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                        Returning 33 results for 'shifting class'.
                    
                
                        
                            
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                                                     Species
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     they can temporarily enhance their animalistic features by entering a state they call shifting.
Shifters are similar to humans in height and build but are typically more lithe and flexible. Their
                                                
                                            
                                                
                                                     choose the kind of lycanthrope in your past, or you can determine it randomly by rolling on the Lycanthrope Ancestor table. The table also provides a suggestion for the Shifting option you might have
                                                
                                            
                                        
                                                     Species
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     changelings today—even in those changelings who have never set foot in the fey realm. Each changeling decides how to use their shape-shifting ability, channeling either the peril or the joy of the
                                                
                                            
                                                
                                                     of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    . Shifting Feature. Whenever you shift, you gain 1d6 additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     over much of their bodies. When a shifter fully embraces the beast within by “shifting,” these features become even more pronounced. Shifter
 Medium humanoid (shifter), any alignment
 Armor Class 14
                                                
                                            
                                                
                                                     +5, Insight +4, Nature +2, Perception +4
 Senses darkvision 60 ft., passive Perception 14
 Languages Common
 Challenge 1/2 (100 XP)
 Shifting (Recharges after a Short or Long Rest). As a bonus
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     have proficiency in the Athletics skill. Shifting Feature. Whenever you shift, you gain 1d6 additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class. Longtooth Longtooth
                                                
                                            
                                                
                                                     bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Shifting. As a bonus action, you can assume a more bestial appearance. This transformation
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Shifting. As a bonus action, you can assume a more bestial appearance. This
                                                
                                            
                                                
                                                     options (choose when you select this race): Beasthide. You gain 1d6 additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class. Longtooth. When you shift and as a bonus
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     waters of Pernault Bay and Lucine Bay, as well as shifting scraps of fog-shrouded suburban areas around the city. Port-a-Lucine is a festering mire of rot and decay hidden beneath a glittering facade of
                                                
                                            
                                                
                                                     Dementlieu sweats to get by, but admitting to reality means social ruin. The poorest citizens struggle to maintain a middle-class appearance, scrounging through garbage heaps at night to find wares to sell in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     companies of mortal soldiers from above or fly ahead of roc-mounted skyknights. They don’t shy away from the blood, pain, and confusion of combat; rather, they immerse themselves in the shifting tides
                                                
                                            
                                                
                                                     of battle. Only by wading into the battle can they fulfill their responsibility to carry out the commands of the warleaders by adapting their tactics to the shifting situation on the ground
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Mimic Mimics are shape-shifting monsters described in the Monster Manual. The variant presented here is a particularly large and voracious specimen—the result of Netherese experiments on ordinary
                                                
                                            
                                                
                                                     mimics—that spits acid. Spitting Mimic
 Large monstrosity (shapechanger), neutral
 Armor Class 14 (natural armor)
 Hit Points 85 (10d10 + 30)
 Speed 20 ft.
   STR
 21 (+5)
 
  DEX
 12 (+1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     like living sandstorms, they create mesmerizing dances with their ever-shifting forms. It’s tempting to view the various hulks as symbols of the long, slow decline of the giants as a people. But that’s
                                                
                                            
                                                
                                                     hardly fair to the giants who still survive and thrive in the world, heirs of tremendous glory.
 —Bigby
 Dust Hulk Large Elemental, Typically Chaotic Neutral
 Armor Class 16 (natural armor)
 Hit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Hoard Mimic Kin to the common mimic described in the Monster Manual, hoard mimics are among the oldest and most cunning of their kind. A hoard mimic’s massive, amorphous form and shape-shifting
                                                
                                            
                                                
                                                     Neutral
 Armor Class 14 (natural armor)
 Hit Points 123 (13d12 + 39)
 Speed 30 ft.
   STR
  21 (+5) 
 
  DEX
  12 (+1) 
 
  CON
  17 (+3) 
 
  INT
  10 (+0) 
 
  WIS
  16 (+3
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    , while a white dragon’s animated cold breath looks like a walking ice sculpture with frigid air whirling around it. A blue dragon’s animated lightning breath is a constantly shifting form of crackling
                                                
                                            
                                                
                                                     lightning, and it can suddenly vanish from one place to reappear in another, striking like a bolt from the blue. Animated Breath
 Large Elemental, Typically Neutral Evil
 Armor Class 15 (natural
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     how to behave and speak authentically. Hedonistic Swindlers. Doppelgangers work alone or in small groups, with group roles shifting from con to con. While one doppelganger takes the place of a murdered
                                                
                                            
                                                
                                                    
 Armor Class 14
 Hit Points 52 (8d8 + 16)
 Speed 30 ft.
   STR
  11 (+0)
 
  DEX
  18 (+4)
 
  CON
  14 (+2)
 
  INT
  11 (+0)
 
  WIS
  12 (+1)
 
  CHA
  14 (+2)
Skills Deception +6
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
                                                    
                                                
                                            
                                                     through shades of indigo and sea green. Their innate magic provides them with limited shape-shifting abilities and the power to create illusions. Irda Seeker Irda seekers are skilled spies who use their
                                                
                                            
                                                
                                                     Alignment
 Armor Class 12
 Hit Points 27 (5d8 + 5)
 Speed 30 ft.
   STR
  10 (+0) 
 
  DEX
  15 (+2) 
 
  CON
  12 (+1) 
 
  INT
  11 (+0) 
 
  WIS
  14 (+2) 
 
  CHA
  16 (+3
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     complete, the cloakers separate again. Cloaker
 Large aberration, chaotic neutral
 Armor Class 14 (natural armor)
 Hit Points 78 (12d10 + 12)
 Speed 10 ft., fly 40 ft.
   STR
  17 (+3)
 
  DEX
                                                
                                            
                                                
                                                     its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.
 Whenever any creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     between them is remote, because goliaths like to hold grudges. Goliath Warrior
 Medium humanoid (goliath), any alignment
 Armor Class 12 (hide armor)
 Hit Points 67 (9d8 + 27)
 Speed 30 ft.
   STR
                                                
                                            
                                                
                                                     ever-shifting ice floes. These polar werebears attack evil in the wilderness, but they steer clear of camps and settlements. Fire is Oyaminartok’s bane, and thus she and her kind are wary around
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    . Mindwitnesses have been known to ally with flumphs (see the Monster Manual) and planar beings such as demons, shifting their worldview and alignment to match those of their new masters. Mindwitness
 Large
                                                
                                            
                                                
                                                     Aberration, Typically Lawful Neutral
 Armor Class 15 (natural armor)
 Hit Points 75 (10d10 + 20)
 Speed 0 ft., fly 20 ft. (hover)
   STR
  10 (+0) 
  DEX
  14 (+2) 
  CON
  14 (+2
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     telepathic creatures to tell it what to do. Mindwitnesses have been known to ally with flumphs and telepathic planar beings such as demons, shifting their worldview and changing their alignment to match that
                                                
                                            
                                                
                                                     of their new masters. Mindwitness
 Large aberration, lawful evil
 Armor Class 15 (natural armor)
 Hit Points 75 (10d10 + 20)
 Speed 0 ft., fly 20 ft. (hover)
   STR
 10(+0)
 
  DEX
 14(+2
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Manor Locations (C1-C10) The following locations are keyed to map 3.4. The descriptions assume the characters explore the manor after class hours. During the day, the manor is open, with students and
                                                
                                            
                                                
                                                     they first notice the coat racks moving or as they move into area C3. C3. Grand Hall A set of magically shifting steps connects the foyer to this spacious, open area. Beautiful, thick carpet adorns the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Divine Contention
                                                    
                                                
                                            
                                                     characters who aren’t devoted followers of Myrkul enter these chambers, the heaped bones begin to quietly stir. Characters who succeed on a DC 18 Wisdom (Perception) check notice the bone piles shifting. If
                                                
                                            
                                                
                                                     hit points. The saving throw DC to resist its Possession power is now DC 20. When it possesses a creature, it gains access to their knowledge, class features, and proficiencies. Legendary Resistance (3
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     floating and shifting within it. It can rise up like a 20-foot hill, lashing out with dripping pseudopods to drag victims into its bulk. Those consumed by Juiblex are obliterated. Juiblex
 Huge Fiend
                                                
                                            
                                                
                                                     (Demon), Chaotic Evil
 Armor Class 18 (natural armor)
 Hit Points 350 (28d12 + 168)
 Speed 30 ft., climb 30 ft.
   STR
  24 (+7) 
  DEX
  10 (+0) 
  CON
  23 (+6) 
  INT
  20 (+5
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
                                                    
                                                
                                            
                                                     ever-shifting as they jockey for favors and status in the Kindly Lord’s court. High Fae Noble Medium Fey, Any Alignment
 Armor Class 17
 Hit Points 175 (27d8 + 54)
 Speed 40 ft., fly 40 ft. (hover
                                                
                                            
                                                
                                                     impersonate their targets effectively. High Fae Impostor Medium Fey, Any Alignment
 Armor Class 15
 Hit Points 149 (23d8 + 46)
 Speed 30 ft., fly 30 ft. (hover)
  STR
 13 (+1)
 DEX
 21 (+5)
 CON
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Druid Class Features As a Druid, you gain the following class features when you reach the specified Druid levels. These features are listed in the Druid Features table.  Druid Features     ——Spell
                                                
                                            
                                                
                                                     Slots per Spell Level—— Level Proficiency Bonus Class Features Wild Shape Cantrips Prepared Spells 1 2 3 4 5 6 7 8 9   1 +2 Spellcasting, Druidic, Primal Order — 2 4 2 — — — — — — — — 2 +2 Wild Shape
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     (levels 1 to 4), the ambitious assassin is a Humanoid who might be a charming manipulator or a ruthless killer. Ambitious Assassin Small or Medium Humanoid, Typically Neutral Evil
 Armor Class 16 (studded
                                                
                                            
                                                
                                                    . Enchanting Infiltrator Small or Medium Fey, Typically Neutral Evil
 Armor Class 18 (Veiled Presence)
 Hit Points 156 (24d8 + 48)
 Speed 40 ft.
  STR
 10 (+0)
 DEX
 20 (+5)
 CON
 15 (+2)
 INT
 20
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Druid Class Features As a Druid, you gain the following class features when you reach the specified Druid levels. These features are listed in the Druid Features table.  Druid Features     ——Spell
                                                
                                            
                                                
                                                     Slots per Spell Level—— Level Proficiency Bonus Class Features Wild Shape Cantrips Prepared Spells 1 2 3 4 5 6 7 8 9   1 +2 Spellcasting, Druidic, Primal Order — 2 4 2 — — — — — — — — 2 +2 Wild Shape
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     rage. It channels this demonic fury in its death throes, falling within a blast of fire that can destroy even the hardiest foes. Balor
 Huge fiend (demon), chaotic evil
 Armor Class 19 (natural
                                                
                                            
                                                
                                                     pounds. It moves apishly along the ground, but it climbs with great speed and agility. Barlgura
 Large fiend (demon), chaotic evil
 Armor Class 15 (natural armor)
 Hit Points 68 (8d10 + 24)
 Speed 40
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     represents a typical member of the rank and file, though weaponry and armor can vary.
  Soldier
 Medium humanoid (any race), any alignment
 Armor Class 18 (chain mail, shield)
 Hit Points 16 (3d8
                                                
                                            
                                                
                                                     absence of order, we must establish it.”
 Flaw: “If Ravnica didn’t need me, I would prefer to live a life of solitude and contemplation.”
    Isperia
 Gargantuan monstrosity, lawful neutral
 Armor Class
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                    , Sylvania, or Xaos—but Gzemnid’s Realm is elusive, even by the mutable standards of the Outlands. The portion of the Great Modron March that R04M belonged to became lost in a magically shifting cave
                                                
                                            
                                                
                                                     this part of the adventure, familiarize yourself with the characters’ new class features. These powers should make the characters feel potent, but if you find the party overpowering encounters in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     hostile, as the character wishes. If the check fails, the rumor gains no traction, and further attempts to propagate it fail. Shifting a community’s general attitude toward a person or organization
                                                
                                            
                                                
                                                     experience points to attain a new level, he or she must train for a number of days before gaining any class features associated with the new level. The training time required depends on the level to be gained
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     form equals your Druid level divided by 3 (round down).
 Armor Class. Until you leave the form, your AC equals 13 plus your Wisdom modifier if that total is higher than the Beast’s AC.
 Temporary Hit
                                                
                                            
                                                
                                                     starry form rather than shape-shifting. While in your starry form, you retain your game statistics, but your body becomes luminous, your joints glimmer like stars, and glowing lines connect them as on a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     ever-shifting mud of the toppled tower strangely fascinating. Greedy Mate. Zoklork’s rockmate found and ate all the amethysts, even though Zoklork was clear about wanting a share. Gutted. The rockmate
                                                
                                            
                                                
                                                     character who searches the room and succeeds on a DC 15 Wisdom (Perception) check finds the door, which opens by shifting a sliding panel. Behind the door is a staircase that ascends to area G20. Opening
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     area T6, hoping to draw the characters to the false tomb and the other golems waiting there. Canopic Golem Large construct
 Armor Class 17 (natural armor)
 Hit Points 252 (24d10 + 120)
 Speed 30 ft
                                                
                                            
                                                
                                                     higher, or who succeeds on a DC 18 Wisdom (Perception) check to scan the interior of the chamber beyond this one, notices a strange motion within. The points of light in the chamber beyond are shifting
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     music here a few days ago. The music and shifting shadows fade after a few more hours. The characters can’t physically interact with the shadows, but a silence spell or similar effect causes the shadows
                                                
                                            
                                                
                                                     both at the same time. Lowarnizel Large Dragon (Young Gem), Neutral
 Armor Class 18 (natural armor)
 Hit Points 168 (16d10 + 80)
 Speed 40 ft., fly 80 ft. (hover), swim 40 ft.
  STR
 21 (+5
                                                
                                            
                                        





