Wondrous Item, very rare

A tattoo given with magical ink which allows the bearer to shapeshift into a creature dictated by the runes used.

Shapeshift

At 1st level, 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 1 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.
  • At 3rd level, 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.

Adrenaline Rush

Beginning at 2nd level, 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.

Identity Coherence

Starting at 3rd level, you carry over some additional portions of your persona into your shapeshifted form. While shapeshifted, you can speak any languages you know.

Additionally, when you Shapeshift, you can alter your new form’s superficial appearance to more closely reflect your true nature. For example, if you have a signature hairstyle, pointy ears, wear an eye patch, etc., your shapeshifted forms can take on similar traits.

Animagus Weaponry

Starting at 5th level, Your attacks while in Animal Form become magical, and deal an extra 1d8 of the damage type. This dice increases to a d10 at 10th level, and a d12 at 14th level.

Protective Evolution

Starting at 6th level, 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.

Share Forms

At 10th level, as a bonus action you gain the ability to touch a willing humanoid or creature and share your transformations with it, whenever you  touch a willing creature and transform them into a form following the same requirements. A humanoid or creature that resists can contest it as a constitution saving throw, the DC = 8 + your proficiency bonus + your Intelligence modifier

Mutual Respect

Starting at Level 14, all members of your Animal Forms Species respect you and recognize you as an Ally, even in your human form. You and your allies can shelter with members of that species, and members of that species will help you in combat. Also, you and All members of your party gain advantage on Wisdom(Animal Handling) and Wisdom(Nature) Checks involving members of that species.

Previous Versions

Name Date Modified Views Adds Version Actions
10/10/2021 3:39:45 AM
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SirBrightOne

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