Of the many terrible curses that plague the realm, few are as ancient or as feared as Lycanthropy. Passed through blood, this affliction seeds a host with the savage strength and hunger for violence of a wild beast. Those that shun the curse spend their lives burying their wild, bestial urges deep inside. They fear the coming of a full moon, when the curse becomes too strong to resist, and the host transforms into a terrifying animal-humanoid hybrid controlled by murderous impulse. However, there are those that see the potential for great power within the curse, and seek to harness it for their own gain.

The Order of the Shifter is an secretive order of blood hunters who undergo a process of intentional soul mutilation in order to permanently bond their soul with that of an animal. This process of soul modification seeks to emulate the natural -born trait of a Shifter, granting the powers and inclinations of a beast. These hunters then use their abilities to harness the beast they harbor and recover from the self-inflicted damage it causes. Through intense honing of one’s own resilience, combined with the secrets of the order’s blood magic rituals, members learn to shift into their animal form for short periods of time. Enhanced physical prowess, unnatural resilience, and razor sharp claws make these warriors a terrible foe to any evil that crosses their path. Yet, no training is perfect, and without proper care and moderation, even the greatest of blood hunters can be overwhelmed by the physical strain of the shifting process.

THE BURDEN OF SHIFTERS

Those inducted into the Order of the Shifter choose this path with conviction, willingly taking on the soul of another. They will be permanently altered, now host to both their own soul and the shattered remains of a beast's cruel lifeforce. Though the boons of this trait are many, it is not without its costs. The process of soul-bonding is destructive, forever weakening the composition of a hunter's soul. This strain will be re-inflicted each time the hunter shifts into their animal form, pulling and tearing the very fabric of their lifeforce.

Shifters come in many forms. Each version of the bond relates to a specific beast: wolf, bear, tiger, boar, and rat are a few of the more well-known variations. The type of bond defines the beast with which the hunter will harbor, but the features this form bestows remain relatively uniform across strains.

Heightened Senses

Starting when you choose this archetype at 3rd level, you begin to adopt the natural abilities of a wild predator. You gain advantage on any Wisdom (Perception) checks that rely on hearing or smell.

Animal Transformation

Upon choosing this archetype at 3rd level, you begin to learn to control the soul-bonded beast that now inhabits your body. As an action, you can transform into your Animal form. This form lasts for 10 minutes. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier by using an action on your turn. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die.

The benefits of this form replace the rules for Shifters within the Wayfinder's Guide to Eberron.

You can use this feature twice. You regain expended uses when you finish a short or long rest. While you are transformed, you gain the following features:

Feral Might. You gain a bonus to melee damage rolls equal to half your proficiency bonus (rounded down). You also have advantage on Strength checks and Strength saving throws.

Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. While you are not wearing heavy armor, you gain a +1 bonus to your AC.

Predatory Strikes. Your unarmed strikes are considered a single weapon in regards to your crimson rite feature. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make another unarmed strike as a bonus action.

Your unarmed strikes deal 1d6 slashing damage. This die increases to 1d8 at 11th level, and 1d10 at 18th level.

Soul Weakness. Your have vulnerability to necrotic or radiant damage.

Psionic Frailty. Upon transforming, you must make a Constitution saving throw in order to hold your soul together. The DC equals 10, or 15 if you are prevented from concentrating. On a failed save, your hitpoint maximum decreases by 1d4 + (1 for each size greater or less than yours).

 

If you have been damaged by necrotic or radiant damage within the last hour, or your soul has been damaged in some way, you automatically fail this saving throw.

Stalker's Prowess

At 7th level, your speed increases by 10 feet. You also can add 10 feet to your long jump distance and 3 feet to your high jump distance. In addition, your animal form gains the Improved Predatory Strikes feature.

Improved Predatory Strikes. When you have an active rite while in your animal form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Advanced Transformation

Starting at 11th level, you learn to unleash and control more of the beast within. You can now transform into your animal form as a bonus action, and your animal transformation now lasts for up to 30 minutes.

In addition, your hybrid form gains the Shattered Soul and Beastly Precision features.

Shattered Soul. Upon inflicting a melee attack you may steal from your victims soul in order to fill in the cracks in your own. You inflict 1d6 - your Constitution modifier (minimum of 1) if you have no more than half of your hit points left.

Beastly Precision. You gain a bonus to melee attack rolls made with your unarmed strikes equal to half of your proficiency bonus (rounded down).

Iron Volition

Beginning at 15th level, you’ve honed your psionic sense to better control the violent shifts of your unstable soul. Whenever you make a Constitution saving throw to keep your shifting soul intact, you do so with advantage.

In addition, your hybrid form gains the Pack Hunter feature.

Pack Hunter. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

Animal Transformation Mastery

At 18th level, you have forever solidified your previously unstable bond. You can now use your animal transformation feature three times between rests.

You also gain the Blood Curse of the Howl for your Blood Maledict feature. This does not count against your blood curses known.

Blood Curse of the Howl. As an action, you howl at any number of creatures within 30 feet, chilling their blood and stunning them with fear. Any of the target creatures that can hear you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or become frightened of you until the end of your next turn. If they fail their saving throw by 5 or more, they are stunned until the end of your next turn instead. A creature that succeeds on this saving throw is immune to this blood curse for the next 24 hours.

Amplify. This curse can target any number of creatures within 60 feet of you.

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