Druid
Base Class: Druid

You can use your bonus action to magically assume the shape of one of your chosen transformations.

A known transformation is a creature that is not an undead or construct, chosen when you level up, based on the Shapeshifter table. You start with 3 known CR 1/2 or fewer transformations, and when you gain a level in this class, you may choose an additional creature to transform into that's CR is less than or equal to the CR stated in the Maximum CR column. Whenever you gain a level in this class, you may replace one form with another.

You can use Shapeshift once, and gain an additional use at 5th and 17th level. You regain expended uses when you finish a short or long rest. You can stay shapeshifted for a number of hours equal to your Charisma modifier (minimum of one). You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

* Your game statistics are replaced by the statistics of the new form, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.

* When you shapeshift, you assume the creature's hit points and hit dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage while shapeshifted and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

* Your ability to cast spells, speak or take any action that requires hands is limited to the capabilities of your shapeshifted form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.

* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.

* You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Adrenalin Rush

When you roll for initiative, you can immediately use your Shapeshift feature as a reaction, so long as you are not already shapeshifted and you are not surprised. You may not shapeshift this way if you have no more uses of the Shapeshift feature remaining.

Preferred Form

You may select a creature as your preferred form.  By concentrating for 1 minute, you may shapeshift into your preferred creature without expending a shapeshift use, and you can remain in this form indefinitely. You may select an additional preferred creature with a higher CR limit again when you reach 7th level (CR 1), 10th level (CR 2), 14th level (CR 4), 18th level (CR 6), and 20th level (CR 8).

Unnatural Anatomy

You gain resistance to poison damage and are now immune to disease and being poisoned.

Imbued Strikes

Your unarmed strikes and the nonmagical attacks of your transformations count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Partial Transformation

You can now do a partial transformation when in your true untransformed form. You may only have one partial transformation at any time and may replace it with another as part of a short rest.
1) Claws - You learn the primal savagery cantrip and can cast it while shapeshifted. Charisma is your spellcasting ability for it.
2) Sturdy Legs - Your walking speed is increased by 10 feet.
3) Darkvision - You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
4) Gills - You can now breathe in water and air.

Resilient Body

Your form has become ever more resilient to outside influences. You become immune to any spell or effect that would alter your form against your will and you gain proficiency with Constitution saving throws. 

Protective Evolution

Your body has evolved and gained the ability to resist nature in some form. You gain resistance with one of the following damage types of your choice: acid, cold, fire, lightning, necrotic, or poison.

Resistance (acid)

If a creature or an object has resistance to a damage type, damage of that type is halved against it.

Resistance (cold)

If a creature or an object has resistance to a damage type, damage of that type is halved against it.

Resistance (fire)

If a creature or an object has resistance to a damage type, damage of that type is halved against it.

Resistance (lightning)

If a creature or an object has resistance to a damage type, damage of that type is halved against it.

Resistance (necrotic)

If a creature or an object has resistance to a damage type, damage of that type is halved against it.

Resistance (poison)

If a creature or an object has resistance to a damage type, damage of that type is halved against it.

Mutation

You may choose one permanent mutation. You gain the benefits of the Mutation feature even while you are shapeshifted. You gain an additional mutation at 14th level, but you may not choose the same mutation twice.

* Unending Breath: You no longer need to breathe, and your base walking speed increases by 5 feet.

* Stone Hide: You now have resistance to non-magical bludgeoning, piercing, and stabbing damage.

* Sharpened Claws: You now have resistance to non-magical bludgeoning, piercing, and stabbing damage

* Enduring Soul: You gain a +1 bonus to all saving throws

* Versatile: You gain 1 additional preferred form that you can shapeshift into without using a shapeshifting slot. 

Enduring Soul

You gain a +1 bonus to all saving throws

Sharpened Claws

Your unarmed attacks score a critical hit on a roll of 19 or 20.

Stone Hide

Your skin becomes naturally tougher due to you multiple transformations. You now have resistance to non-magical bludgeoning, piercing, and stabbing damage

Unending Breath

You no longer need to breathe, and your base walking speed increases by 5 feet. 

Versatile

You gain 1 additional preferred form that you can shapeshift into without using a shapeshifting slot. 

Enhanced Senses

You gain a blindsight of 10ft and can see through magical darkness and mist.

Blindsight - A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense.

Evolved Forms

When Shapeshifting, the minimum Strength and Dexterity score of any creature you turn into is equal to your shapeshifter level and the minimum hit points of any creature you shapeshift into is 100.

Previous Versions

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