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Points de Vie

Dés de Vie 1d10 par niveau

Maîtrises

STR , DEX

Shifter

Niveau Bonus de Maîtrise Capacités Max. CR
1 + 2 Feral Physique
2 + 2 Feral Physique {@filter ½|bestiary|type=Beast|challenge rating=[&0;&1/2]|source=LLCompendiumOfBeasts}
3 + 2 Feral Physique {@filter 1|bestiary|type=Beast|challenge rating=[&0;&1]|source=LLCompendiumOfBeasts}
4 + 2 Feral Physique {@filter 1|bestiary|type=Beast|challenge rating=[&0;&1]|source=LLCompendiumOfBeasts}
5 + 3 Feral Physique {@filter 1|bestiary|type=Beast|challenge rating=[&0;&1]|source=LLCompendiumOfBeasts}
6 + 3 Feral Physique {@filter 2|bestiary|type=Beast|challenge rating=[&0;&2]|source=LLCompendiumOfBeasts}
7 + 3 Feral Physique {@filter 2|bestiary|type=Beast|challenge rating=[&0;&2]|source=LLCompendiumOfBeasts}
8 + 3 Feral Physique {@filter 2|bestiary|type=Beast|challenge rating=[&0;&2]|source=LLCompendiumOfBeasts}
9 + 4 Feral Physique {@filter 3|bestiary|type=Beast|challenge rating=[&0;&3]|source=LLCompendiumOfBeasts}
10 + 4 Feral Physique {@filter 3|bestiary|type=Beast|challenge rating=[&0;&3]|source=LLCompendiumOfBeasts}
11 + 4 Feral Physique {@filter 3|bestiary|type=Beast|challenge rating=[&0;&3]|source=LLCompendiumOfBeasts}
12 + 4 Feral Physique {@filter 4|bestiary|type=Beast|challenge rating=[&0;&4]|source=LLCompendiumOfBeasts}
13 + 5 Feral Physique {@filter 4|bestiary|type=Beast|challenge rating=[&0;&4]|source=LLCompendiumOfBeasts}
14 + 5 Feral Physique {@filter 4|bestiary|type=Beast|challenge rating=[&0;&4]|source=LLCompendiumOfBeasts}
15 + 5 Feral Physique {@filter 5|bestiary|type=Beast|challenge rating=[&0;&5]|source=LLCompendiumOfBeasts}
16 + 5 Feral Physique {@filter 5|bestiary|type=Beast|challenge rating=[&0;&5]|source=LLCompendiumOfBeasts}
17 + 6 Feral Physique {@filter 5|bestiary|type=Beast|challenge rating=[&0;&5]|source=LLCompendiumOfBeasts}
18 + 6 Feral Physique {@filter 6|bestiary|type=Beast|challenge rating=[&0;&6]|source=LLCompendiumOfBeasts}
19 + 6 Feral Physique {@filter 6|bestiary|type=Beast|challenge rating=[&0;&6]|source=LLCompendiumOfBeasts}
20 + 6 Feral Physique {@filter 6|bestiary|type=Beast|challenge rating=[&0;&6]|source=LLCompendiumOfBeasts}

Capacités de Classe

Niveau 1

Feral Physique

Niveau 10

Primal Resilience

Niveau 11

Primeval Form

Niveau 12

Ability Score Improvement

Niveau 13

Bloodline Feature

Niveau 14

Feral Senses

Niveau 15

Mythic Forms

Niveau 16

Ability Score Improvement

Niveau 17

Primeval Resurgence

Niveau 18

Bloodline Feature

Niveau 19

Ability Score Improvement

Niveau 2

Wild Empathy
Bloodline
Wild Shape

Niveau 20

Force of Nature

Niveau 3

Bestial Instincts

Niveau 4

Ability Score Improvement

Niveau 5

Feral Warrior
Mystical Strikes

Niveau 6

Adrenaline Surge

Niveau 7

Bloodline Feature

Niveau 8

Ability Score Improvement

Niveau 9

Wild Awareness

Maîtrises

Armor

light

Weapons
Skills

Équipement de Départ

(a) two clubs, (b) a greatclub, or (c) a quarterstaff
(a) a shortbow and 20 arrows, or (b) four javelins
Alternativement, vous pouvez commencer avec: 2d4 × 10

Capacités de Classe

Feral Physique (Level 1)

At 1st level, the primal power that courses through your veins has made your physical traits more bestial. Your appearance becomes notably bestial, and you gain the following benefits:

Keen Senses

When you make a Wisdom ability check based on your sense of hearing, sight, or smell, you have advantage on your roll.

Natural Armor

You grow coarse hair, thickened skin, or hard scales. So long as you are not wearing armor or a shield, your Armor Class is equal to 13 + your Constitution modifier, unless it was higher.

Natural Weapons

You grow sharp claws, fangs, horns, or spines. Your unarmed strikes with these Natural Weapons deal 1d10 bludgeoning, piercing, or slashing damage (your choice) on hit, and you can use Strength or Dexterity for their attack and damage rolls.

Wild Empathy (Level 2)

Also at 1st level, you gain the ability to verbally communicate with and understand Beasts. This does not mean that Beasts are always friendly toward you, and when you communicate with a Beast, its awareness and ability to recall knowledge is limited by its Intelligence score.

Lastly, whenever you make an ability check to soothe a wild Beast, such as with a Wisdom (Animal Handling) check, you can add your Shifter level to the result of your roll.

Bloodline (Level 2)

At 2nd level, you choose a Bloodline that best represents your primal abilities and connection to wild animals: Avian, Brute, Carnivore, or Reptilian. Each detailed at the end of this class.

Your Bloodline grants you features at 2nd level, and again when you reach 7th, 13th, and 18th levels in this class.

Bloodline Shapes

Each Shifter Bloodline has deep a connection certain types of Beast, known as Bloodline Shapes. Any Beast Shapes you instinctively learn are limited to these Bloodline Shapes.

Beast stat blocks included in the Compendium of Beasts include which Bloodline they belong to. For other Beasts, the DM determines which Bloodline, if any, a Beast belongs to.

Magical Taxonomy

While animals in the real world are organized into a complex taxonomy, there are only six Bloodlines that the mystical powers of a Shifter use: Aquatic, Avian, Brute, Carnivore, Reptilian, and Vermin.

Though, legends speak of Shifters who call on the powers of an Ancient Bloodline of Beasts...

Wild Shape (Level 2)

Also at 2nd level, you gain the mystical ability to change your form, Shifting into Beast Shapes, using the following rules:

Beast Shapes

At 2nd level, you know two Beast Shapes of your choice of CR 1/2 or lower, both of which must be Bloodline Shapes. As a bonus action, you can Shift to magically take the form of one Beast Shape that you know.

When you Shift, your game statistics are replaced by those of the Beast, but you retain your alignment, personality, hit points, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the Beast. If you and your Beast Shape both share a proficiency, use the higher bonus.

You revert to your normal form if you are Incapacitated or if you use your bonus action to do so. You can Shift from one Beast Shape directly into another, but if you spend 1 hour in Beast Shapes without returning to your normal form, you instantly revert to your normal form after 1 hour.

Finally, some of the Beast Shapes referenced by this class are Diminutive size. If you take any damage as a Diminutive Beast, you instantly revert to your normal form.

Natural Armor

Unless your Beast Form's Armor Class was already higher, you can use your Feral Physique Armor Class while in Beast Shape. If you do, use your normal form's Constitution score.

Equipment

When you Shift, you can choose for any natural or unrefined equipment, such as objects made from wood, animal parts, or other natural materials, to merge with your Beast Shape.

However, any equipment made from metal or other highly processed materials, such as metal weapons or armor, falls to the ground in your space when you Shift into a Beast Shape.

Features & Spellcasting

When you Shift, you retain all benefits of features from class, race, or other sources, and can still use them so long as your Beast Shape is physically capable of doing so. However, you cannot use any special senses, such as Darkvision or Keen Senses, unless your Beast Shape also has that sense. Other features have special rules while in Beast Shape:

Multiattack

When you are in a Beast Shape, you cannot take the Multiattack action even if the Beast Shape has it.

Spellcasting

You cannot cast spells while you are in a Beast Shape. However, you can maintain your concentration on spells and other abilities you used before you Shifted.

Saving Throws

When one of your Beast Shapes forces a creature to make a saving throw, you can use the DC in its stat block, or you can use your Shifter save DC, as calculated below. It uses your normal form's Constitution score and Proficiency Bonus:

Shifter

Learning New Beast Shapes

At certain Shifter levels, you learn to Shift into more powerful Beasts, as shown in the Max. CR column of the Shifter table.

Whenever this Max. CR increases, you instinctively learn one Bloodline Shape of your choice of that CR or lower.

You can also learn new Beast Shapes from any Bloodline by using an action to touch a living, non-hostile Beast of a CR equal to the Max. CR for your level or lower. There is no limit to the number of Beast Shapes you can learn this way.

Bestial Instincts (Level 3)

Your instincts allow you to quickly react to danger. Beginning at 3rd level, so long as you are not Incapacitated or Surprised, you have advantage on all initiative rolls, and you can instantly Shift into one of your Beast Shapes when you roll initiative.

Ability Score Improvement (Level 4)

At 4th level, you can increase one of your ability scores by 2, or two ability scores by 1. You cannot use this feature to increase any ability score above 20. You gain this feature again at 8th, 12th, 16th, and 19th level.

Feral Warrior (Level 5)

Starting at 5th level, whenever you take the Attack action in your normal form, you can make two attacks instead of one. You can also take the Multiattack action when in Beast Shape if your Beast Shape has that feature.

Also, whenever you take the Dash or Disengage action, you can make a Natural Weapon attack as a bonus action.

Mystical Strikes (Level 5)

The mystical power that gives you your abilities infuses your Beast Shapes. Also at 5th level, your Natural Weapon attacks, in both your normal form and Beast Shapes, count as magical for overcoming resistances and immunities.

You can also use the attack bonus of your normal form's Natural Weapon attacks whenever you are in Beast Shape, unless your Beast Shape's attack bonus would be higher.

Adrenaline Surge (Level 6)

Starting at 6th level, you can draw on your primal drive to survive in the midst of battle. Whenever you take damage, you can use a reaction to gain temporary hit points equal to the damage taken. However, these temporary hit points only last for 1 minute.

You can use this reaction a number of times equal to your normal form's Constitution modifier (minimum of once), and you regain all uses at the end of each short or long rest.

Bloodline Feature (Level 7)

You gain a feature from your Bloodline.

Ability Score Improvement (Level 8)

At 8th level, you can increase one of your ability scores by 2, or two ability scores by 1. You cannot use this feature to increase any ability score above 20.

Wild Awareness (Level 9)

At 9th level, your mystical abilities grant you an instinctive knowledge of your surroundings. When you finish a short or long rest, you gain the benefits of commune with nature.

Primal Resilience (Level 10)

The mystical power in your blood increases your resiliency in times of need. Beginning at 10th level, when you fail a saving throw, you can expend a use of Adrenaline Surge to add your normal form's Constitution modifier (minimum of +1) to your roll, possibly turning a failure into a success.

Primeval Form (Level 11)

Starting at 11th level, when you Shift into a Bloodline Shape, you can infuse your transformation with ancient power. Until you Shift out of that Beast Shape, your Beast Shape takes on a primeval and feral appearance, gaining the benefits below:

  • It grows to become Large in size, so long as there is room.

  • It resists all bludgeoning, piercing, and slashing damage.

  • Its Natural Weapon attacks deal a bonus 1d8 damage.

  • It has advantage on all ability checks and saving throws that use its Strength or Dexterity.

You can transform into a Primeval Form three times. You regain one expended use when you finish a short rest, and all of your expended uses each time you finish a long rest.

Ability Score Improvement (Level 12)

At 12th level, you can increase one of your ability scores by 2, or two ability scores by 1. You cannot use this feature to increase any ability score above 20.

Bloodline Feature (Level 13)

You gain a feature from your Bloodline.

Feral Senses (Level 14)

You hunt as an apex predator, never losing track of your prey. Starting at 14th level, you cannot have disadvantage on any attack roll you make that targets a creature within 30 feet.

Mythic Forms (Level 15)

At 15th level, you gain the ability to Shift into mythical beasts. However, you can only Shift into each Beast Shape you know of CR 5 or higher once between each short or long rest.

Ability Score Improvement (Level 16)

At 16th level, you can increase one of your ability scores by 2, or two ability scores by 1. You cannot use this feature to increase any ability score above 20.

Primeval Resurgence (Level 17)

In your blood flows a wellspring of primeval power. Starting at 17th level, you can gain the benefits of Primeval Form any time you use Wild Shape to Shift into a Bloodline Shape.

Bloodline Feature (Level 18)

You gain a feature from your Bloodline.

Ability Score Improvement (Level 19)

At 19th level, you can increase one of your ability scores by 2, or two ability scores by 1. You cannot use this feature to increase any ability score above 20.

Force of Nature (Level 20)

Your primeval ferocity cannot be tamed. At 20th level, you can Shift into Beast Shapes with a CR of 5 or 6 without limit.

You also regain one expended use of Adrenaline Surge at the start of each of your turns in combat.

Multiclassage

Prérequis de Multiclassage

{"con":13}

Maîtrises Acquises

Skills Choose Choisir 1 depuis Acrobatics, Animal Handling, Athletics, Nature, Perception, Stealth, Survival
Weapons simple

Sous-classes

Avian Bloodline
LLShifter
Brute Bloodline
LLShifter
Carnivore Bloodline
LLShifter
Reptilian Bloodline
LLShifter

Capacités de Sous-classe

Avian Bloodline

Avian Bloodline (Level 2)

The great heights and winds call to you, as within your veins flows the primal power of great Beasts of the air. You have an affinity for birds of all kinds: from the smallest songbirds to the great predators of the sky, they are all your avian kin.

Avian Shapes

2nd-level Avian Bloodline feature

Your Bloodline has infused you with an instinctive knowledge of certain animals. All Beasts with the Avian creature subtype|bestiary|type=Beast|tag=Avian are considered Bloodline Shapes for you.

Swift Wing

2nd-level Avian Bloodline feature

Your Bloodline infuses you with avian grace, poise, and speed. When you are in your normal form or a Bloodline Shape, you can take the Dash action as a bonus action on your turn.

When you do so, opportunity attacks against you are made with disadvantage until the end of your current turn.

Feathered Flight (Level 7)

7th-level Avian Bloodline feature

You can partially Shift to take flight even when you are not in Beast Shape. In your normal form you can use a bonus action to sprout (or retract) large feathered wings that grant you a flying speed equal to your walking speed.

Whenever you have a flying speed, in normal form or in a Beast Shape, you have advantage on Dexterity ability checks and Dexterity saving throws.

Buffeting Wings (Level 13)

13th-level Avian Bloodline feature

When you have a flying speed, you can use your bonus action to beat your wings and buffet enemies with the wind. Choose either an adjacent 20-foot cone, 30-foot by 5-foot line, or the area within a 10-foot radius of you.

Creatures in that area must make a Strength saving throw against your Shifter save DC. On a failure, they are thrown 20 feet away from you in a straight line. The distance is halved for each size the creature is larger than you.

Master of the Winds (Level 18)

18th-level Avian Bloodline feature

You are a master of the that which blow across every world. As a bonus action, you can use Buffeting Winds to create the effect of the whirlwind spell in a space adjacent to you.

When you do, this effect uses your Shifter save DC: it does not require concentration, and you are immune to its effects. As a bonus action, you can use Buffeting Winds to move the whirlwind up to 30 feet so long as you are adjacent to it.

Once you use this feature, you must finish a short or long rest before you can conjure another whirlwind.

Brute Bloodline

Brute Bloodline (Level 2)

In your blood flows the power of the great beasts of the wilds, infusing you with primal resilience. Some are gifted power by guardian Beasts, while others are granted primal abilities to serve as protectors of the smallest creatures. No matter their origin, Brutes are all as stalwart as the greatest behemoths.

Brute Shapes

2nd-level Brute Bloodline feature

Your Bloodline has infused you with an instinctive knowledge of certain animals. All Beasts with the Brute creature subtype|bestiary|type=Beast|tag=Brute are considered Bloodline Shapes for you.

Primal Fortitude

2nd-level Brute Bloodline feature

The power that flows in your blood has made you as hardy as the greatest Beasts. Your hit point maximum increases by 2, and it increases by 1 again whenever you gain a Shifter level.

Also, you add your normal form's Constitution modifier to all Strength ability checks and Strength saving throws.

Resilient Hide (Level 7)

7th-level Brute Bloodline feature

If you begin your turn in one of your Bloodline Shapes, you gain temporary hit points equal to the Beast's Constitution modifier, which last as long as you remain in that Shape.

Whenever you have temporary hit points, you are resistant to all bludgeoning, piercing, and slashing damage.

Stampede (Level 13)

13th-level Brute Bloodline feature

The primal power in your blood drives you into fits of anger. As an action, you can move up to your full speed in a straight line, forcing creatures you pass through to make a Strength saving throw against your Shifter save DC.

On a failed save, they take bludgeoning damage dependent on your size, as shown on the table below, and if the target is smaller than you, it falls Prone. On a success, your movement immediately stops, and the target takes half as much damage.

SizeDamage

Tiny

1d12

Small

2d12

Medium

3d12

Large

4d12

Huge

5d12

Gargantuan

6d12

Great Behemoth (Level 18)

18th-level Brute Bloodline feature

On rare occasions, you can manifest the full primal power of your Bloodline, transforming into a Great Behemoth. When you use Primeval Form, you can choose for the Beast Shape to become a Great Behemoth, gaining additional benefits:

  • It becomes Huge in size if it was not already.

  • Creatures smaller than Huge have disadvantage on their Strength saving throw to resist your Stampede feature.

  • Its Natural Weapon attacks deal a bonus 1d12 damage.

  • It is resistant to all damage except force and psychic.

Once you use this feature, you must finish a short or long rest before you can use your Great Behemoth form again.

Carnivore Bloodline

Carnivore Bloodline (Level 2)

In your veins flows the blood of a primeval hunter. Often the descendants of powerful lycanthropes or shapeshifter Druids, these bestial warriors have an instinctive desire for blood and combat. Known for taking on the shapes of savage, predatory Beasts, Carnivore Shifters make terrifying foes in battle.

Carnivore Shapes

2nd-level Carnivore Bloodline feature

Your Bloodline has infused you with an instinctive knowledge of certain Beasts. Beasts with the Carnivore creature subtype|bestiary|type=Beast|tag=Carnivore are considered Bloodline Shapes for you.

Prey Drive

2nd-level Carnivore Bloodline feature

Something ancient in your blood compels you to hunt. As a bonus action, you can mark one hostile creature you can see as your Prey. If your Prey has less than half its maximum hit points and you can see, hear, or smell it, you have advantage on the first Natural Weapon attack you make against it each turn and your speed increases by 10 feet. However, you have disadvantage on attacks against all other targets.

The creature remains your Prey until it is dead, you cannot see, hear, or smell it for 1 hour, or you are Incapacitated. You can only have one creature marked as your Prey at a time.

Predatory Instinct

2nd-level Carnivore Bloodline feature

You have the instincts of the great predators of the wild. You gain proficiency in either Perception, Insight, or Survival.

When you make an ability check related to your Prey using the skills above, you can treat a d20 roll of 7 or lower as an 8.

Bestial Bloodlust (Level 7)

7th-level Carnivore Bloodline feature

Primal savagery boils up from within you when you can sense blood. While your Prey Drive is active, you have advantage on Natural Weapon attacks against your Prey and you cannot be Grappled, Paralyzed, or Restrained.

You can also mark a creature as your Prey after you spend an action studying signs of its passing (tracks, etc.) it left within the past 24 hours.

Apex Predator (Level 13)

13th-level Carnivore Bloodline feature

You are driven to pursue your foes until the hunt is finished. Whenever your Prey forces you to make an ability check or saving throw, you have advantage on your roll.

You also gain the benefits from Prey Drive whenever your Prey has less than its maximum hit points.

Primeval Frenzy (Level 18)

18th-level Carnivore Bloodline feature

Ancient predatory instincts drive you to fight on, even on the verge of death. While under the effects of Prey Drive, falling to 0 hit points does not knock you Unconscious, and you can gain temporary hit points at 0 hit points.

In this state, you make death saving throws as normal, and suffer the effects of taking damage at 0 hit points. If you start your turn and have three death saving throw failures, you must succeed on a Constitution saving throw (DC 10) or die. Each subsequent round you make this saving throw, the DC increases by 5. The DC resets to 10 if you regain hit points.

Reptilian Bloodline

Reptilian Bloodline (Level 2)

Your blood carries the memories of ancient scales and claws. Whether you are the victim of a sinister curse or the chosen scion of a reptilian cult, your bloodline now bears the cold-blooded power of reptilians.

Reptilian Shapes

2nd-level Reptilian Bloodline feature

Your Bloodline has infused you with an instinctive knowledge of certain animals. Beasts with the Reptilian creature subtype|bestiary|type=Beast|tag=Reptilian are considered Bloodline Shapes for you.

Venomous Strike

2nd-level Reptilian Bloodline feature

You can afflict foes with natural venom. When you hit a creature with a Natural Weapon attack, you can force it to make a Constitution saving throw against your Shifter save DC. On a failure, it takes poison damage equal to 1d8 + your Shifter level and is Poisoned. On a successful save, the creature takes half as much damage and isn't Poisoned.

A Poisoned creature repeats this saving throw at the end of each of its turns. On a successful save, it is no longer Poisoned, but on a failed save, the creature takes an additional 1d8 poison damage.

You can use this feature a number of times equal to your normal form's Constitution modifier (a minimum of once). You regain one expended use when you finish a short rest, and all expended uses when you finish a long rest.

Adaptive Camouflage (Level 7)

7th-level Reptilian Bloodline feature

Your reptilian skin can adapt to blend into any environment. As an action, you can expend one use of Adrenaline Surge to turn invisible for 10 minutes, as if by the invisibility spell.

Unlike the spell, this ability does not require concentration.

Primal Venom (Level 7)

7th-level Reptilian Bloodline feature

The mystical power of your Bloodline empowers your natural toxins. Whenever you deal poison damage to a creature with one of your Shifter or Beast Shape features, you can choose to deal necrotic damage instead.

Coiled Strike (Level 13)

13th-level Reptilian Bloodline feature

You strike back at your foes with deadly purpose. When a creature you can see within your reach misses you with an attack, you can use your reaction to make a single Natural Weapon attack against that creature.

If this special reaction attack hits and you use Venomous Strike, the creature has disadvantage on its initial saving throw to resist the effects of your Venomous Strike.

Primeval Toxin (Level 18)

18th-level Reptilian Bloodline feature

Your venom is infused with the deadly toxins of elder reptiles. Whenever you force a target to make a saving throw to resist being Poisoned, you can change it to an Intelligence saving throw, and on a failure, it is Paralyzed instead of Poisoned.