Alpha Shifter
Perquisites: Must be a Shifter Race from the the Eberron: Rising from the Last War or Mordekanin's Presents: Monsters of the Universe books. Your Character must be at or above Level 12.
Your Shifting has mutated, forcing your body to become an Apex Predator. When you pick this Feat, your abilities increase in certain, specific ways:
-- Increase your Strength, Dexterity, Constitution, Wisdom, or Charisma score +1. None of these scores can be more than 20 with this increase.
-- You gain Expertise in two skills from the list below:
Athletics, Intimidation, Acrobatics, or Survival.
-- You can now Shift a Number of times equal to 2 + your Proficiency Modifier + your CON or WIS Modifier (Whichever is Higher. Minimum of 1) times per Long Rest. You no longer need a Short Rest to be able to Shift again. Your new duration is for 1 hour per Shift. You can also choose whichever Shifting Beast Form you wish any time you Shift.
The Following Beast Forms are now increased from the original abilities in the Shifter description given in the Eberron: Rising from the Last War & Mordekanin's Presents: Monsters of the Universe books, as described below:
-- Beasthide: You gain an additional 1d6 of temporary Hit Points, for a total of + 2d6 + Constitution Modifier, from the original + 1d6 + Constitution Modifier, added Temporary Hit Points. This stacks with your current Temporary Hit Point increase you get as a Shifter in the Traits Column in Race Description. Your increase in AC is also increased to +2, from the original +1
-- Longtooth: Your Unarmed Bite increases to 2d6 + Strength Modifier Piercing Damage, from your original 1d6 + Strength Modifier. This damage can now be Slashing or Bludgeoning damage, as you choose when you attack. Your Carrying Capacity is Doubled. If it is already Doubled, it is then Tripled.
-- Swiftstride: Your movement increases an additional 5 feet, to 15 extra feet of movement in total. When someone ends their turn 5 feet of you, you can use this extra 15 feet of movement, as a Reaction to move away from the target. This movement does not provoke an Opportunity Attack. You also gain a Climbing Speed equal to your Speed in this form.
-- Wildhunt: Your new Initiative is equal to your Proficiency Bonus (Minimum of + 4) plus your Charisma or Wisdom Modifier (Whichever is higher, Minimum of +1). You cannot combine these two scores together while calculating your Initiative Rolls. This is in addition to your normal dexterity to Initiative Rolls. This ability does stack with initiative increases from abilities such as the War Wizard's Tactical Wit Ability and the Gloomstalker Ranger's Dread Ambusher Ability, among others from other classes and abilities, etc. Additionally, you can now track creatures from their Scent. You gain Advantage to Perception Checks while in this form relating to Sight or Smell.
Superior Tactician
Your Evolution has become paramount, and you senses and abilities have improved in such a way, that nothing can get by you. You gain the following ability, as described below:
-- Pack Tactics: You gain this ability, and you can use this ability a number of times equal to 2 + your Proficiency + your Constitution or Wisdom Modifier (whichever is higher) times per day. You can use this ability only once per your turn. This Ability resets on a Long Rest.
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