Homebrew Spirit Shifters Species Details
About Spirit Shifters
At the early age of 10, shifters complete a spiritual journey in which they perform a meditative ritual and ask their god or ask nature to bring the animal they are meant for to them and bless their future bond. They then hunt and kill their desired spirit animal. It is through this blood sacrifice that they bond with the spirit of the animal, drawing their shifting powers from that animal. It can be a mutual union or a forced arrangement, and as a result the shifters are constantly balancing roles and powers between themselves and their animal spirit. Even in a mutual bonding the shifter may struggle with the animal nature now attached to their soul.
Shifters have the ability to communicate with the animal that lives on inside them, but the animal can not speak through them. They communicate to each other more through emotions and desires than words. But in dreams they can verbally communicate freely.
Most shifters must bond to an animal of their gender or risk madness or even death but a very few, rare shifters with exceptionally strong wills (or stubbornness) can withstand the pain and trials of bonding to an opposite gendered animal. The shifter will probably take on some quality more stereotypical of that gender as a result but otherwise come out unscathed. Such shifters are seen as impressive or unique.
Physical Description
Spirit shifters appear entirely human but tend to slowly take on slightly animalistic features after bonding with their spirit animal.
A man bonded to a bear will grow bigger and broader than average. A boy bonded to a mouse or weasel might take on a small, lithe build with angular features and beady eyes. A girl bonded to a deer might take on an athletic yet thin build with large, bright eyes.
They take on skills attributed to their animal. Ferret = sneaky and quick. Horse = Fast running and endurance. Lion = Fierce and deadly
Shifters live longer than humans no matter what animal they choose but how far this extension reaches IS dependent on the animal.
For Example: A shifter who chose a parrot (known for their long lifespans) might live well over 200 years, but a person who chose a butterfly might only live a decade or two past 100 years (so 120 years maximum).
Society and Community
A member of this race does not have to be born into it. They may be adopted in at any age before ten and taught the soul-bonding ability so they can perform the ritual when they turn ten and take on an animal.
Shifters are given the chance to choose a pack when they come of age and adhere to whatever alignment that pack follows. Though they most commonly choose whatever pack they are born or adopted into, it is not unheard of for a shifter to choose a different pack. Despite the various alignments, shifters are territorial of their own and often are seen traveling in groups rather than loners.
Away from their own they are no different, they protect those they unofficially count as family. They thrive on groups and suffer when alone.
Though split into different packs that serve different gods and alignments, Spirit Shifters always can always sense one another and usual behave cordially toward one another, if not outright friendly.
Within their packs, everyone has a purpose. The children are raised by everyone in the pack, and all are taught to fight, to a degree, even if their future choice of profession in the pack is not to be warrior. Some packs choose to live outdoors but most live in large manor houses that can accommodate their large 'family'.
They grow their own food and make their own materials. Whatever else they need they trade for or offer services for protection in exchange for goods. Some packs are considered the standard protectors and peace keepers of their city.
Each pack is governed by an alpha who then reports to a 'supreme alpha'. Supreme alphas are voted in when the previous one dies (unless usurped) and maintain the position until their own death, when a new one is voted in.
Spirit Shifter Names
Most shifters choose their own names called my appearance-inspired nick-names until they pick a name. They are required to choose by the age of ten.
Spirit Shifters Traits
The following traits are shared by player characters who are Spirit Shifters.Ability Score Increase
Your Constitution increases by 1
Darkvision
Thanks to your animal side, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Alignment
A spirit shifter's alignment depends on the pack they choose at ten years old. But most are on the neutral side
Size
In your natural form you are the same size and shape as a human. Standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
Speed
Your base walking speed is 30 feet.
A Way With Animals
You gain proficiency in the Animal Handling skill .
Heightened Senses
Thanks to you animal side, you are proficient in the Perception Skill.
Shape Changing
Starting at 3rd level you can change into your chosen animal once per long rest.
In animal form use your stats and hp. When you Hit Points fall to 0 you return to your natural form and are unconscious.
At 9th,17th levels you get one additional charge.
At 20th level you may change at will.
Feral Frenzy
Your animal nature takes over. On your turn, you can make one additional attack with your natural weapon.
The number of times you can do this, per long rest, is equal to your Dex mod.
Natural Weapons
You have a natural weapon appropriate to your animal type. Claw/Hoof(slashing), Bite/Horn(piercing), Tail/body slam(bludgeoning).
What you have will be stated in the “Animal Boon” list below or granted at DM discretion.
Your Natural Weapon does 1d4 damage
Languages
You can speak, read, and write Common and one other language of your choice.
Animal Boon
Shifters get a set of animal-specific boons that apply in either form.
Some animals are given weaknesses for balancing purposes.
These are NOT subraces.
Feline
+1 to CHA
Gain Produce Fire cantrip
Stealthy: Gain Advantage on Stealth rolls
Fur Coat: You have resistance to the cold
Natural Weapon(s): Claw, Bite
Canine
+1 to CHA
Gain Mold Earth cantrip
Growl: Gain Proficiency in Intimidation
Fur Coat: You have resistance to the cold
Natural Weapon(s): Claw, Bite
Avian
+1 WIS
Gain Touch Wind cantrip
Like Flying But It's Falling: Gain Feather Fall
Weakness: Bird-bones: When an attack lands, roll a d20. On a 1 you break a bone and are unable to move. Your condition counts as Restrained. The effect last 1d6 turns or until you can be healed.
Natural Weapon(s): Claw, Bite
Ursine, Porcine, Bovine
Thick Skinned: Additional +1 to CON. +1 to AC
Gain Mold Earth cantrip
Multiattack: Make two attacks: one with your bite and one with your claws.
Natural Weapon(s): Claw, Bite, Body Slam
Cervine, Equine
+1 CON OR DEX
Gain Mold Earth cantrip
Like The Wind: Increase speed to 40
Natural Weapon(s): Hoof, Bite, Body Slam
All aquatic animals
This is includes mammal, fish, or other
+2 to INT OR DEX
Gain Shape Water cantrip
Water breathing: Breath water as easily as air
Strong Swimmer: You have a swimming speed of 30 feet.
Resistance to cold damage
Weakness: Is it hot in here?: You have weakness against fire damage
Natural Weapon(s): Claw, Bite, Tail Slam, Body Slam as applicable
Insect and Arachnid
Poison Resistance
Float Like A Butterfly: Attack rolls against you are made at disadvantage
Sting Like A Bee: You produce a poison from blood, sweat, saliva or other means. Coat your weapons or use your bite to add 1d4 poison damage to your damage rolls.
Weakness: Rip The Wings: When an attack lands, roll a d20. On a 1 you fall prone and your condition counts as restrained for1d6 turns or until you can be healed.
Natural Weapon(s): Bite
Rodent, Lapine, and Mustalid
+2 to DEX
Gain Mold Earth cantrip
Nimble: Attack rolls against you are made at disadvantage
Stealthy: Gain Advantage of Stealth rolls
Natural Weapon(s): Claw, Bite
Reptile
Scale Armor: +2 to AC
Gain Produce Flame cantrip
Venom: Your saliva is venomous. Coat your weapons or use your bite to add 1d4 poison damage to your damage rolls.
Weakness: Soft Underbelly: When an attack lands, roll a d20. On a 1 you are now bleeding and loose 1d4 hp for 3 turns.
Natural Weapon(s): Claw, Bite
Special
If your animal type isn't listed, work with your DM and pick from the provided lists to best fit.
Or, work with your DM to figure out boons to fit your animal.
Magical animals such as Manticores and Unicorns can be spirit bonded. But you do not gain their abilities. Abilities are at DM discretion.
Suggested boons: +1 to a suitable stat or AC
One elemental, sensory-focused cantrip Like Druidcraft or Mold Earth
At least one suitable boon, such as advantage on on a roll or a poison ability
For additional balancing, add a damage weakness or an effect that incapacitates/restrains for a limited time.
Lastly, lay out what natural weapons they have: Claw/Hoof (slashing), Bite (piercing), Tail/body slam(bludgeoning).
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