
Once every other long rest, the Shifter is able to call upon its latent lycanthropic ancestry, to transform into a more aggressive and primal version of itself. In your transformed shape you gain the ability to primal rage in addition to your shifted abilities. This rage does not interact or stack with other rage abilities.
Primal Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee attack using Strength, you gain a bonus to the damage roll equal to half your level rounded down.
- You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Additionally you gain 1 point of exhaustion.
Beasthide: You do not lose any AC, as your armor fuses with your shapechange. You lose the ability to hold or use weapons, but gain "Trample" and "Gore" abilities.
Trample: As an action you may run at/through a target that is your size or smaller. Make a melee attack roll v. AC. On a success, the target takes 1d6+(STR Mod x2) bludgeoning damage. If the hit succeeds, the target can make a DEX save to take 1/2 damage.
Gore: As an action you may attempt to use your teeth, tusks, claws or whatever other beast-like appendages you have to mutilate your target. Make a melee attack roll v. AC. On a success, the target takes 1d8+STR Mod piercing/slashing damage.
Longtooth: As you shift you slip out of your armor losing your AC bonus, but gaining HP equal to your level +2. You lose the ability to hold or use weapons, but gain "Pack Tactics" and "Bite" abilities.
Pack Tactics: As long an ally is within 5ft of you and not incapacitated, you have advantage on all melee attacks, and gain +1d6 to those attacks. You gain proficiency in Stealth if you do not already have it.
Bite: As an action you may attempt to use your teeth and claws to to rend your target. Make a melee attack roll (using either DEX or STR) v. AC. On a success, the target takes 1d10+ (STR or DEX) piercing damage. If pack tactics applies, the target also takes that +1d6 damage as well.
Swiftstride: As you shift you slip out of your armor losing your AC bonus, but gaining +5 to stealth. You lose the ability to hold or use weapons, but gain "Cunning Action" and "Assassinate" abilities.
Cunning Action: You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Assassinate: You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. Your claws or teeth, deal 1d6 damage and can use either STR or DEX to hit and as damage modifiers.
Wildehunt: As you shift you slip out of your armor losing your AC bonus, but gaining +5 to stealth. You lose the ability to hold or use weapons, but gain "Track" and "Bite" abilities.
Track: For 10 minutes, you can sense whether the following types of creatures are present within 5 miles of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature reveals their cardinal direction relative to your position.
Bite: As an action you may attempt to use your teeth and claws to to rend your target. Make a melee attack roll (using either DEX or STR) v. AC. On a success, the target takes 1d10+ (STR or DEX) piercing damage.

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