving (Strength) throw or take 2d6+4 damage and be knocked prone.
Breath weapon – Has two variations, depending on if used at long or close range. If at close range, it attacks a single enemy that must roll a Saving (Dexterity) throw (DC equals 10 + your Dexterity modifier). On a failure they take full damage, on a success they take half, rounded down. If used at long range, treat the breath attack as an AoE cone with an Attack roll against their AC. A single Attack roll applies to all enemies. Once used, the breath weapon cannot be used for the next 5 turns.
Type | Attributes | AC | Movement | Skills | Knowledges | Immunity | Special |
---|---|---|---|---|---|---|---|
Black | +11 STR; +4 DEX; +6 INT; +4 CHA; +10 END | 24 | 40 ft./80 fly/40 burrow | Escape Artist, Fly, Running, Survival, Tracking | Destruction, Heretical, Unarmed Combat | sonic | Tremor Sense |
Blue | +3 STR; +6 DEX; +9 INT; +5 CHA; +12 END | 24 | 40 ft./80 fly/40 climb | Alchemy, Climbing, Control Item, Fly, Search | Knowledges: Arcana, Artificing, History | electricity | Absorption |
Yellow | +4 STR; +6 DEX; +8 INT; +11 CHA; +6 END | 24 | 40 ft./80 fly/40 swim | Deception, Fly, Instruction, Persuasion, Swimming | Criminal, Law, Society | holy | Radiance |
Green | +5 STR; +5 DEX; +12 INT; +4 CHA; +9 END | 24 | 40 ft./80 fly/40 swim | Animal Handling, Fly, Medicine, Navigation, Swimming | Botany, Cooking, Planar Geography | toxic | Amphibious |
Red | +12 STR; +4 DEX; +5 INT; +8 CHA; +6 END | 24 | 40 ft./80 fly/40 climb | Climbing, Fly, Intimidation, Leadership, Organizing | Appraise, Architecture, Economics | fire | Ignited Scales |
White | +4 STR; +12 DEX; +6 INT; +8 CHA; +5 END | 24 | 40 ft./80 fly/40 burrow | Fly, Gymnastics, Negotiation, Palming, Perception | Entertrainment, Etiquette, Linguistics | ice | Ice Skin |
Shadow | +5 STR; +12 DEX; +6 INT; +8 CHA; +4 END | 24 | 40 ft./80 fly/40 climb | Climbing, Disguise, Fly, Insight, Stealth | Inquisitorial, Occultism, Religion | withering | Shadow Stealth |
Attack name | Range | Damage |
---|---|---|
Bite | Close | 2d8 + 1d6 Immunity type |
Claw | Close | 2d6 |
Tail | Long (15 feet) | 2d4 |
Breath | Close or AoE cone (60 feet) | 8d6 Immunity type |
Tremor Sense – Black dragons can sense the presence of all creatures within 180 ft., provided that both the dragon and the creature are touching the ground.
Absorption – When blue dragons are subject to electricity damage, they take no damage instead and regain HP equal to the electricity damage dealt.
Radiance – Yellow dragons shed bright light in a 15 ft. radius around themselves and dim light for another 15 ft. All creatures that are enter either of these areas lose the invisible condition and cannot take the Hide action while inside. Exiting does renew the suppressed effects, if they were still able to continue.
Amphibious – Green dragons can breathe in both air and water.
Ignited Scales – As a bonus action, red dragons can release a gust of flame from their skin. Any creatures grappling the red dragon must either take 3d8 fire damage or end the grapple. Any creatures within Close range of the red dragon must make a DC 13 Saving (Dexterity) throw or take 3d6 fire damage, half on a success. This can be used once every minute.
Ice Skin – When a white dragon is touched or hit with a melee attack, the attacker takes 2d6 ice damage.
Shadow Stealth – Shadow dragons can take the Hide action as a bonus action when not exposed to direct sunlight.