a · 2020. 9. 2. · =syk emrx iqtsvev]l mxtsmrxwi uyepx sx lir yqfivv s ppih...

8
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 A

Upload: others

Post on 18-Sep-2020

0 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: A · 2020. 9. 2. · =syk emrx iqtsvev]l mxtsmrxwi uyepx sx lir yqfivv s ppih ]syv'srwxmxyxmsrq shmjmiv =syvr i\xe xxegoh iepwe hhmxmsreph eqekii uyepx sx li ryqfivv sppih =syk emre

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.

Page 2: A · 2020. 9. 2. · =syk emrx iqtsvev]l mxtsmrxwi uyepx sx lir yqfivv s ppih ]syv'srwxmxyxmsrq shmjmiv =syvr i\xe xxegoh iepwe hhmxmsreph eqekii uyepx sx li ryqfivv sppih =syk emre

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.

Page 3: A · 2020. 9. 2. · =syk emrx iqtsvev]l mxtsmrxwi uyepx sx lir yqfivv s ppih ]syv'srwxmxyxmsrq shmjmiv =syvr i\xe xxegoh iepwe hhmxmsreph eqekii uyepx sx li ryqfivv sppih =syk emre

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.

Page 4: A · 2020. 9. 2. · =syk emrx iqtsvev]l mxtsmrxwi uyepx sx lir yqfivv s ppih ]syv'srwxmxyxmsrq shmjmiv =syvr i\xe xxegoh iepwe hhmxmsreph eqekii uyepx sx li ryqfivv sppih =syk emre

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.

Page 5: A · 2020. 9. 2. · =syk emrx iqtsvev]l mxtsmrxwi uyepx sx lir yqfivv s ppih ]syv'srwxmxyxmsrq shmjmiv =syvr i\xe xxegoh iepwe hhmxmsreph eqekii uyepx sx li ryqfivv sppih =syk emre

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.

Page 6: A · 2020. 9. 2. · =syk emrx iqtsvev]l mxtsmrxwi uyepx sx lir yqfivv s ppih ]syv'srwxmxyxmsrq shmjmiv =syvr i\xe xxegoh iepwe hhmxmsreph eqekii uyepx sx li ryqfivv sppih =syk emre

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.

Page 7: A · 2020. 9. 2. · =syk emrx iqtsvev]l mxtsmrxwi uyepx sx lir yqfivv s ppih ]syv'srwxmxyxmsrq shmjmiv =syvr i\xe xxegoh iepwe hhmxmsreph eqekii uyepx sx li ryqfivv sppih =syk emre

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.

Page 8: A · 2020. 9. 2. · =syk emrx iqtsvev]l mxtsmrxwi uyepx sx lir yqfivv s ppih ]syv'srwxmxyxmsrq shmjmiv =syvr i\xe xxegoh iepwe hhmxmsreph eqekii uyepx sx li ryqfivv sppih =syk emre

 

This document was lovingly created

using GM Binder.

If you would like to support the GM Binder developers,

consider joining our Patreon community.

WWW.GMBINDER.COM