Ranger
Base Class: Ranger

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Level 3: Shifting

The power of nature allows you to assume the form of an animal. As a bonus action, you shape-shift into a beast form that you have learned for this feature (see "Known Forms" below). You stay in that form for 2 hours, until you use Wild Shape again, until you have the Incapacitated condition, or until you die. You can also leave the form early as a bonus action.

Number of Uses. You can use Wild Shape twice, and you regain all expended uses when you finish a long rest. You gain another use at Ranger level 9, and another at level 18.

Known Forms. You know three beast forms for this feature, chosen from among beast stat blocks that have a maximum challenge rating of 1/4 and that lack a flying speed. Whenever you finish a long rest, you can replace one of your known forms with another eligible form.

As you reach certain Ranger levels, your number of known forms and the maximum challenge rating for those forms increase, as shown in the Beast Shapes table. Starting at level 15, you can also adopt a form that has a flying speed.

Beast Shapes

Ranger Level

Known Forms

Max CR

Fly Speed

3rd

3

1/4

No

9th

6

1/2

No

15th

9

1

Yes

When choosing known forms, you may look in the Monster Manual or elsewhere for eligible beasts if your Dungeon Master permits it.

Rules While Shape-Shifted. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:

Temporary Hit Points. When you assume a Wild Shape form, you gain a number of temporary hit points equal to half your Ranger level.

Game Statistics. Your game statistics are replaced by the beast's stat block, but you retain your creature type; hit points; hit point dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your proficiency bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the beast's stat block is higher than yours, use the one in the stat block.

No Spellcasting. You can't cast spells, but shapeshifting doesn't break your concentration or otherwise interfere with a spell you've already cast.

Objects. Your ability to handle objects is determined by the form's limbs rather than your own. You also choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but your Dungeon Master decides whether it's practical for the new form to wear a piece of equipment, based on the creature's size and shape. Your equipment doesn't change size or shape to match the new form, and any equipment the new form can't wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you're in that form.

Level 3: Shifter Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Shapeshifter Spells table. The spell counts as a Ranger spell for you, but it doesn't count against the number of Ranger spells you know.

Shapeshifter Spells

Ranger Level

Spells

3rd

Disguise Self

5th

Alter Self

9th

Conjure Animals

13th

Polymorph

17th

Seeming

Level 7: Shared shape

You touch a willing creature and expend a use of Shifting to transform that creature into one of your known forms, using the rules for Wild Shape.

You can use this feature once, and you regain the ability to use it when you finish a long rest.

 

 

Escape the Horde

Opportunity Attacks have Disadvantage against you.

Multiattack Defense

When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.

Level 11: Adaptive Reserves

When you run out of uses of Shufting, you can expend a use of Favored Enemy instead to use Wild Shape.

Level 15: Empowered Shifter Magic

While shape-shifted, you can cast the spells you always have prepared from your Shapeshifter Magic feature without material components.

You can also cast any of these spells without expending a spell slot. You can use this feature three times, and you regain all expended uses when you finish a long rest.

 

 

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