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View Full Version : D&D 5e/Next Skins and Shifting: A Wild Shape Revamp and a Skinwalker Class to Use it (PEACH)



Baphomet
2018-10-18, 04:57 PM
Do you want to play a character that can be a Dragon? How about one that can turn into a tentacled eldritch monstrosity that eats people to replenish spell slots? Did you ever want your character to be a pack of three hivemind Dire Wolves? Have you ever thought, "Sure, a bear is scary, but what about a bear with the head and legs of a spider?" Look no further.

This started as an attempt to rework the Druid's Wild Shape, but evolved into a whole new system to handle transformation into various creatures. Once that happened, I realized it might be cool to make a class whose entire purpose was to use this mechanic. So, I did. There's still some work to be done, but I feel like it's closing in on its final shape. The main thing I need to do is make a lot of new skins (the name for the transformations) and make sure it's balanced. I'd like to hear your feedback.

If you want a long, wordy preamble, there's one under the fold here. I tried my best to write these things out with no more or less ambiguity than the other rules, but I'll also try to provide a tl;dr version for it so you only have to slog through the RAW when a specific question arises.


Druid Wild Shape didn't really seem like it fit with anything else in the game. The main weapon in a high-level Druid's arsenal is spellcasting. Wild Shape cuts off your access to spellcasting, so right off the bat it doesn't seem like it synergizes very well. A non-moon Druid's Wild Shape stops advancing at level 8, at the point where they can turn into a creature that is a medium challenge for a single 4th-level member of another class. It never goes up from there. By the time they get to the teens, their Wild Shape is pretty much irrelevant, and not worth the action it took them to use it.

Moon Druids have a different problem. At level 2, when they get Wild Shape, they are unequivocally the most powerful thing on the battlefield, using Wild Shape alone. It's not fun for the Barbarian when the primary spellcaster in the group can turn into a bear and outclass him in every way. While a Moon Druid's Wild Shape does scale, it scales in a weird way. AC and to-hit bonuses on the animal forms barely go up, but HP does. The high-level Moon Druid is probably trying to desperately use his spellcasting to augment his Wild Shape and keep it relevant. Again, since he can't spellcast in Wild Shape, we have another lack of synergy. Wild Shape becomes a big bag of HP that gets whittled down very fast and doesn't contribute much. Furthermore, it feels like the advancement for Moon Druids wasn't a consideration in design at all. At level 18, Moon Druids should be happy, because they got their 6th and final CR boost for their animal forms. Hooray, you can turn into any CR 6 Beast! Guess how many of those have ever been printed in any official capacity? One. The Mammoth. It's not even all that great. Imagine if they printed the Wizard spell list with only one 9th-level spell on it, and it was only situationally useful compared to 8th-level spells.

Finally, there's this weird disconnect where one of the main features of Wild Shape seems oddly dependent on DM fiat to a degree that no other class's abilities are. You can only Wild Shape into a Beast you have seen before. Okay, what have you seen before? No matter how you interpret it, the DM has to make some kind of decision there about what you can and can't do with this ability, and that decision has a severe impact on the power of your character. And yes, I know that the DM can do that with any character anyway, but this seems like the biggest undefined aspect of any core class by design. At one table, your level 2 Moon Druid might be able to turn into a Deinonychus or Dire Wolf or Giant Spider or whatever, because the DM says "You're a Druid, you've probably studied all kinds of animals, anything goes". At another table, your level 2 Moon Druid might only be able to turn into a Cat, Horse, or Rat, because the DM says "You can only turn into animals you actually see during the campaign." A Barbarian never has to worry that the DM will tell him he doesn't know how to Rage because he has never seen anyone get angry enough before.

So, I started writing this to smooth out the rough spots.




Your transformations are called Skins. When you activate one, you shift. While you're under the effects of one, you're wearing it. Skins have a shifter level like spells have a spell level, from 1 to 9. You attune to skins the way you prepare spells. There's no equivalent to spell slots for skins, but if there were, they would work like the Warlock's spell slots: they're all the same level, and that level goes up with you. You can wear lower-level skins at higher shifter levels the same way you can "upcast" spells, which improves their ability scores and gives them more HP and sometimes gives them new traits. You can always wear lower-level versions, which you might want to do in places where a tiny house spider would be more acceptable than Aragog.

Skins have natures that describe specific things they do. You learn different natures when you level up, and can't wear a skin if it has any natures you don't know. Some natures are special and you only get them from a specific class or subclass, and the rarer ones tend to be more powerful.

All of the natures so far: Aerial, Aquatic, and Terrestrial are the main three; most skins have at least one of these, and all skin-based classes get them all eventually. Elemental is exactly what it says it is; Moon Druids and Skinwalkers get it. Wild is unique to Druids, and is mostly for plants. Mythical is unique to Skinwalkers, and is a lot of almost-beasts like Phase Spiders and Death Dogs with some demi-humans like Dryads and Satyrs thrown in. Eldritch is unique to the Broken God Skinwalker subclass; most Eldritch skins have Devil's Sight and a 20-ft. d8 Eldritch-Blast-like shifter weapon and can talk. Ancient is for higher-level Moon Druids and the Savage Tyrant Skinwalker subclass, gives you dinosaurs and other extinct critters, which are mostly tanks with few spells. Draconic is the capstone for Savage Tyrant Skinwalkers, which just has Dragons in it.

Skins give you their Strength, Dexterity, Constitution, hit dice, etc. You get one hit die plus Con mod per shifter level. This works out to lower, in most cases MUCH lower, HP than the beasts you could transform into before. Skins have built-in armor categories: light, medium, and heavy, which give you bonus AC the higher the skin's shifter level goes. Skins also have shifter weapons, which are just natural weapons that only work while wearing the skin, and shifter spells: a small spell list related to that creature in particular. You don't get the ability to cast those spells just by wearing the skin, but the class that gives you the shifting ability tells you how to use them.

Some skins have variants. They give you different options without forcing you to attune multiple skins. For example, you could attune the Spider skin, then when you shift into it, you decide whether it will be a regular spider, a Steeder spider, or a Phase Spider.

For the most part, other than that, it's basically the same as Wild Shape.


Shifting
Different character classes learn to adopt the form of creatures representing some raw, primal power. These forms are called skins, and a character in one of these forms is said to be wearing that skin. Regardless of the source of a character’s shifting ability, skins follow the rules outlined here.

What Is a Skin?
A skin is a primal magical force representing the modification of the physical form of one creature into another. When wearing a skin, a character’s body adopts a new form. The shifter chooses their skin’s physical appearance each time they wear it, within the limits of the creature the skin represents. They gain new abilities inherent to their new shape, and lose abilities inherent to their previous shape which are not compatible with their new form. Each skin describes the specific effect that it has on the shifter’s form.

Shifter Level
Every skin has a shifter level from 1st to 9th. A skin’s shifter level is a general indicator of how powerful it is. The higher a skin’s shifter level, the higher level a shifter must be to wear it.

Shifter level and character level don’t correspond directly. Typically, a character must be at least 17th level to wear a 9th-level skin. The class, item, or ability which grants you shifting will describe the shifter levels you have access to.

Natures and Attuned Skins
Before a shifter can wear a skin, he or she must fully understand the forces and physicality at work within that skin’s form. Each skin has certain properties which make it more difficult to understand for creatures whose bodies do not have those properties, represented by that skin’s natures. For example, a skin representing a creature that spends most of its time in the water, such as the Sea Horse skin, has the Aquatic nature, which makes it more difficult for a land-dwelling creature to understand. A skin may have multiple different natures, representing multiple different properties required to understand that skin. If you do not understand all of a skin’s natures, you cannot wear that skin. The class, item, or ability which grants you shifting describes which skin natures you understand.

To wear a skin, a shifter must be attuned to the skin, or must have access to the skin through a magic item. Classes granting shifting abilities must undergo a process to attune themselves to the skins they wish to wear. This process varies for different classes, as detailed in their descriptions.

Skins at Higher Shifter Levels
A shifter can wear a skin at a higher shifter level than that skin’s level, which causes the skin to assume that level while wearing it. Most skins change their form and abilities while worn at higher levels, as described by that specific skin. When you wear a skin, you may choose to wear the skin at a lower shifter level, to a minimum of the skin’s base shifter level. For example, a 5th-level member of the Skinwalker class can shift into 3rd-level skins. If this Skinwalker chose to wear the Rodent skin (a 1st-level skin), she could choose to wear it at 1st, 2nd, or 3rd level. This choice lasts for as long as she wears the skin; she cannot change a skin’s level while wearing it.

Skin Variants
Some skins have variant forms as described by the skin. These variants are generally similar to the standard version of the form, with certain differences described by the variant. Variants do not count as different skins than their standard versions and do not need to be attuned separately. When you wear a skin, you may choose to wear any of its variants, as long as you can meet its shifter level and that variant does not have any natures that you do not understand. For example, a 5th-level member of the Skinwalker class does not typically understand the Mythical nature. If this Skinwalker chose to wear the Spider skin at 3rd level, she could wear that skin in its standard form or as the Steeder variant, but not the Phase Spider variant (because that variant has the Mythical nature, which most members of the Skinwalker class do not understand at 5th level). This choice lasts for as long as you wear the skin; she cannot change the skin’s variant while wearing it.

Shifting and Reverting
The class, item, or ability which grants you shifting describes how to shift into your skins and long you may wear them. When the skin’s duration expires, you revert to your normal form. You can revert to your normal form earlier as a bonus action on your turn. You automatically revert to your normal form when you fall unconscious, drop to 0 hit points, or die, or if you lose attunement to the skin you are wearing while wearing it.

Carrying and Wearing Objects
When you shift, 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 GM decides whether it is practical for the new form to wear a piece of equipment. Your equipment doesn't change 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.

Behavior and Interaction
Your ability to speak or interact with any objects is limited by the capabilities of your skin. You retain your alignment and usually retain your personality, though some shifters do feel influenced by the behaviors of the skins they wear. You also retain your understanding of language and the functions of objects. You may perform actions that would be atypical of the behavior of a normal creature, but nonetheless within the creature’s physical capabilities. For example, while wearing an Elk skin, you would be unable to articulate the words of any language, turn a door handle, or wield a sword. However, you could attempt to draw a crude representation of an action in the dirt with your hoof or use pantomime to draw your companions’ attention in a specific direction.

Even though you can act in a way that would be unusual for a given skin, the skin grants you an understanding of the typical mannerisms of the creature it represents. If you wear a skin that would be common and not especially noteworthy in your current environment, you find it easier to go unnoticed. In these situations, creatures have disadvantage on any Investigation or Perception checks to notice you, unless they have a specific reason to be wary of the possibility of shapeshifters, or they have a specific reason to pay attention to the creature you represent. For example, a 5th-level member of the Skinwalker class could wear her skins at 3rd shifter level. If she wears the Feline skin at 1st shifter level to transform into an ordinary tabby cat, she wouldn’t be especially noteworthy in an urban environment. If she wore the same skin at 1st shifter level to transform into a housecat with rainbow tiger stripes, she would attract attention. Likewise, if she wore the skin at 2nd or 3rd shifter level, she would attract attention, because the Feline skin’s size increases above 1st shifter level and large cats are generally a cause for alarm.

Spellcasting
While wearing a skin, your mind and body are ill-suited for most forms of spellcasting. You cannot cast spells while wearing a skin unless you have a feature that specifically allows you to cast those spells in an altered form, like the Druid’s Beast Spells feature, the Skinwalker’s Primal Spells feature, and shifter spells granted by skins. Wearing a skin 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 that you've already cast.

Checks and Saves
Some skins grant specific abilities that refer to a shifter ability, shifter save DC, or shifter attack bonus. The class, item, or ability which grants you shifting describes which ability to use as your shifting ability and how to calculate your shifter save DC and shifter attack bonus. If an ability granted by a skin calls for a saving throw, the saving throw’s DC is your shifter save DC.

Limited Abilities and Resting
If you are able to wear a skin long enough to complete a short or long rest, you may rest while wearing that skin. When resting while wearing a skin, you gain all the effects of that rest for both the skin and your normal form, except that any healing you gain due to resting uses the skin’s hit dice and only heals that skin. Wearing a new skin or reverting to your normal form interrupts your rest.

Each skin is reset to its normal form each time you wear it. If a skin has an ability that resets when certain conditions are met, you only need to meet those conditions to use that ability again while wearing the same instance of that skin. For example, the Octopus skin can only use its Ink Cloud ability once per short or long rest. If you are 9th-level member of the Skinwalker class wearing the Octopus skin, and you used its Ink Cloud ability once and wanted to use the Ink Cloud ability again, you could spend an hour taking a short rest as an octopus, or simply revert to your normal form and then wear the Octopus skin again.

Wearing a Skin
When a character wears a skin, the same basic rules are followed, regardless of the character’s class or the skin’s traits.

Each’s skin’s definition begins with a block of information, including the skin’s name, description, shifter level, natures, creature type, size, speed, senses, hit dice, Strength, Dexterity, and Constitution scores, shifter armor, shifter weapons, shifter spells, and other traits.


Description
The skin’s description explains the general appearance of the creature that this skin represents. You adopt this physical appearance while wearing the skin. When you shift into a skin, you can choose how that physical appearance expresses itself, within the limits of its description. You may choose your height, weight, gender, hair, eye, and skin color, hair length, the sound of your voice (but cannot change your voice to be able to speak, unless the skin specifies otherwise), and any other details you like. You can add or remove any scars, tattoos, or piercings, and you are not limited to natural hair, eye, and skin colors. For example, a Canine skin could be worn to resemble a pink mastiff with yellow polka dots, but could not be worn to resemble an iguana. If you do not specify an appearance, you generally shift into a typical example of the creature represented by the skin.

You retain the benefit of any feature from your class, race, or other source, as long as they are physically compatible with the described form.


Creature Type
While wearing a skin, you lose your creature type and adopt the creature type specified by the skin. For example, a human wearing a Bear skin would be Beast type, rather than Humanoid. As such, he or she could not be affected by a Hold Person spell, but could be affected by a Dominate Beast spell.


Size
While wearing a skin, your size is the size given by the skin. If you try to wear a skin that does not fit in your current area, you immediately return to your prior form.

If you are affected by an ongoing effect that alters your size, and that effect does not end when you shift, that effect continues to function as if your base size is the skin’s size.


Speed
While wearing a skin, you lose all movement modes and modifications to your speed granted by your race or subrace and gain the movement modes specified by the skin. You retain any movement modes or modifications to your speed granted by sources other than your race or subrace.


Senses
While wearing a skin, you lose all of the senses (such as darkvision or blindsight) granted by your race or subrace and gain the senses specified by the skin. You retain any senses granted by sources other than your race or subrace.


Hit Dice
When you shift, you record your normal form’s hit points and current hit dice, then assume the skin’s hit points and hit dice. The skin has one hit die of its specified type per shifter level. Its hit points are calculated as follows.


Hit Points: (Half the maximum of the skin’s hit dice (rounded up) + your Constitution modifier while wearing the skin) * the skin’s shifter level.

A skin’s description will usually list its hit points at each valid shifter level for reference. Any feature that permanently grants you additional hit points (such as the Tough feat) does not apply.

When you revert to your normal form, you return to the number of hit points you recorded for your normal form. However, if you revert as a result of dropping to 0 hit points, any extra damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

Skin Hit Points by Hit Dice Type


Hit Dice Type
Hit Points Per Shifter Level


d4
2 + Con


d6
3 + Con


d8
4 + Con


d10
5 + Con


d12
6 + Con




Strength, Dexterity, and Constitution Scores
While wearing a skin, your Strength, Dexterity, and Constitution scores are the scores specified by the skin. Features that permanently increase your normal form’s Strength, Dexterity, or Constitution (such as an Ability Score Increase feature or the Durable feat) do not apply. Your Intelligence, Wisdom, and Charisma scores do not change.

You retain your proficiencies and your proficiency bonus while wearing a skin. You use your new ability scores to calculate any values that would use those scores, such as your bonus to hit and damage with a Strength-based attack, or your bonus to a Dexterity (Acrobatics) check.


Shifter Armor
Each skin lists its shifter armor type, between light, medium, and heavy. These values grant the creature natural defenses which vary based on its shifter level. An entry of - means that the creature has no shifter armor, and its AC is calculated the same as any other unarmored creature (10 + your Dexterity modifier while wearing the skin). The other types vary, as follows.


Light: 10 + one third of the skin’s shifter level (rounded up) + your Dexterity modifier when wearing the skin.

Medium: 12 + one third of the skin’s shifter level (rounded up) + your Dexterity modifier when wearing the skin to a maximum of +2.

Heavy: 15 + one third of the skin’s shifter level (rounded up).

A skin’s description will usually list its AC at each valid shifter level for reference. Any feature that permanently grants you a bonus to AC or a different way to calculate AC (such as the Draconic Bloodline Sorcerer’s Draconic Resilience feature) still applies if it is physically compatible with your new form, as long as that feature does not come from your race or subrace. As normal, this AC calculation does not stack with any other method of calculating your AC, such as manufactured armor or the Unarmored Defense feature of the Monk. The bonus from a shield still applies, provided that the skin can effectively wield one.

Shifter Armor by Shifter Level



Shifter Level


Shifter Armor Type
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


Light
11 + Dex
11 + Dex
11 + Dex
12 + Dex
12 + Dex
12 + Dex
13 + Dex
13 + Dex
13 + Dex


Medium
13 + Dex (max +2)
13 + Dex (max +2)
13 + Dex (max +2)
14 + Dex (max +2)
14 + Dex (max +2)
14 + Dex (max +2)
15 + Dex (max +2)
15 + Dex (max +2)
15 + Dex (max +2)


Heavy
16
16
16
17
17
17
18
18
18




Shifter Weapons
Most skins grant shifter weapons, described by that skin’s entry. These weapons are natural weapons for you while you wear the skin. As with any natural weapon, you may attack with those shifter weapons in place of any weapon attack you would otherwise make. This does not extend to any special actions that a skin grants using its shifter weapons, such as Multiattack; you cannot take the Multiattack action in place of one of the two attacks granted to you by the Fighter’s Extra Attack feature, for example.

You use your choice of your Strength or Dexterity modifier for the attack and damage rolls of your shifter weapons. You are proficient with your shifter weapons. A skin’s description will usually list its attack bonus with its shifter weapons at each valid level for reference, not counting the proficiency bonus to attack rolls.


Shifter Spells
Some skins grant shifter spells. While wearing a skin, you treat any cantrips listed as a shifter spell by that skin as cantrips that you know and can cast. Simply wearing a skin does not inherently grant you any spell slots or means to cast any spells of 1st level or higher, though the class, item, or ability which granted you shifting may describe ways that you can access them. You lose access to a skin’s shifter spells, including cantrips, when you stop wearing that skin.

Shifter spells are intrinsically tied to the nature of the skin that granted them. While wearing the skin that granted you a shifter spell, you can articulate the verbal components and perform the somatic components with the sounds and gestures the skin is normally capable of. You must still provide verbal and somatic components, and are subject to the same restrictions while doing so as any other spellcaster (such as being unable to perform a verbal component inside the range of a Silence spell), but the verbal and somatic components are altered to a form suitable to the skin. You can also ignore any material components those spells require, if they lack a cost and aren’t consumed by the spell. If a shifter spell granted by a skin has a material component with a cost or which is consumed by the spell, that skin typically will describe a way to provide that material component by an alternate means.

You use your shifting ability, shifter save DC, and shifter attack bonus in place of your spellcasting ability, spell save DC, and spell attack bonus when you cast a shifter spell.

Baphomet
2018-10-18, 04:58 PM
Character Options

These are the character options I have for this class so far. I might later expand this to include a Warlock Patron and/or Ranger Archetype and/or Cleric Domain, plus maybe some magic items or spells that give you provisional access to specific skins, but these are the main two lines of access to shifting abilities.



The Skinwalker is the primary shifter class. It gets shifting up to 9th level at the same rate primary casters advance spell levels. They can shift twice per short rest, 3 times at level 10. As they level up they get Terrestrial (1st level), Aquatic (2nd level, or 1st if your race swims), Aerial (5th level, or 1st if your race flies), Elemental (7th), and Mythical (9th) natures. They attune skins the way prepared casters prepare spells, proficiency + Wis mod attuned at a time. Skins last for 30 minutes times Skinwalker level.

Skinwalker also gets Warlock-like Wis spellcasting, but advancing spell levels slower (one spell level every 3 levels, maxing out at 5th level at 13). They have a tiny number of spells known, maxing out at 8 at 20th level. Spell list contains no healing, some blasting, mostly BC. While wearing a skin, they treat its shifter spells as spells known, so they're expected to augment their miniscule spells known with the shifter spells of their skins. They can cast their Skinwalker spells while wearing a skin. They get one more spell slot than a Warlock, but they don't get any Mystic Arcanum analogue, so I think it evens out.

At 2nd, they get constant Speak With Animals. At 3rd, they can use a shift to cast a special version of Alter Self that they don't lose concentration on by taking damage. At 6th, their skins' shifter weapons are magical and they can also combine their normal form's health pool with their skin's. At 13th, they can spend a day permanently changing the appearance of their normal form to something similar to their original race in a way that fools truesight. At 17th, skins can stay on permanently and they can sleep in them. At 20th, they can spend a day permanently changing their normal form to one of their skins, but only once a year.

There are four subclasses, which you pick at 3rd level.


Mark of Integration: At 3rd, you get an extra shift per rest and your skins' durations double. At 7th, your special Alter Self spell lasts 24 hours and no longer requires concentration at all. At 11th, you get advantage on perceiving things through smell or sound, 60 ft. darkvision, and perception expertise. At 15th, you can apply one skin as a hybrid form to another skin or your normal form. You add its stat modifiers to your stats, plus you get its senses, shifter weapons, shifter spells, and Multiattack.


Mark of the Broken God: At 3rd, you add a handful of spells from the Warlock list to the Skinwalker list and a tiny increase in spells known, bringing it up to Ranger level (but still not up to Warlock level). At 7th, you get the Eldritch nature. At 11th, if you swallow and digest an intelligent creature, you get back a spent spell slot once per short rest. At 15th, you see through all transformations.


Mark of the Pack: At 3rd you get a Find Familiar ritual that can summon Beasts with Pack Tactics (Dire Wolf, Blood Hawk, Lion, Reef Shark). They can attack like a Pact of the Chain Warlock familiar. At 7th, your familiar can shift at half your shifter level into anything you have attuned, but can't cast spells. At 11th, if you're near your familiar and wearing the same skin as it, you can see and hear through it and swap places with it via teleport and it can attack normally like an independent creature. At 15th level, you can have a second familiar, but they both have to be the same.


Mark of the Savage Tyrant: 3rd level gives you Ancient nature. 7th level lets you turn into dragon-like versions of skins; they have armored scales and can speak Draconic. At 11th level your dragon-like skins get to cast Dragon's Breath on themselves once per short rest for free, at your shifter level instead of spell level. At 15th level you get Draconic nature.



Skinwalker
The average intelligent creature doesn’t stop too often to consider the powers of nature. Among those few that do, most believe that nature is a pristine and revered power, whose beauty and majesty must be preserved. Even fewer among them look deeper see the true heart that beats within nature’s raw primal energy. Nature is not good. Nature is not evil. Nature is life. Nature is death. Nature is selfish, and nature has no self. Nature is formless, but nature’s form is bloody tooth and claw, the keen eye of a starving wolf, the contagion that ravages a plagued rat, the raging wildfire that consumes both the untamed forest and the well-tended farmland and doesn’t even know the difference between them.

This is the nature that the Skinwalker knows.

Skinwalkers don’t tap into the power of nature through study and reverence, the way Druids and Rangers do. A Skinwalker’s connection to nature is more primal. Some are so drawn to nature that they hate and shun civilized places. Others see civilization as a tool that they can use; as nature led the spider to learn to spin a web, so did it lead the humans to build their stone walls and the dwarves to build their tunnels. But, they approach the civilized places of the world the same way that the blacksmith approaches his anvil: impersonally, as a means to an end, and probably in close proximity to a fire.

As a Skinwalker, you gain the following class features.

Hit Points


Hit Dice: 1d8 per Skinwalker level


Hit Points at 1st Level: 8 + your Constitution modifier


Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Skinwalker level after 1st

Starting Proficiencies
You are proficient with the following items, in addition to any proficiencies provided by your race or background.


Armor: Light armor, medium armor, shields


Weapons: Simple weapons, martial weapons


Tools: Herbalism kit


Saving Throws: Wisdom, Constitution


Skills: Three of your choice from Acrobatics, Animal Handling, Athletics, Deception, Insight, Nature, Perception, Sneak, and Survival

Starting Equipment
You start with the following items, plus anything provided by your background.


(a) Hide Armor or (b) Leather Armor


(a) a Battleaxe or (b) a simple melee weapon


(a) a light melee weapon or (b) a Wooden Shield


A Longbow and a quiver of 20 Arrows

Alternatively, you can ignore the equipment given by your class, and start with 4d4 x 10 gp.

Skinwalker Leveling


Level
Prof. Bonus
Features
Cantrips Known
Spells Known
Spell Slots
Slot Level
Shifter Level

1st
+2
Primal Spells, Shifting
2
1
1
1st
1st

2nd
+2
Aquatic Skins, Primal Speech
2
2
2
1st
1st

3rd
+2
Metamorphose, Totem Mark
2
2
2
1st
2nd

4th
+2
Ability Score Improvement
2
2
2
2nd
2nd

5th
+3
Aerial Skins
2
3
2
2nd
3rd

6th
+3
Primal Talon, Shifter Bond
2
3
2
2nd
3rd

7th
+3
Elemental Skins, Mark Feature
2
3
3
3rd
4th

8th
+3
Ability Score Improvement
2
4
3
3rd
4th

9th
+4
Mythical Skins
2
4
3
3rd
5th

10th
+4
Extra Shifting
3
4
3
4th
5th

11th
+4
Mark Feature
3
5
3
4th
6th

12th
+4
Ability Score Improvement
3
5
4
4th
6th

13th
+5
Ritual of Reshaping
3
5
4
5th
7th

14th
+5
-
3
6
4
5th
7th

15th
+5
Mark Feature
3
6
4
5th
8th

16th
+5
Ability Score Improvement
3
6
4
5th
8th

17th
+6
One with the Wild
3
7
5
5th
9th

18th
+6
-
3
7
5
5th
9th

19th
+6
Ability Score Improvement
3
7
5
5th
9th

20th
+6
Superior Reshaping
3
8
5
5th
9th



Primal Spells
Through your understanding of the primal forces of reality, you can cast spells to reshape those forces as you see fit.


Primal Casting
You cast spells through an intrinsic connection to the primal forces of nature, which answer to expressions and gestures more primitive than other types of spellcasting. When you cast a Skinwalker spell using a Skinwalker spell slot, these forces react to your will regardless of your current form. You can articulate the verbal components of those spells in any form capable of making sounds, and can perform the somatic components of those spells in any form capable of movement. You can also ignore any material components they require that lack a cost and aren’t consumed by the spell.

Cantrips
You know two cantrips of your choice from the Skinwalker spell list. You learn additional Skinwalker cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Skinwalker Leveling table.

Spell Slots
The Skinwalker Leveling table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Skinwalker spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the Skinwalker spell list. The Spells Known column of the Skinwalker Leveling table shows when you learn more Skinwalker spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.

Additionally, when you gain a level in this class, you can choose one of the Skinwalker spells you know and replace it with another spell from the Skinwalker spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Wisdom is your spellcasting ability for your Skinwalker spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Skinwalker spell you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.


Spell Attack modifier = your proficiency bonus + your Wisdom modifier.

Ritual Casting
You can cast any Skinwalker spell you know as a ritual if that spell has the Ritual tag.


Cantrips
Acid Splash
Create Bonfire
Druidcraft
Frostbite
Gust
Infestation
Poison Spray
Primal Savagery
Shillelagh
Thorn Whip

1st Level
Animal Friendship
Beast Bond
Create or Destroy Water
Detect Poison and Disease
Disguise Self
Entangle
Faerie Fire
Hail of Thorns
Hunter’s Mark
Jump
Longstrider
Purify Food and Drink
Snare

2nd Level
Barkskin
Cordon of Arrows
Darkvision
Earthbind
Gust of Wind
Melf’s Acid Arrow
Pass Without Trace
Spider Climb
Spike Growth
Web

3rd Level
Bestow Curse
Call Lightning
Conjure Animals
Conjure Barrage
Fly
Haste
Nondetection
Slow
Speak with Plants
Water Breathing
Wind Wall

4th Level
Blight
Conjure Woodland Beings
Dominate Beast
Giant Insect
Grasping Vine
Guardian of Nature
Polymorph
Stoneskin

5th Level
Awaken
Conjure Volley
Contagion
Control Winds
Insect Plague
Maelstrom
Tree Stride
Wrath of Nature



Shifting
Your connection with the primal creatures and forces of the world is so strong, you have the ability to transform your body into representations of those forces. You can wear skins that you have attuned to.


Attuning and Wearing Skins
You may use your ability to shift twice, and can do so as an action or a bonus action. You regain all expended uses when you finish a short or long rest. You can wear a skin for a maximum of 30 minutes per Skinwalker level.

You attune to the list of skins you can wear, choosing from all skins that you have access to. When you do so, choose a number of skins equal to your proficiency bonus plus your Wisdom modifier (minimum of one skin). You can also change your list of attuned skins when you finish a long rest.

Natures
You know the Aquatic and Terrestrial natures. If your race or subrace grants you a natural fly speed, you know the Aerial nature.

Shifter Level
The Shifter Level column of the Skinwalker Leveling table shows your shifter level for your Skinwalker skins.

Shifter Spells
While wearing a skin, you treat its shifter spells as Skinwalker spells you know. You can cast shifter spells of 1st level and higher using your Skinwalker spell slots.

Shifter Ability
Wisdom is your shifter ability for your Skinwalker skins, so you use your Wisdom whenever a skin refers to your shifter ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Skinwalker skin you wear and when making an attack roll with a shifter spell.


Shifter save DC = 8 + your proficiency bonus + your Wisdom modifier.


Shifter Attack modifier = your proficiency bonus + your Wisdom modifier.



Primal Speech
Though most Beasts lack the intelligence to form a coherent language, starting at 2nd level, you’ve mastered a way to affect to the primal forces of nature that drive their minds. This allows you to understand a Beast’s ideas and desires, as well as communicate your own. You can understand and speak with Beasts, using basic body language and inarticulate sounds. The Beast’s ability to communicate complicated or nuanced ideas is limited by its Intelligence, but most beasts are at least able to describe landmarks, noteworthy creatures, or significant recent events. You may use the Animal Handling skill on a Beast any time you might use the Deception, Insight, Intimidation, or Persuasion skill on an intelligent creature. You retain this ability regardless of your current form.

Metamorphose
At 3rd level, you may expend one use of your shifting ability to cast Alter Self as a 2nd level spell. When cast this way, you automatically succeed on Constitution saving throws that you make to maintain your concentration on Alter Self when you take damage.

Totem Mark
Also at 3rd level, you adopt the mark of a particular totem, representing a source of greater power that you strive for. Choose a Mark. This choice grants you features at 3rd level, and again at 7th, 11th, and 15th level.


Skin Affinity
At 3rd level, you have an additional use of your shifting ability per short or long rest, and the duration of the skins you wear becomes one hour per Skinwalker level.

Enhanced Metamorphosis
Starting at 7th level, when you cast the Alter Self spell using your Metamorphose ability, the duration increases to 24 hours and the spell no longer requires concentration to maintain. The spell ends when you use your Metamorphose ability again, or you may dismiss the spell’s effects at any time.

Primal Adaptation
At 11th level, you have enough control over your body to adapt certain benefits from your skins to other forms. You have advantage on Wisdom (Perception) checks that rely on hearing or smell. You have darkvision to a range of 60 ft. Additionally, you are proficient in the Perception skill. If you were already proficient in the Perception skill, you add double your proficiency bonus to any perception skill check. This ability remains active while wearing a skin.

Hybrid Form
At 15th level, as an action or bonus action on your turn, you can expend one use of your shifting to partially gain the benefits of a skin, causing it to become a hybrid skin. Choose a skin you have attuned and can wear, as well as a shifter level at which you could wear that skin. Your body is surrounded with a spectral, transparent image resembling the hybrid skin, but altered to fit your current basic body shape. This image moves with you and is fully solid, but phases through your equipment and belongings without harming them. You can maintain this form for as long as you can wear a skin, but you lose it when you fall unconscious, drop to 0 hit points, die, lose attunement to the skin, or dismiss it voluntarily as a bonus action on your turn. If you are wearing a skin when you activate this ability, you cannot choose the skin you are currently wearing to be a or any of its variants to be a hybrid skin, nor can you wear the skin you have chosen as a hybrid skin while that hybrid skin remains active. While in hybrid form, you have the following changes related to the hybrid skin.


You gain three temporary hit points per shifter level of the hybrid skin. These temporary hit points disappear when you leave hybrid form.


You add the skin’s Strength modifier to your Strength score and its Dexterity modifier to your Dexterity score. You do not add a negative modifier. You cannot raise an ability score above 30 this way.


You gain the hybrid skin’s senses and speed traits, in addition to your own senses and speed. If you share a sense or movement mode with the hybrid skin, you choose which version to use.


You gain the hybrid skin’s shifter weapons. When you take the attack action on your turn, you may attack twice, instead of once. At least one of those attacks must be with your hybrid skin’s shifter weapons. This ability does not stack with the Extra Attack feature.


You gain the hybrid skin’s shifter spells as Skinwalker spells known, as if you were wearing the skin normally.


If the hybrid skin has the Multiattack, Improved Multiattack, or Pounce traits, you have those traits as well. You are limited to the actions described by those traits.




Primal Arcana
When you adopt this mark at 3rd level, you add the following spells to the Skinwalker spell list.


Cantrips: Mage Hand, Message, Minor Illusion, Prestidigitation


1st Level: Armor of Agathys, Arms of Hadar, Detect Thoughts, Dissonant Whispers, Hex, Unseen Servant


2nd Level: Darkness, Enthrall, Invisibility, Mirror Image, Misty Step


3rd Level: Fear, Gaseous Form, Hunger of Hadar, Major Image, Tongues


4th Level: Arcane Eye, Charm Monster, Dimension Door, Evard’s Black Tentacles


5th Level: Enervation, Far Step, Hold Monster, Synaptic Static

Additionally, your capacity to interact with primal magic is expanded. Rather than using the Skinwalker Leveling table to determine your cantrips and spells known at each Skinwalker level, you use the Broken God Spells table.

Broken God Spells


Level
Cantrips Known
Spells Known


3rd
2
3


4th
3
3


5th
3
4


6th
3
4


7th
3
5


8th
3
5


9th
3
6


10th
4
6


11th
4
7


12th
4
7


13th
4
8


14th
4
8


15th
4
9


16th
4
9


17th
4
10


18th
4
10


19th
4
11


20th
4
11



Eldritch Skins
At 7th level, you learn the Eldritch nature.

Arcane Consumption
At 11th level, when you use a skin’s Swallow trait to swallow a living creature with intelligence 4 or greater, if that creature dies while swallowed and is fully digested, you may replenish one of your spent Skinwalker spell slots. You do not gain this benefit from digesting a construct, plant, or undead creature, nor if the creature disappears before you can digest it (as is the case with most summoned creatures). Once you use this ability, you cannot use it again until you finish a short or long rest.

Eye of the Blind Master
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight. This ability even reveals a Skinwalker after using a Ritual of Reshaping, though you only learn that their form has been altered, instead of learning their original form.



Pack Hunter
At 3rd level, you learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: Dire Wolf, Blood Hawk, Lion, or Reef Shark. When you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.

Companion Shifting
At 7th level, a familiar you summon with the Find Familiar spell gains the ability to shift. It can shift once as an action, and regains the ability to do so after you take a short or long rest. The duration of its skins is permanent, though it still reverts to its normal form when it drops to 0 hit points, falls unconscious, dies, voluntarily reverts, or loses attunement with its skin, as normal. It knows the Aerial, Aquatic, and Terrestrial natures, and its shifter level is equal to half of your shifter level (rounded down).

Your familiar is attuned to all of the skins that you are attuned to, within the limits of its known natures and shifter level. It uses your shifter ability modifier, shifter save DC, and shifter attack bonus for skins it wears.

Your familiar has no access to the shifter spells of its skin, not even the cantrips. It can channel your touch-range spells as normal for a familiar, even while wearing a skin.

Pack Alpha
Starting at 11th level, if you and any familiar you gained by casting the Find Familiar spell are within 60 feet of each other and are wearing the same skin (even if you are wearing different variants of that skin or are wearing the skin at differing shifter levels), your senses become telepathically synchronized. You automatically see and hear everything that a synchronized familiar sees and hears, but you are not harmed or affected by it. You experience a synchronized familiar’s sensations and your own simultaneously, without being blinded or deafened as normal.

Additionally, while synchronized with your familiar, you may teleport to a familiar’s location while that familiar simultaneously teleports to your location. You can use this ability as a bonus action on your turn, or as a reaction when you or that familiar would take any amount of damage. If you use this ability as a reaction to damage, you take any damage that familiar would have taken and vice-versa. If either you or your familiar would be prevented from teleporting in this way, neither of you do. You can use this ability once per short or long rest.

Finally, a synchronized familiar can attack on its turn as a normal creature would; you do not have to forgo one of your own attacks for it to do so.

Pack Expansion
Starting at 15th level, when you cast the Find Familiar spell while you already have one familiar, you can choose to either change your first familiar’s form, or gain a second familiar (ignoring the spell’s normal restriction that you can have no more than one familiar at a time). The second familiar must be the same form as the first. When you cast the Find Familiar spell to change one familiar’s form, the other familiar also changes to match that form.

While one familiar is wearing a skin, the other familiar is limited to shifting into the same skin (but is not restricted to the same variant or shifter level). If it cannot do so for any reason, it is unable to shift at all.



Ancient Skins
At 3rd level, you learn the Ancient nature.

Draconic Affinity
At 7th level, you can speak, read, and write Draconic. Additionally, when you wear a skin, you may choose to augment that skin with a plate-like coating of scales, granting it a +1 bonus to its AC when not wearing armor. You may also speak Draconic while wearing a skin augmented this way, even if that skin is not normally capable of speech.

Dragon Breath
At 11th level, any skin you augment with your Draconic Affinity has the Dragon’s Breath spell as a 2nd-level shifter spell, in addition to its other shifter spells. Additionally, each skin augmented this way has the following trait.


Breath Weapon: You can cast the Dragon’s Breath spell as a shifter spell without using a spell slot. When cast this way, the spell level is equal to this skin’s shifter level, and you can only target yourself with the spell. You regain this ability after a short or long rest.

Draconic Skins
At 15th level, you learn the Draconic nature.


Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Aerial Skins
At 5th level, you learn the Aerial nature.

Primal Talon
At 6th level, your shifter weapon attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Shifter Bond
Starting at 6th level, when you shift into a skin, you may choose to commit yourself to that transformation, bonding that skin to your normal form. If you do so, you shift into the skin as normal, except for the following differences.


Instead of adopting the skin’s hit points, you adopt a hit point maximum equal to your normal form’s hit point maximum plus the skin’s hit points, and a current hit point total equal to your normal form’s hit point total plus the skin’s hit points.


You add your normal form’s unspent hit dice to the skin’s pool of hit dice. Any of these hit dice that you spend while wearing the skin remain spent when you return to normal.


Whenever you heal any amount of hit points, you add that amount to your normal form’s hit points that you recorded before shifting, up to your normal form’s hit point maximum. If your current hit points while wearing the bonded skin are less than your normal form’s recorded hit point value, that value decreases to your current hit point value.


Instead of reverting to your normal form when you drop to 0 hit points, you instead revert to your normal form when you drop to 1 hit point. Damage in excess of the amount required to reach this value carries over to your normal form, as usual.

Elemental Skins
At 7th level, you learn the Elemental nature.

Mythical Skins
At 9th level, you learn the Mythical nature.

Extra Shifting
Beginning at 10th level, you have one additional use of your shifting ability per short or long rest.

Ritual of Reshaping
At 13th level, your control over your body’s shape has become so absolute, you can enact permanent changes to your normal form. Once per day, you can perform a Ritual of Reshaping, which requires one hour of focus on the shape that you wish to take. You may choose your height, weight, gender, hair, eye, and skin color, hair length, the sound of your voice, and any other details you like. Additionally, you can add or remove any scars, tattoos, or piercings, and you are not limited to natural hair, eye, and skin colors. Your chosen form must be physically similar to your original race, but does not necessarily have to look like that race, within limits. For example, a human could change themselves to superficially resemble an elf, but could not resemble a dragonborn. Once you complete the ritual, the chosen changes take effect after your next long rest, permanently altering your normal form.

After the changes take effect, the magic of the ritual ends, leaving behind no lingering magical aura detectable by normal means. Your form is changed so thoroughly that even truesight cannot detect that it has been altered. If you use this ability to look like another person that you have seen, creatures have disadvantage on any check made to discern that you are not truly that person.

One with the Wild
At 17th level, the duration of your skins becomes permanent. Additionally, you no longer revert to your normal form when you fall unconscious. You only revert to your normal form when you drop to 0 hit points, die, voluntarily revert, or lose attunement to your skin.

Superior Reshaping
At 20th level, you can perform a special Ritual of Reshaping while wearing a skin. You spend eight hours focusing on the form of the skin you are wearing, during which time all of the equipment that had merged into your skin falls out at your feet. The ritual takes effect at the end of your next long rest, but fails if you revert to your normal form or wear another skin before that time. If the ritual succeeds, you cannot perform another like it for a full year.

After the ritual takes effect, your normal form changes to the form you had while wearing that skin, except as follows.


The form is permanent, and replaces your normal form. Truesight does not reveal that your form is altered. You can wear a new skin to change this form, as you could with your previous form, but lose all of the skin’s traits when you do so.


If the skin has any shifter spells, they are added to your known Skinwalker spells. You lose them while wearing a skin.


You apply any permanent bonuses to the Strength, Dexterity, or Constitution scores of your normal form that did not come from your race or subrace, as well as any permanent bonuses to your hit points that did not come from your race or subrace.


You gain telepathy with a range of 120 ft, using any language that you know. Creatures that you communicate with this way do not gain any special ability to telepathically communicate back, however.


You replace twenty of your Skinwalker hit dice with twenty of the skin’s hit dice. Rather than using the hit point total given by the skin, your hit point total instead becomes the maximum of one of the skin’s hit dice plus nineteen times the average of the skin’s hit dice plus twenty times your Constitution modifier (minimum of one hit point).


You gain access to a special skin that represents your original form, and can wear that skin as any other, returning to the statistics of your original body and the appearance of your original race. This skin has no natures, and only you can wear it.


If you perform the Ritual of Reshaping to change your form to that of another skin after having already done so at least once before, you apply the new skin’s traits as though your original form were wearing it, instead of your altered form.





Druids shift instead of Wild Shape. Non-Moon Druids get skins up to level 3. For natures, they get Terrestrial at 2, Aquatic at 4, and Aerial at 8. Moon Druids get skins up to level 7. They get Aquatic at 2nd, Aerial and Ancient at 6th, and Elemental at 10. All Druids get the Wild nature at 12. Druids can cast shifter spells while wearing skins, but can only use their lower-level spell slots (their Druid level over 4, rounded up). Druids under level 9 can't cast Druid spells while wearing a skin. Beast Spells moves to level 9, but only gives access to 1st-level spells. This increases to 3rd level spells over the course of the next 8 levels. Archdruid loses the spell access clause; unlimited transformations are good enough, and you already have spells up to 3rd level.


Druid (Shifter Variant)
This variant is the same as the base Druid, except as noted below.

Druid (Shifter Variant)


Level
Traits
Shifter Level (Non-Moon)
Shifter Level (Moon)
Shifter Spell Slot Max Level
Beast Spell Level


1st
-
-
-
-
-


2nd
Aquatic Nature (Moon), Wild Shape
1st
1st
1st
-


3rd
-
1st
2nd
1st
-


4th
Aquatic Nature (Non-Moon)
2nd
2nd
1st
-


5th
-
2nd
2nd
2nd
-


6th
Aerial and Ancient Nature (Moon)
2nd
3rd
2nd
-


7th
-
2nd
3rd
2nd
-


8th
Aerial Nature (Non-Moon)
3rd
3rd
2nd
-


9th
Beast Spells
3rd
4th
3rd
1st


10th
Elemental Nature (Moon)
3rd
4th
3rd
1st


11th
-
3rd
4th
3rd
1st


12th
Wild Nature
3rd
5th
3rd
1st


13th
-
3rd
5th
4th
2nd


14th
-
3rd
5th
4th
2nd


15th
-
3rd
6th
4th
2nd


16th
-
3rd
6th
4th
2nd


17th
-
3rd
6th
5th
3rd


18th
-
3rd
7th
5th
3rd


19th
-
3rd
7th
5th
3rd


20th
Archdruid
3rd
7th
5th
3rd



Wild Shape
(This ability replaces the Druid’s Wild Shape ability at level 2.)
You can wear skins that you have attuned to.


Attuning and Wearing Skins
You may use your ability to shift twice, and can do so as an action. You regain all expended uses when you finish a short or long rest. You can wear a skin for a maximum of 30 minutes per Druid level.

You attune to the list of skins you can wear, choosing from all skins that you have access to. When you do so, choose a number of skins equal to half your proficiency bonus (rounded down) plus your Wisdom modifier (minimum of one skin). You can also change your list of attuned skins when you finish a long rest.

Natures
You know the Terrestrial nature. At 4th level, you learn the Aquatic nature. At 8th level, you learn the Aerial nature. At 12th level, you learn the Wild nature.

Shifter Level
Your shifter level is 1st. This increases to 2nd at 4th level, and 3rd at 8th level.

Shifter Spells
While wearing a skin, you can cast the skin’s shifter spells with your Druid spell slots, but you do not have access to your Druid spell slots whose spell level is higher than the level indicated on the Shifter Spell Slot Max Level column of the Druid (Shifter Variant) Leveling table, not even to cast lower-level spells. You cannot cast any of the other Druid spells that you have prepared while wearing a skin.

Shifter Ability
Wisdom is your shifter ability for your Druid skins, so you use your Wisdom whenever a skin refers to your shifter ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Druid skin you wear and when making an attack roll with a shifter spell.


Shifter save DC = 8 + your proficiency bonus + your Wisdom modifier.
Shifter Attack modifier = your proficiency bonus + your Wisdom modifier.



Beast Spells
(This ability replaces the Druid’s Beast Spells ability at level 18, and moves it to level 9.)
Beginning at 9th level, you treat your Druid cantrips or prepared spells of 1st level as shifter spells while wearing a skin. You gain access to your 2nd level Druid spells at level 13, and your 3rd level Druid spells at level 17.

Archdruid
(This ability replaces the Druid’s Archdruid ability at level 20.)
At 20th level, you can use your Wild Shape an unlimited number of times.

Circle Forms
(This ability replaces the Circle of the Moon Druid’s Circle Forms ability at level 2.)
Starting at 2nd level, you know the Aquatic nature.
Your ability to transform grows more quickly than other Druids outside your circle. Your shifter level is one plus one third of your Druid level (rounded down).

Aerial and Ancient Circle Forms
(Circle of the Moon Druids get this ability at 6th level, in addition to the Primal Strike ability.)
Starting at 6th level, You know the Aerial and Ancient natures.

Elemental Circle Forms
(This ability replaces the Circle of the Moon Druid’s Elemental Wild Shape ability at level 10.)
Starting at 10th level, you know the Elemental nature.



Skinwalker
To multiclass into or out of the Skinwalker class, you must have both Constitution and Wisdom scores of 13 or higher. If you multiclass into the Skinwalker class, you gain proficiency with light and medium armor, shields, and simple and martial weapons.

Skins Attuned and Worn
If you are a member of two different classes with access to shifting abilities, you determine your skins known and attuned for each class individually, as if you were a single-classed member of that class. If you are a Druid 2/Skinwalker 5, for example, you would attune 1 + your Wisdom modifier in skins of 1st shifter level for your Druid skins, and 3 + your Wisdom modifier in skins of 3rd shifter level or lower for your Skinwalker skins. The natures you know are compatible across classes, but the uses of your shifting ability are not. In the example above, you would be able to wear a 1st-level skin with the Aerial, Aquatic, or Terrestrial natures with your two uses of the Druid’s shifting ability, even though you have not learned those natures as a Druid.

Baphomet
2018-10-18, 04:59 PM
Skins


Air Elemental

Description: An Air Elemental looks like a swirling mass of shifting blue-indigo fog. It can freely shape this fog into crude shapes, giving the impression of a body or a face, but these features are crudely-formed and primarily for the benefit of other, less malleable creatures. Though its body is primarily gaseous, it has the ability to solidify parts of itself at will, forming grasping appendages or makeshift weapons.

Shifter Level: 4th

Natures: Aerial, Elemental

Creature Type: Elemental

Size: Large

Speed: Fly 90 ft. (hover)

Senses: Darkvision 60 ft.

Hit Dice: d10

Ability Scores: The Air Elemental skin’s Strength, Dexterity, and Constitution scores vary based on its shifter level, as indicated in the Str, Dex, and Con columns of the Air Elemental Skin Traits table.

Shifter Armor: Light

Shifter Weapons:


Slam: melee attack, range 5 ft., one target. On hit: the target takes an amount of bludgeoning damage which varies based on the Air Elemental skin’s shifter level, as indicated on the Slam Base Damage column of the Air Elemental Skin Traits table.


Shifter Spells:


Cantrips: Gust, Thunderclap


1st Level: Fog Cloud, Thunderous Smite, Zephyr Strike


2nd Level: Dust Devil, Warding Wind, Gust of Wind


3rd Level: Gaseous Form, Thunder Step, Wind Wall


4th Level: Dimension Door, Greater Invisibility


5th Level: Cloudkill, Control Winds


Traits: The Air Elemental skin’s traits vary based on its shifter level. It has all traits of its shifter level and below that are indicated in the Traits column of the Air Elemental Skin Traits table.

Air Elemental Skin Traits


Shifter Level
HP
AC
Attack Bonus
Str
Dex
Con
Traits
Slam Base Damage


4th
28
16
+4
14 (+2)
18 (+4)
14 (+2)
Air Form, Multiattack, Verbose, Whirlwind
2d6


5th
35
16
+4
14 (+2)
18 (+4)
15 (+2)
-
2d6


6th
42
16
+4
15 (+2)
19 (+4)
15 (+2)
-
2d8


7th
56
17
+4
15 (+2)
19 (+4)
16 (+3)
-
2d8


8th
64
18
+5
16 (+3)
20 (+5)
16 (+3)
-
2d8


9th
72
18
+5
16 (+3)
20 (+5)
17 (+3)
-
2d10



Air Form: You have resistance to lightning and thunder damage, as well as nonmagical bludgeoning, piercing, and slashing damage. You do not need to breathe, and you cannot be grappled, paralyzed, poisoned, prone, or restrained. You can enter a hostile creature's space and stop there, or move through a space as narrow as 1 inch wide without squeezing.

Multiattack: You may make two attacks with your Slam as an action.

Verbose: You can speak any language you know.

Whirlwind: As an action on your turn, you can make a Whirlwind attack, forcing each creature in your space to make a Strength saving throw. On a failure, a target takes 1d6 bludgeoning damage per shifter level and is flung up 20 feet away from you in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.



Bat

Description: Bats are one of the few flying mammals. Their two arms double as wings, as their four long fingers are connected by a thin, fleshy membrane that allows them to fly. They have short legs, tiny tails, and large, pointed ears. They emit quick, high-pitched squeaks that are barely audible to most creatures, but which allow them to intuit the shapes of objects in their surroundings by listening to the echo. The smaller varieties are a common sight inside or around caves. Some grow exceptionally large, and some are known to subsist on the blood of other creatures, drawn with their small fangs.

Shifter Level: 1st

Natures: Aerial, Terrestrial

Creature Type: Beast

Size: Tiny

Speed: 5 ft., fly 30 ft.

Senses: Blindsight 60 ft. You cannot use your blindsight while deafened.

Hit Dice: d4

Ability Scores: The Bat skin’s Strength, Dexterity, and Constitution scores vary based on its shifter level, as indicated in the Str, Dex, and Con columns of the Bat Skin Traits table.

Shifter Armor: -

Shifter Weapons:


Bite: melee attack, range 5 ft., one target. On hit: the target takes an amount of piercing damage which varies based on the Bat skin’s shifter level, as indicated on the Bite Base Damage column of the Bat Skin Traits table.


Shifter Spells:


Cantrips: Chill Touch, Toll the Dead


1st Level: Sleep, Hex, Hunter’s Mark


2nd Level: Hold Person, Bestow Curse


3rd Level: Vampiric Touch


4th Level: Charm Monster


5th Level: Enervation


Traits: The Bat skin’s traits vary based on its shifter level. It has all traits of its shifter level and below that are indicated in the Traits column of the Bat Skin Traits table.

Bat Skin Traits


Shifter Level
HP
AC
Attack Bonus
Str
Dex
Con
Traits
Bite Base Damage


1st
2
12
+2
6 (-2)
15 (+2)
10 (+0)
Keen Hearing, Skulker
1d4


2nd
6
12
+2
8 (-1)
15 (+2)
10 (+0)
Flyby, Small Size
1d4


3rd
12
13
+3
11 (+0)
16 (+3)
10 (+0)
Medium Size
1d6


4th
20
13
+3
13 (+1)
16 (+3)
11 (+0)
Blood Drain, Large Size
1d6


5th
25
13
+3
14 (+2)
17 (+3)
11 (+0)
-
1d6


6th
30
13
+3
14 (+2)
17 (+3)
11 (+0)
-
1d6


7th
35
14
+4
15 (+2)
18 (+4)
11 (+0)
-
1d6


8th
48
14
+4
15 (+2)
18 (+4)
12 (+1)
-
1d8


9th
54
14
+4
16 (+3)
19 (+4)
12 (+1)
-
1d8



Keen Hearing: You have advantage on Wisdom (Perception) checks that rely on hearing.

Skulker: You are proficient in the Stealth skill. If you were already proficient in the Stealth skill, your proficiency bonus is doubled for any Stealth skill check.

Flyby: You do not provoke opportunity attacks when you fly out of an opponent’s reach.

Small Size: Your size is small, your hit dice are d6s, and your base fly speed is 40 ft. You only have this trait while wearing this skin at exactly 2nd shifter level.

Medium Size: Your size is medium, your hit dice are d8s, and your base fly speed is 50 ft. You only have this trait while wearing this skin at exactly 3rd shifter level.

Blood Drain: The Bat skin’s Bite attack description changes to the following.


Bite: melee attack, range 5 ft., one target. On hit: the target takes an amount of piercing damage which varies based on the Bat skin’s shifter level, as indicated on the Bite Base Damage column of the Bat Skin Traits table. The target must make a Constitution saving throw or take necrotic damage equal to your shifter level. The creature’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Large Size: Your size is large, your hit dice are d10s, and your base fly speed is 60 ft.



Bear

Description: Bears are large, omnivorous mammals known to be incredibly dangerous. They have a short snout, sharp teeth, and rounded ears. They usually walk on all four of their clawed limbs, but will sometimes stand upright on their hind legs. They are covered by a thick, furry hide, and are known to climb trees.

Shifter Level: 2nd

Natures: Terrestrial

Creature Type: Beast

Size: Large

Speed: 40 ft., climb 30 ft.

Senses: -

Hit Dice: d12

Ability Scores: The Bear skin’s Strength, Dexterity, and Constitution scores vary based on its shifter level, as indicated in the Str, Dex, and Con columns of the Bear Skin Traits table.

Shifter Armor: Medium

Shifter Weapons:


Bite: melee attack, range 5 ft., one target. On hit: the target takes an amount of piercing damage which varies based on the Bear skin’s shifter level, as indicated on the Bite Base Damage column of the Bear Skin Traits table.


Claws: melee attack, range 5 ft., one target. On hit: the target takes an amount of slashing damage which varies based on the Bear skin’s shifter level, as indicated on the Claws Base Damage column of the Bear Skin Traits table.


Shifter Spells: -

Traits: The Bear skin’s traits vary based on its shifter level. It has all traits of its shifter level and below that are indicated in the Traits column of the Bear Skin Traits table.

Bear Skin Traits


Shifter Level
HP
AC
Attack Bonus
Str
Dex
Con
Traits
Bite Base Damage
Claws Base Damage


2nd
16
13
+3
17 (+3)
11 (+0)
15 (+2)
Athletic, Keen Smell, Multiattack, Perceptive
1d6
2d4


3rd
27
13
+3
17 (+3)
11 (+0)
16 (+3)
-
1d8
2d6


4th
36
15
+4
18 (+4)
12 (+1)
16 (+3)
Thick Hide
1d8
2d6


5th
45
15
+4
18 (+4)
12 (+1)
17 (+3)
Improved Multiattack
1d10
2d6


6th
54
15
+4
19 (+4)
13 (+1)
17 (+3)
-
1d10
2d8


7th
70
16
+4
19 (+4)
13 (+1)
18 (+4)
-
1d10
2d8


8th
80
17
+5
20 (+5)
14 (+2)
18 (+4)
-
1d12
2d8


9th
90
17
+5
20 (+5)
14 (+2)
19 (+4)
-
1d12
2d10



Athletic: You are proficient in the Athletics skill. If your natural form is already proficient in the Athletics skill, your proficiency bonus is doubled for any Athletics skill check.

Keen Smell: You have advantage on Wisdom (Perception) checks that rely on smell.

Multiattack: You may make one attack with your Bite and one attack with your Claws as an action.

Perceptive: You are proficient in the Perception skill. If your natural form is already proficient in the Perception skill, your proficiency bonus is doubled for any Perception skill check.

Thick Hide: You have resistance to nonmagical bludgeoning, piercing, and slashing damage.

Improved Multiattack: Immediately after taking the Attack or Multiattack actions on your turn, you may attack with your Claws as a bonus action.

Cave Bear Variant

Description: Cave Bears are very similar to their forest-dwelling cousins, but have adapted to a life partially spent underground instead of in forests.

The Cave Bear variant has the following differences from the base Bear skin.


The Bear skin’s speed entry changes to the following.


Speed: 40 ft.


The Bear skin’s senses entry changes to the following.


Senses: Darkvision 60 ft.


Polar Bear Variant

Description: Polar Bears are at home among frozen, icy glaciers. They dive into frigid water and swim to catch their prey.

The Polar Bear variant has the following differences from the base Bear skin.


The Bear skin’s natures entry changes to the following.


Natures: Aquatic, Terrestrial


The Bear skin’s speed entry changes to the following.


Speed: 40 ft., swim 30 ft.


The Bear skin has the following trait when worn at 4th shifter level or higher.


Cold Acclimation: You have resistance to cold damage.




Canine

Description: Canines encompass a large group of quadrupedal mammals ranging from the honorable mastiff to the savage dire wolf. All canines have clawed paws, a muzzle with sharp fangs, and a thick hide. Some of the smaller canines are domesticated and are commonly seen guarding farms or in cities with their owners.

Shifter Level: 1st

Natures: Terrestrial

Creature Type: Beast

Size: Small

Speed: 50 ft.

Senses: -

Hit Dice: d6

Ability Scores: The Canine skin’s Strength, Dexterity, and Constitution scores vary based on its shifter level, as indicated in the Str, Dex, and Con columns of the Canine Skin Traits table.

Shifter Armor: Light

Shifter Weapons:


Bite: melee attack, range 5 ft., one target. On hit: the target takes an amount of piercing damage which varies based on the Canine skin’s shifter level, as indicated on the Bite Base Damage column of the Canine Skin Traits table. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.


Shifter Spells:


Cantrips: Guidance


1st Level: Bless


2nd Level: Heroism


3rd Level: Enhance Ability


4th Level: Aura of Life


5th Level: Commune with Nature


Traits: The Canine skin’s traits vary based on its shifter level. It has all traits of its shifter level and below that are indicated in the Traits column of the Canine Skin Traits table.

Canine Skin Traits


Shifter Level
HP
AC
Attack Bonus
Str
Dex
Con
Traits
Bite Base Damage
Extra Attack Damage


1st
4
13
+2
13 (+1)
14 (+2)
12 (+1)
Keen Hearing, Keen Smell, Pack Tactics, Perceptive, Skulker
2d4
1d4


2nd
10
13
+2
13 (+1)
15 (+2)
13 (+1)
Medium Size, Sneak Attack
2d4
1d6


3rd
18
13
+2
15 (+2)
15 (+2)
13 (+1)
Large Size
2d6
1d6


4th
28
15
+3
15 (+2)
16 (+3)
14 (+2)
-
2d6
2d6


5th
35
15
+3
16 (+3)
16 (+3)
14 (+2)
-
2d6
2d6


6th
42
15
+3
16 (+3)
17 (+3)
15 (+2)
-
2d8
3d6


7th
49
16
+3
17 (+3)
17 (+3)
15 (+2)
-
2d8
3d6


8th
64
17
+4
17 (+3)
18 (+4)
16 (+3)
-
2d8
4d6


9th
72
17
+4
18 (+4)
18 (+4)
16 (+3)
-
2d10
4d6



Keen Hearing: You have advantage on Wisdom (Perception) checks that rely on hearing.

Keen Smell: You have advantage on Wisdom (Perception) checks that rely on smell.

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

Perceptive: You are proficient in the Perception skill. If you were already proficient in the Perception skill, your proficiency bonus is doubled for any Perception skill check.

Skulker: You are proficient in the Stealth skill. If you were already proficient in the Stealth skill, your proficiency bonus is doubled for any Stealth skill check.

Medium Size: Your size is medium and your hit dice are d8s. You only have this trait when you wear this skin at exactly 2nd shifter level.

Sneak Attack: Once per turn, when you hit a creature with your Bite attack and have advantage on the attack roll, you can deal extra damage as indicated by the Extra Attack Damage column of the Canine Skin Traits table to that creature.

Large Size: Your size is large and your hit dice are d10s.

Blink Dog Variant

Description: The blink dog looks like a gaunt, pale, hairless wolf with black eyes. Its most distinguishing feature is its ability to augment its hunting prowess using a form of innate teleportation.

The Blink Dog variant has the following differences from the base Canine skin.


The Canine skin’s natures entry changes to the following.


Natures: Mythical, Terrestrial


The Canine skin’s creature type entry changes to the following.


Creature Type: Fey


The Canine skin gains Misty Step as a shifter spell, in addition to its other shifter spells.


The Canine skin has the following trait when worn at 4th shifter level or higher.


Quantum Step: You can cast the Misty Step spell as a 2nd level shifter spell without using a spell slot. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.


Death Dog Variant

Description: Death dogs are generally reviled bringers of filth and pestilence. They have two heads, each drooling with a deadly poison. Unlike other canines, death dogs do not work well in packs.

The Death Dog variant has the following differences from the base Canine skin.


The Canine skin’s natures entry changes to the following.


Natures: Mythical, Terrestrial


The Canine skin’s creature type entry changes to the following.


Creature Type: Monstrosity


The Canine skin’s senses entry changes to the following.


Senses: Darkvision 120 ft.


The Canine skin’s Bite attack description changes to the following.


Bite: melee attack, range 5 ft., one target. On hit: the target takes an amount of piercing damage which varies based on the Canine skin’s shifter level, as indicated on the Bite Base Damage column of the Canine Skin Traits table. If the target is a creature, it must succeed on a Constitution saving throw against disease or become Poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 1d10 on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.


The Canine skin’s shifter spells entry is changes to the following.


Shifter Spells:


Cantrips: Infestation


1st Level: Ray of Sickness


2nd Level: Ray of Enfeeblement


3rd Level: Bestow Curse


4th Level: Blight


5th Level: Contagion



The Canine skin does not have the Pack Tactics trait.


The Canine skin has the following trait.


Two-Headed: you have advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.


Hell Hound Variant

Description: The hell hound hails from the abyss, wielding its fire-based powers to hunt its prey. The hell hound’s fur is black and unkempt, and its skin glows a dull reddish-orange underneath.

The Hell Hound variant has the following differences from the base Canine skin.


The Canine skin’s natures entry changes to the following.


Natures: Elemental, Terrestrial


The Canine skin’s creature type entry changes to the following.


Creature Type: Fiend


The Canine skin’s senses entry changes to the following.


Senses: Darkvision 60 ft.


The Canine skin’s Bite attack description changes to the following.


Bite: melee attack, range 5 ft., one target. On hit: the target takes an amount of piercing damage which varies based on the Canine skin’s shifter level, as indicated on the Bite Base Damage column of the Canine Skin Traits table, plus an amount of fire damage equal to the amount indicated on the Extra Attack Damage column of the Canine Skin Traits table.


The Canine skin’s shifter spells entry changes to the following.


Shifter Spells:


Cantrips: Fire Bolt


1st Level: Burning Hands


2nd Level: Heat Metal


3rd Level: Fireball


4th Level: Wall of Fire


5th Level: Immolation



The Canine skin does not have the Sneak Attack trait.


The Canine skin has the following trait.


Fire Acclimation: You have resistance to fire damage.


Winter Wolf Variant

Description: Winter wolves are much like wolves with pure white fur and grey eyes. They wield frost-based energies innately, and are more clever and tactical than other Canines. They are known to be able to speak, though they do so slowly and with simple words.

The Winter Wolf variant has the following differences from the base Canine skin.


The Canine skin’s natures entry changes to the following.


Natures: Elemental, Terrestrial


The Canine skin’s creature type entry changes to the following.


Creature Type: Monstrosity


The Canine skin’s shifter spells entry changes to the following.


Shifter Spells:


Cantrips: Frostbite


1st Level: Ice Knife


2nd Level: Snilloc's Snowball Swarm


3rd Level: Sleet Storm


4th Level: Ice Storm


5th Level: Cone of Cold



The Canine skin has the following traits.


Cold Acclimation: You have resistance to cold damage.

Verbose: You can speak any language you know.




Corvid

Description: The Corvid skin encompasses a variety of small black birds, such as ravens, crows, and blackbirds, commonly found in most outdoors locations. Corvids are known to be fairly clever, for birds, and also for their ability to mimic sounds that they hear. Corvids are often employed by wizards or other spellcasters as familiars.

Shifter Level: 1st

Natures: Aerial, Terrestrial

Creature Type: Beast

Size: Tiny

Speed: 10 ft., fly 60 ft.

Senses: -

Hit Dice: d4

Ability Scores: The Corvid skin’s Strength, Dexterity, and Constitution scores vary based on its shifter level, as indicated in the Str, Dex, and Con columns of the Corvid Skin Traits table.

Shifter Armor: -

Shifter Weapons:


Beak: melee attack, range 5 ft., one target. On hit: the target takes 1d4 piercing damage.


Shifter Spells:


Cantrips: Minor Illusion, Prestidigitation


1st Level: Detect Magic, Dissonant Whispers, Unseen Servant


2nd Level: Detect Thoughts, Knock, Silence


3rd Level: Clairvoyance, Major Image, Sending


4th Level: Banishment, Resilient Sphere


5th Level: Mislead, Modify Memory, Scrying


Traits: The Corvid skin’s traits vary based on its shifter level. It has all traits of its shifter level and below that are indicated in the Traits column of the Corvid Skin Traits table.

Corvid Skin Traits


Shifter Level
HP
AC
Attack Bonus
Str
Dex
Con
Traits


1st
2
12
+2
6 (-2)
14 (+2)
10 (+0)
Nimble, Perceptive, Verbose


2nd
4
12
+2
6 (-2)
15 (+2)
11 (+0)
Flyby


3rd
6
12
+2
7 (-2)
15 (+2)
11 (+0)
-


4th
12
13
+3
7 (-2)
16 (+3)
12 (+1)
Eye Pluck


5th
15
13
+3
8 (-1)
16 (+3)
12 (+1)
-


6th
18
13
+3
8 (-1)
17 (+3)
13 (+1)
-


7th
21
13
+3
9 (-1)
17 (+3)
13 (+1)
Unkindness


8th
32
14
+4
9 (-1)
18 (+4)
14 (+2)
-


9th
36
14
+4
10 (+0)
18 (+4)
14 (+2)
-



Nimble: You are proficient in the Acrobatics skill. If your natural form is already proficient in the Acrobatics skill, your proficiency bonus is doubled for any Acrobatics skill check.

Perceptive: You are proficient in the Perception skill. If your natural form is already proficient in the Perception skill, your proficiency bonus is doubled for any Perception skill check.

Verbose: You can speak any language you know.

Flyby: You do not provoke opportunity attacks when you fly out of an opponent’s reach.

Eye Pluck: The Corvid skin’s Beak attack description changes to the following.


Beak: melee attack, range 5 ft., one target. On hit: the target takes 1d4 piercing damage. If the target is a small or medium creature with organic eyes, it makes a Dexterity saving throw. On a failure, you pluck out one of the creature’s eyes and eat it. A creature with one or more of its eyes plucked out has disadvantage on any ability check requiring sight. A creature with all of its eyes plucked out is blinded. Any amount of magical healing restores the creature’s eyes.

Additionally, if you have eaten at least one eye with your Beak attack, you can ignore the material component of the Corvid skin’s Clairvoyance and Scrying shifter spells, though you do not gain the ability to cast those spells if you did not already have it. An eye only grants you this benefit if the creature it belonged to was alive when you made the Beak attack that removed it. Regardless of how many eyes you have eaten, you lose this benefit when you use it to cast Clairvoyance or Scrying without a material component, or when you stop wearing the Corvid skin. You must eat a new eye with the Corvid skin’s Beak attack to gain the benefit again.

Unkindness: When you shift into the Corvid skin or as an action on your turn, you may summon a Swarm of Ravens. The swarm appears in your space. It is friendly to you and your companions and shares your initiative count. If you are within 120 feet of the swarm, you can command it telepathically, no action required. If you don’t issue any commands to the swarm, it defends itself from hostile creatures. You can only have one swarm at a time. If you use this ability while you already have a summoned raven swarm, the first swarm disappears. The Swarm of Ravens disappears when it reaches 0 hit points, when you stop wearing the Corvid skin, or when you dismiss it as a bonus action. You regain the use of this ability after a short or long rest.

Additionally, if you and the swarm occupy the same space, creatures have a difficult time telling which bird you are among the swarm. Whenever a creature tries to target you or the swarm with an attack or spell, that creature must roll 1d6. On a 6, the attack or spell targets you, regardless of its original intended target. On a 1-5, the attack or spell targets the Swarm of Ravens, regardless of its original intended target. If this causes the effect or spell to have an invalid target, the effect or spell fails.

Void Raven Variant

Description: Despite its alien physiology, a Void Raven looks very similar to the common bird from which it derives its name, making it hard to notice a Void Raven amongst a flock of Corvids. Its feathers are slick, with an oily sheen, and the edges of its wings and tail seem to slowly and subtly flicker, like a black flame in slow motion.

The Void Raven variant has the following changes from the base Corvid skin.


The Corvid skin’s natures entry changes to the following.


Natures: Aerial, Eldritch, Terrestrial


The Corvid skin’s creature type entry changes to the following.


Creature Type: Aberration


The Corvid skin’s senses entry changes to the following.


Senses: Darkvision 120 ft. Magical darkness does not impede the Corvid skin’s darkvision.


The Corvid skin gains the following shifter weapon, in addition to its other shifter weapons.


Lash: melee attack, range 20 ft., one target. On hit: the target takes 1d8 force damage. Use your shifter ability instead of Strength or Dexterity for this attack. This attack counts as magical for the purpose of overcoming resistance or immunity to nonmagical attacks.


The Corvid skin has the following trait when worn at 3rd shifter level or higher.


Multiattack: While wearing the corvid skin at 3rd, 4th, or 5th shifter level, you may make two attacks with your Lash as an action. While wearing the Corvid skin at 6th, 7th, or 8th shifter level, you may make three attacks with your Lash as an action. When wearing the Corvid skin at 9th shifter level, you may make four attacks with your Lash as an action.


The Corvid skin has the following trait when worn at 5th shifter level or higher.


Repelling Lash: Once per turn, when you hit a creature with your Lash attack, you may move that creature in a straight line 10 feet away from you.

Baphomet
2018-10-18, 05:01 PM
Skins, Continued


Dragon

Description: Dragons are massive reptiles with long necks and tails, each sporting a pair of leathery, bat-like wings in addition to their four main limbs. They are covered in thick, armor-like scales, usually bearing notable horns and spikes. Dragons usually walk on all fours, but can stand up on their hind legs to attack with their knife-like claws. Most Dragons wield an innate elemental energy, the type of which is usually denoted by the color of its scales.

Shifter Level: 8th

Natures: Aerial, Draconic, Elemental, Mythical, Terrestrial

Creature Type: Dragon

Size: Huge

Speed: 40 ft., fly 80 ft.

Senses: Blindsight 30 ft., darkvision 120 ft.

Hit Dice: d12

Ability Scores: The Dragon skin’s Strength, Dexterity, and Constitution scores vary based on its shifter level, as indicated in the Str, Dex, and Con columns of the Dragon Skin Traits table.

Shifter Armor: Heavy

Shifter Weapons:


Bite: melee attack, range 10 ft., one target. On hit: the target takes 2d10 piercing damage.


Claws: melee attack, range 5 ft., one target. On hit: the target takes 2d6 slashing damage.


Tail: melee attack, range 15 ft., one target. On hit: the target takes 2d8 bludgeoning damage.


Shifter Spells:


Cantrips: Thaumaturgy


1st Level: Detect Magic


2nd Level: Blindness/Deafness


3rd Level: Fear


4th Level: Greater Invisibility


5th Level: Telekinesis


Traits: The Dragon skin’s traits vary based on its shifter level. It has all traits of its shifter level and below that are indicated in the Traits column of the Dragon Skin Traits table.

Dragon Skin Traits


Shifter Level
HP
AC
Attack Bonus
Str
Dex
Con
Traits
Extra Damage
Breath Damage


8th
88
18
+6
23 (+6)
13 (+1)
21 (+5)
Agile, Athletic, Durable, Multiattack, Perceptive, Skulker, Verbose
1d6
10d8


9th
108
18
+7
24 (+7)
14 (+2)
22 (+6)
-
2d6
12d8



Agile: You are proficient with Dexterity saving throws.

Athletic: You are proficient in the Athletics skill. If your natural form is already proficient in the Athletics skill, your proficiency bonus is doubled for any Athletics skill check.

Durable: You are proficient with Constitution saving throws.

Multiattack: You may make one attack with your Bite and two attacks with your Claws as an action.

Perceptive: You are proficient in the Perception skill. If your natural form is already proficient in the Perception skill, your proficiency bonus is doubled for any Perception skill check.

Skulker: You are proficient in the Stealth skill. If you were already proficient in the Stealth skill, your proficiency bonus is doubled for any Stealth skill check.

Verbose: You can speak any language you know.

Black Dragon Variant

The Black Dragon variant has the following changes from the base Dragon skin.


The dragon skin’s natures entry changes to the following.


Natures: Aerial, Aquatic, Draconic, Mythical, Terrestrial


The Dragon skin has a 40 ft. swim speed in addition to its other movement modes.


The Dragon skin gains all of the following spells as shifter spells, in addition to its other shifter spells.


Cantrips: Primal Savagery


1st Level: Fog Cloud


2nd Level: Melf’s Acid Arrow


3rd Level: Vampiric Touch


4th Level: Vitriolic Sphere


5th Level: Insect Plague



The Dragon skin gains the following traits.


Acid Acclimation: You have resistance to acid damage.

Acidic Bite: When you hit a creature with a Bite attack, that creature takes an amount of additional acid damage which varies based on the Dragon skin’s shifter level, as indicated on the Extra Damage column of the Dragon Skin Traits table.

Amphibious: You can breathe both air and water.

Breath Weapon: As an action, you exhale acid in a 60 ft. line that is 5 ft. wide. Each creature in that line must make a Dexterity saving throw. On a failed save, the creature takes acid damage which varies based on the Dragon skin’s shifter level, as indicated on the Breath Damage column of the Dragon Skin Traits table. On a successful save, the creature takes half as much damage. As an action on your turn, you may begin recharging this ability. It recharges at the beginning of the turn after you do so.


Blue Dragon Variant

The Blue Dragon variant has the following changes from the base Dragon skin.


The Dragon skin has a 30 ft. burrow speed in addition to its other movement modes.


The Dragon skin gains all of the following spells as shifter spells, in addition to its other shifter spells.


Cantrips: Lightning Lure


1st Level: Thunderwave


2nd Level: Shatter


3rd Level: Thunder Step


4th Level: Storm Sphere


5th Level: Destructive Wave



The Dragon skin gains the following traits.


Breath Weapon: As an action, you exhale lightning in a 60 ft. line that is 5 ft. wide. Each creature in that line must make a Dexterity saving throw. On a failed save, the creature takes lightning damage which varies based on the Dragon skin’s shifter level, as indicated on the Breath Damage column of the Dragon Skin Traits table. On a successful save, the creature takes half as much damage. As an action on your turn, you may begin recharging this ability. It recharges at the beginning of the turn after you do so.

Electric Acclimation: You have resistance to lightning damage.

Electrical Bite: When you hit a creature with a Bite attack, that creature takes an amount of additional lightning damage which varies based on the Dragon skin’s shifter level, as indicated on the Extra Damage column of the Dragon Skin Traits table.


Brass Dragon Variant

The Brass Dragon variant has the following changes from the base Dragon skin.


The Dragon skin has a 30 ft. burrow speed in addition to its other movement modes.


The Dragon skin gains all of the following spells as shifter spells, in addition to its other shifter spells.


Cantrips: Create Bonfire


1st Level: Faerie Fire


2nd Level: Scorching Ray


3rd Level: Fireball


4th Level: Wall of Fire


5th Level: Flame Strike



The Dragon skin gains the following traits.


Breath Weapon: As an action, you exhale fire in a 60 ft. line that is 5 ft. wide. Each creature in that line must make a Dexterity saving throw. On a failed save, the creature takes fire damage which varies based on the Dragon skin’s shifter level, as indicated on the Breath Damage column of the Dragon Skin Traits table. On a successful save, the creature takes half as much damage. As an action on your turn, you may begin recharging this ability. It recharges at the beginning of the turn after you do so.

Fire Acclimation: You have resistance to fire damage.

Flaming Bite: When you hit a creature with a Bite attack, that creature takes an amount of additional fire damage which varies based on the Dragon skin’s shifter level, as indicated on the Extra Damage column of the Dragon Skin Traits table.


Bronze Dragon Variant

The Bronze Dragon variant has the following changes from the base Dragon skin.


The Dragon skin’s natures entry changes to the following.


Natures: Aerial, Aquatic, Draconic, Mythical, Terrestrial


The Dragon skin has a 40 ft. swim speed in addition to its other movement modes.


The Dragon skin gains all of the following spells as shifter spells, in addition to its other shifter spells.


Cantrips: Shocking Grasp


1st Level: Witch Bolt


2nd Level: Gust of Wind


3rd Level: Call Lightning


4th Level: Storm Sphere


5th Level: Maelstrom



The Dragon skin gains the following traits.


Amphibious: You can breathe both air and water.

Breath Weapon: As an action, you exhale lightning in a 60 ft. line that is 5 ft. wide. Each creature in that line must make a Dexterity saving throw. On a failed save, the creature takes lightning damage which varies based on the Dragon skin’s shifter level, as indicated on the Breath Damage column of the Dragon Skin Traits table. On a successful save, the creature takes half as much damage. As an action on your turn, you may begin recharging this ability. It recharges at the beginning of the turn after you do so.

Electric Acclimation: You have resistance to lightning damage.

Electrical Bite: When you hit a creature with a Bite attack, that creature takes an amount of additional lightning damage which varies based on the Dragon skin’s shifter level, as indicated on the Extra Damage column of the Dragon Skin Traits table.


Copper Dragon Variant

The Copper Dragon variant has the following changes from the base Dragon skin.


The Dragon skin has a 40 ft. climb speed in addition to its other movement modes.


The Dragon skin gains all of the following spells as shifter spells, in addition to its other shifter spells.


Cantrips: Acid Splash


1st Level: Entangle


2nd Level: Melf’s Acid Arrow


3rd Level: Slow


4th Level: Vitriolic Sphere


5th Level: Hold Monster



The Dragon skin gains the following traits.


Acid Acclimation: You have resistance to acid damage.

Acidic Bite: When you hit a creature with a Bite attack, that creature takes acid damage which varies based on the Dragon skin’s shifter level, as indicated on the Extra Damage column of the Dragon Skin Traits table.

Breath Weapon: As an action, you exhale acid in a 60 ft. line that is 5 ft. wide. Each creature in that line must make a Dexterity saving throw. On a failed save, the creature takes an amount of additional acid damage which varies based on the Dragon skin’s shifter level, as indicated on the Breath Damage column of the Dragon Skin Traits table. On a successful save, the creature takes half as much damage. As an action on your turn, you may begin recharging this ability. It recharges at the beginning of the turn after you do so.


Gold Dragon Variant

The Gold Dragon variant has the following changes from the base Dragon skin.


The Dragon skin’s natures entry changes to the following.


Natures: Aerial, Aquatic, Draconic, Mythical, Terrestrial


The Dragon skin has a 40 ft. swim speed in addition to its other movement modes.


The Dragon skin gains all of the following spells as shifter spells, in addition to its other shifter spells.


Cantrips: Produce Flame


1st Level: Hellish Rebuke


2nd Level: Flaming Sphere


3rd Level: Fireball


4th Level: Wall of Fire


5th Level: Flame Strike



The Dragon skin gains the following traits.


Amphibious: You can breathe both air and water.

Breath Weapon: As an action, you exhale fire in a 30 ft. cone. Each creature in that cone must make a Dexterity saving throw. On a failed save, the creature takes fire damage which varies based on the Dragon skin’s shifter level, as indicated on the Breath Damage column of the Dragon Skin Traits table. On a successful save, the creature takes half as much damage. As an action on your turn, you may begin recharging this ability. It recharges at the beginning of the turn after you do so.

Fire Acclimation: You have resistance to fire damage.

Flaming Bite: When you hit a creature with a Bite attack, that creature takes an amount of additional fire damage which varies based on the Dragon skin’s shifter level, as indicated on the Extra Damage column of the Dragon Skin Traits table.


Green Dragon Variant

The Green Dragon variant has the following changes from the base Dragon skin.


The Dragon skin’s natures entry changes to the following.


Natures: Aerial, Aquatic, Draconic, Mythical, Terrestrial


The Dragon skin has a 40 ft. swim speed in addition to its other movement modes.


The Dragon skin gains all of the following spells as shifter spells, in addition to its other shifter spells.


Cantrips: Poison Spray


1st Level: Ray of Sickness


2nd Level: Spike Growth


3rd Level: Stinking Cloud


4th Level: Giant Insect


5th Level: Contagion



The Dragon skin gains the following traits.


Amphibious: You can breathe both air and water.

Breath Weapon: As an action, you exhale poison in a 30 ft. cone. Each creature in that cone must make a Constitution saving throw. On a failed save, the creature takes poison damage which varies based on the Dragon skin’s shifter level, as indicated on the Breath Damage column of the Dragon Skin Traits table. On a successful save, the creature takes half as much damage. As an action on your turn, you may begin recharging this ability. It recharges at the beginning of the turn after you do so.

Poison Acclimation: You have resistance to poison damage and immunity to the poisoned condition.

Poisonous Bite: When you hit a creature with a Bite attack, that creature takes an amount of additional poison damage which varies based on the Dragon skin’s shifter level, as indicated on the Extra Damage column of the Dragon Skin Traits table.


Red Dragon Variant

The Red Dragon variant has the following changes from the base Dragon skin.


The Dragon skin has a 40 ft. climb speed in addition to its other movement modes.


The Dragon skin gains all of the following spells as shifter spells, in addition to its other shifter spells.


Cantrips: Fire Bolt


1st Level: Burning Hands


2nd Level: Flaming Sphere


3rd Level: Fireball


4th Level: Wall of Fire


5th Level: Immolation



The Dragon skin gains the following traits.


Breath Weapon: As an action, you exhale fire in a 30 ft. cone. Each creature in that line must make a Dexterity saving throw. On a failed save, the creature takes fire damage which varies based on the Dragon skin’s shifter level, as indicated on the Breath Damage column of the Dragon Skin Traits table. On a successful save, the creature takes half as much damage. As an action on your turn, you may begin recharging this ability. It recharges at the beginning of the turn after you do so.

Fire Acclimation: You have resistance to fire damage.

Flaming Bite: When you hit a creature with a Bite attack, that creature takes an amount of additional fire damage which varies based on the Dragon skin’s shifter level, as indicated on the Extra Damage column of the Dragon Skin Traits table.


Silver Dragon Variant

The Silver Dragon variant has the following changes from the base Dragon skin.


The Dragon skin’s natures entry changes to the following.


Natures: Aerial, Aquatic, Draconic, Mythical, Terrestrial


The Dragon skin has a 40 ft. swim speed in addition to its other movement modes.


The Dragon skin gains all of the following spells as shifter spells, in addition to its other shifter spells.


Cantrips: Ray of Frost


1st Level: Ice Knife


2nd Level: Snilloc's Snowball Swarm


3rd Level: Sleet Storm


4th Level: Ice Storm


5th Level: Hold Monster



The Dragon skin gains the following traits.


Amphibious: You can breathe both air and water.

Breath Weapon: As an action, you exhale frigid air in a 30 ft. cone. Each creature in that line must make a Constitution saving throw. On a failed save, the creature takes cold damage which varies based on the Dragon skin’s shifter level, as indicated on the Breath Damage column of the Dragon Skin Traits table. On a successful save, the creature takes half as much damage. As an action on your turn, you may begin recharging this ability. It recharges at the beginning of the turn after you do so.

Cold Acclimation: You have resistance to cold damage.

Cold Bite: When you hit a creature with a Bite attack, that creature takes an amount of additional cold damage which varies based on the Dragon skin’s shifter level, as indicated on the Extra Damage column of the Dragon Skin Traits table.


White Dragon Variant

The White Dragon variant has the following changes from the base Dragon skin.


The Dragon skin has a 40 ft. climb speed in addition to its other movement modes.


The Dragon skin gains all of the following spells as shifter spells, in addition to its other shifter spells.


Cantrips: Chill Touch


1st Level: Ice Knife


2nd Level: Snilloc's Snowball Swarm


3rd Level: Vampiric Touch


4th Level: Ice Storm


5th Level: Enervation



The Dragon skin gains the following traits.


Breath Weapon: As an action, you exhale frigid air in a 30 ft. cone. Each creature in that line must make a Constitution saving throw. On a failed save, the creature takes cold damage which varies based on the Dragon skin’s shifter level, as indicated on the Breath Damage column of the Dragon Skin Traits table. On a successful save, the creature takes half as much damage. As an action on your turn, you may begin recharging this ability. It recharges at the beginning of the turn after you do so.

Cold Acclimation: You have resistance to cold damage.

Cold Bite: When you hit a creature with a Bite attack, that creature takes an amount of additional cold damage which varies based on the Dragon skin’s shifter level, as indicated on the Extra Damage column of the Dragon Skin Traits table.




Earth Elemental

Description: Earth Elementals are a rough assembly of boulders arranged into a crude humanoid shape. Its body lacks fine features like fingers, but manages to at least give the impression of a face on the front of its torso.

Shifter Level: 4th

Natures: Elemental, Terrestrial

Creature Type: Elemental

Size: Large

Speed: 30 ft., burrow 30 ft.

Senses: Darkvision 60 ft., tremorsense 60 ft.

Hit Dice: d12

Ability Scores: The Earth Elemental skin’s Strength, Dexterity, and Constitution scores vary based on its shifter level, as indicated in the Str, Dex, and Con columns of the Earth Elemental Skin Traits table.

Shifter Armor: Heavy

Shifter Weapons:


Slam: melee attack, range 5 ft., one target. On hit: the target takes an amount of bludgeoning damage which varies based on the Earth Elemental skin’s shifter level, as indicated on the Slam Base Damage column of the Earth Elemental Skin Traits table.


Shifter Spells:


Cantrips: Mold Earth


1st Level: Earth Tremor


2nd Level: Maximilian’s Earthen Grasp


3rd Level: Erupting Earth


4th Level: Stoneskin


5th Level: Transmute Rock


Traits: The Earth Elemental skin’s traits vary based on its shifter level. It has all traits of its shifter level and below that are indicated in the Traits column of the Earth Elemental Skin Traits table.

Earth Elemental Skin Traits


Shifter Level
HP
AC
Attack Bonus
Str
Dex
Con
Traits
Slam Base Damage


4th
40
17
+4
18 (+4)
10 (+0)
18 (+4)
Earth Form, Earth Glide, Multiattack, Siege Monster, Verbose
2d6


5th
50
17
+4
18 (+4)
11 (+0)
18 (+4)
-
2d8


6th
60
17
+4
19 (+4)
11 (+0)
19 (+4)
-
2d8


7th
70
18
+4
19 (+4)
12 (+1)
19 (+4)
-
2d10


8th
88
18
+5
20 (+5)
12 (+1)
20 (+5)
-
2d10


9th
99
18
+5
20 (+5)
13 (+1)
20 (+5)
-
2d12



Earth Form: You have resistance to nonmagical bludgeoning, piercing, and slashing damage, as well as an immunity to poison damage. You do not need to breathe, and you cannot be exhausted, paralyzed, petrified, or poisoned. Additionally, your body contains enough minerals to stand in for the material component of your Stoneskin shifter spell once, though you do not gain the ability to cast the spell if you did not have it already. This mineral content is consumed when used this way, but regenerates after a short or long rest.

Earth Glide: You can burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you move through.

Multiattack: You may make two attacks with your Slam as an action.

Siege Monster: Your Slam attacks deal double damage to objects.

Verbose: You can speak any language you know.



Feline

Description: The Feline skin encompasses many types of lithe quadrupedal mammals with sharp claws and pointed teeth. Most varieties have long, thin tails and are covered with short fur. Many smaller types of feline have been domesticated and are ubiquitous in civilized areas, such as cities and farms.

Shifter Level: 1st

Natures: Terrestrial

Creature Type: Beast

Size: Tiny

Speed: 50 ft., climb 40 ft.

Senses: Darkvision 60 ft.

Hit Dice: d4

Ability Scores: The Feline skin’s Strength, Dexterity, and Constitution scores vary based on its shifter level, as indicated in the Str, Dex, and Con columns of the Feline Skin Traits table.

Shifter Armor: Light

Shifter Weapons:


Bite: melee attack, range 5 ft., one target. On hit: the target takes an amount of piercing damage which varies based on the Feline skin’s shifter level, as indicated on the Bite Base Damage column of the Feline Skin Traits table.


Claws: melee attack, range 5 ft., one target. On hit: the target takes an amount of slashing damage which varies based on the Feline skin’s shifter level, as indicated on the Claws Base Damage column of the Feline Skin Traits table.


Shifter Spells:


Cantrips: Resistance


1st Level: Zephyr Strike


2nd Level: Pass Without Trace


3rd Level: Haste


4th Level: Freedom of Movement


5th Level: Steel Wind Strike


Traits: The Feline skin’s traits vary based on its shifter level. It has all traits of its shifter level and below that are indicated in the Traits column of the Feline Skin Traits table.

Feline Skin Traits


Shifter Level
HP
AC
Attack Bonus
Str
Dex
Con
Traits
Bite Base Damage
Claws Base Damage[/th]


1st
2
13
+2
6 (-2)
15 (+2)
10 (+0)
Keen Hearing, Keen Smell, Nimble, Perceptive, Pounce, Skulker
1d4
1d4


2nd
8
13
+2
13 (+1)
15 (+2)
11 (+0)
Medium Size
1d6
1d6


3rd
15
14
+3
15 (+2)
16 (+3)
11 (+0)
Large Size
1d8
1d8


4th
24
15
+3
16 (+3)
16 (+3)
12 (+1)
-
1d10
1d8


5th
30
15
+3
16 (+3)
17 (+3)
12 (+1)
-
1d10
1d10


6th
36
15
+3
17 (+3)
17 (+3)
13 (+1)
-
1d10
1d10


7th
42
17
+4
17 (+3)
18 (+4)
13 (+1)
-
1d12
1d10


8th
56
17
+4
18 (+4)
18 (+4)
14 (+2)
-
1d12
1d12


9th
63
17
+4
18 (+4)
19 (+4)
14 (+2)
-
1d12
1d12



Keen Hearing: You have advantage on Wisdom (Perception) checks that rely on hearing.

Keen Smell: You have advantage on Wisdom (Perception) checks that rely on smell.

Nimble: You are proficient in the Acrobatics skill. If your natural form is already proficient in the Acrobatics skill, your proficiency bonus is doubled for any Acrobatics skill check.

Perceptive: You are proficient in the Perception skill. If your natural form is already proficient in the Perception skill, your proficiency bonus is doubled for any Perception skill check.

Pounce: If you move at least 20 ft. straight toward a creature and then hit it with a Claw attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is prone, you can make one Bite attack against it as a bonus action.

Skulker: You are proficient in the Stealth skill. If you were already proficient in the Stealth skill, your proficiency bonus is doubled for any Stealth skill check.

Medium Size: Your size is medium and your hit dice are d8s. You only have this trait while wearing this skin at exactly 2nd shifter level.

Large Size: Your size is large and your hit dice are d10s.

Saber-Toothed Tiger Variant

Description: Saber-Toothed Tigers are large, dangerous predators that are the the ancient ancestors of many modern cats. They have two massive, prominent fangs that protrude from their upper jaw.

The Saber-Toothed Tiger variant has the following differences from the base Feline skin.


The Feline skin’s natures entry changes to the following.


Natures: Ancient, Terrestrial


The Feline skin’s size entry changes to the following.


Size: Large


The Feline skin’s hit dice entry changes to the following.


Hit Dice: d12


The Feline skin’s ability scores entry changes to the following.


Ability Scores: The Feline skin’s Strength, Dexterity, and Constitution scores vary based on its shifter level, as indicated in the Str column of the Saber-Toothed Tiger Skin Traits table, and the Dex and Con columns of the Feline Skin Traits table.


The Feline skin’s shifter weapons entry changes to the following.


Shifter Weapons:


Bite: melee attack, range 5 ft., one target. On hit: the target takes an amount of piercing damage which varies based on the Feline skin’s shifter level, as indicated on the Bite Base Damage column of the Saber-Toothed Tiger Skin Traits table.


Claws: melee attack, range 5 ft., one target. On hit: the target takes an amount of slashing damage which varies based on the Feline skin’s shifter level, as indicated on the Claws Base Damage column of the Saber-Toothed Tiger Skin Traits table.



The Feline skin does not have the Large Size or Medium Size trait.


The Feline skin has the following trait.


Multiattack: You may make two attacks with your Claws as an action.


Saber-Toothed Tiger Skin Traits


Shifter Level
HP
Attack Bonus
Str
Bite Base Damage
Claws Base Damage


1st
6
+2
15 (+2)
2d4
1d6


2nd
12
+2
15 (+2)
2d4
1d8


3rd
18
+3
16 (+3)
2d6
1d8


4th
28
+3
16 (+3)
2d6
1d8


5th
35
+3
17 (+3)
2d6
1d10


6th
42
+3
17 (+3)
2d8
1d10


7th
49
+4
18 (+4)
2d8
1d10


8th
64
+4
18 (+4)
2d8
1d12


9th
72
+4
19 (+4)
2d10
1d12





Fire Elemental

Description: Fire Elementals have bodies composed entirely of a semi-solid glowing flame, with some obsidian-like shards forming and dissolving on their surface. They can manipulate this flame as they wish within the limits of their size, but generally take on a semi-humanoid appearance. The fiery parts of their bodies are burning hot, but the black shards are only warm to the touch, allowing them to touch objects without burning them if they wish to.

Shifter Level: 4th

Natures: Elemental

Creature Type: Elemental

Size: Large

Speed: 50 ft. (hover)

Senses: Darkvision 60 ft.

Hit Dice: d10

Ability Scores: The Fire Elemental skin’s Strength, Dexterity, and Constitution scores vary based on its shifter level, as indicated in the Str, Dex, and Con columns of the Fire Elemental Skin Traits table.

Shifter Armor: Light

Shifter Weapons:


Touch: melee attack, range 5 ft., one target. On hit: the target takes an amount of fire damage which varies based on the Fire Elemental skin’s shifter level, as indicated on the Touch Base Damage column of the Fire Elemental Skin Traits table.


Shifter Spells:


Cantrips: Fire Bolt, Create Bonfire


1st Level: Burning Hands, Faerie Fire, Hellish Rebuke


2nd Level: Flaming Sphere, Scorching Ray


3rd Level: Fireball, Melf’s Minute Meteors


4th Level: Wall of Fire


5th Level: Immolation


Traits: The Fire Elemental skin’s traits vary based on its shifter level. It has all traits of its shifter level and below that are indicated in the Traits column of the Fire Elemental Skin Traits table.

Fire Elemental Skin Traits


Shifter Level
HP
AC
Attack Bonus
Str
Dex
Con
Traits
Touch Base Damage


4th
32
14
+4
10 (+0)
18 (+4)
16 (+3)
Fire Form, Illumination, Multiattack, Verbose, Water Anathema
2d6


5th
40
14
+4
11 (+0)
18 (+4)
16 (+3)
-
2d8


6th
48
14
+4
11 (+0)
19 (+4)
17 (+3)
-
2d8


7th
56
14
+4
12 (+1)
19 (+4)
17 (+3)
-
2d10


8th
72
15
+5
12 (+1)
20 (+5)
18 (+4)
-
2d10


9th
81
15
+5
13 (+1)
20 (+5)
18 (+4)
-
2d12



Fire Form: You have resistance to nonmagical bludgeoning, piercing, and slashing damage, as well as an immunity to fire and poison damage. You do not need to breathe, and you cannot be grappled, paralyzed, poisoned, prone, or restrained. You are constantly hovering approximately 6 inches above any surface you stand on, without exerting your weight on it. You can enter a hostile creature's space and stop there, or move through a space as narrow as 1 inch wide without squeezing. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 1d10 fire damage. The first time you enter a creature's space on a turn, that creature takes 1d10 fire damage and catches fire. Until someone takes an action to douse the fire, the creature takes 1d10 fire damage at the start of each of its turns.

Illumination: You shed bright light in a 30-foot radius and dim light in an additional 30 feet.

Multiattack: You may make two attacks with your Touch as an action.

Verbose: You can speak any language you know.

Water Anathema: You treat water as a solid, and can glide across its surface the same way you glide across solid ground. If you are submerged, you are surrounded by a bubble of steam and involuntarily rise at a rate of 90 ft. per round until you exit the water or impact a solid object. If this motion does not bring your body above the surface of the water, you take 4d8 cold damage. If it does, you take 1 cold damage for every 5 ft. you moved. You also take 1 cold damage for every gallon of water that is poured on you while not underwater.



Grove Guardian

Description: Grove Guardians are conscious, mobile trees that guard the forest. They are almost indistinguishable from a normal tree when standing still, but can adjust their barky skin to the semblance of a face.

Shifter Level: 3rd

Natures: Terrestrial, Wild

Creature Type: Plant

Size: Huge

Speed: 30 ft.

Senses: -

Hit Dice: d12

Ability Scores: The Grove Guardian skin’s Strength, Dexterity, and Constitution scores vary based on its shifter level, as indicated in the Str, Dex, and Con columns of the Grove Guardian Skin Traits table.

Shifter Armor: Heavy

Shifter Weapons:


Slam: melee attack, range 5 ft., one target. On hit: the target takes an amount of bludgeoning damage which varies based on the Grove Guardian skin’s shifter level, as indicated on the Slam Base Damage column of the Grove Guardian Skin Traits table.


Rock: ranged attack, range 60/120 ft., one target. On hit: the target takes an amount of bludgeoning damage which varies based on the Grove Guardian skin’s shifter level, as indicated on the Rock Base Damage column of the Grove Guardian Skin Traits table.


Shifter Spells:


Cantrips: Druidcraft, Thorn Whip


1st Level: Catapult, Entangle, Goodberry, Hail of Thorns


2nd Level: Barkskin, Spike Growth, Earthbind


3rd Level: Conjure Barrage, Plant Growth


4th Level: Guardian of Nature, Grasping Vine


5th Level: Conjure Volley, Tree Stride


Traits: The Grove Guardian skin’s traits vary based on its shifter level. It has all traits of its shifter level and below that are indicated in the Traits column of the Grove Guardian Skin Traits table.

Grove Guardian Skin Traits


Shifter Level
HP
AC
Attack Bonus
Str
Dex
Con
Traits
Slam Base Damage
Rock Base Damage


3rd
27
16
+3
17 (+3)
10 (+0)
16 (+3)
Flora Friend, Multiattack, Siege Monster, Verbose
2d6
3d6


4th
36
17
+4
18 (+4)
10 (+0)
16 (+3)
-
2d6
3d6


5th
45
17
+4
18 (+4)
11 (+0)
17 (+3)
-
2d8
3d8


6th
54
17
+4
19 (+4)
11 (+0)
17 (+3)
-
2d8
3d8


7th
70
18
+4
19 (+4)
12 (+1)
18 (+4)
-
2d10
3d10


8th
80
18
+5
20 (+5)
12 (+1)
18 (+4)
-
2d10
3d10


9th
90
18
+5
20 (+5)
13 (+1)
19 (+4)
-
2d12
3d12



Flora Friend: You can cast the Speak with Plants spell as a 3rd level shifter spell at will without using a spell slot.

Multiattack: You may make two attacks with your Slam as an action.

Siege Monster: Your Slam and Rock attacks deal double damage to objects.

Verbose: You can speak any language you know.

Baphomet
2018-10-18, 05:02 PM
Skins, Continued


Octopus

Description: An octopus is a squishy, aquatic creature. It sports eight suckered tentacles around a soft head, with no separate body or other limbs to speak of. Octopi are known to be able to quickly and effectively change their body color and texture to blend in with underwater environments. They are also known to spray out a cloud of thick, mucus-like black ink to disorient predators and mask their movement. Though octopi can use their tentacles to crudely propel themselves over land, they spend most of their time in the water. An octopus has a pair of eyes, one on each side of its head, and a small beak in the center of its tentacles.

Shifter Level: 1st

Natures: Aquatic, Terrestrial

Creature Type: Beast

Size: Small

Speed: 10 ft., swim 60 ft.

Senses: Darkvision 60 ft.

Hit Dice: d6

Ability Scores: The Octopus skin’s Strength, Dexterity, and Constitution scores vary based on its shifter level, as indicated in the Str, Dex, and Con columns of the Octopus Skin Traits table.

Shifter Armor: -

Shifter Weapons:


Tentacles: melee attack, range 5 ft., one target. On hit: the target takes an amount of bludgeoning damage which varies based on the Octopus skin’s shifter level, as indicated on the Tentacles Base Damage column of the Octopus Skin Traits table. Additionally, the target is grappled, with an escape DC of your shifter save DC. Until this grapple ends, you can't use your Tentacles on another target.


Shifter Spells:


Cantrips: Minor Illusion


1st Level: Silent Image


2nd Level: Darkness


3rd Level: Hypnotic Pattern


4th Level: Phantasmal Killer


5th Level: Mislead


Traits: The Octopus skin’s traits vary based on its shifter level. It has all traits of its shifter level and below that are indicated in the Traits column of the Octopus Skin Traits table.

Octopus Skin Traits


Shifter Level
HP
AC
AC (Horrormaw)
Attack Bonus
Str
Dex
Con
Traits
Tentacles Base Damage


1st
3
11
-
+3
8 (-1)
12 (+1)
11 (+0)
Constrictor, Hold Breath, Ink Cloud, Malleable, Perceptive, Underwater Camouflage, Skulker, Water Breathing
1d4


2nd
8
11
-
+3
11 (+0)
13 (+1)
11 (+0)
Medium Size
1d6


3rd
18
11
-
+3
13 (+1)
13 (+1)
12 (+1)
Large Size
1d8


4th
24
12
-
+4
14 (+2)
14 (+2)
12 (+1)
-
1d8


5th
30
12
14
+4
14 (+2)
14 (+2)
13 (+1)
-
1d10


6th
36
12
14
+4
15 (+2)
15 (+2)
13 (+1)
-
1d10


7th
49
12
15
+4
15 (+2)
15 (+2)
14 (+2)
-
1d10


8th
56
13
16
+5
16 (+3)
16 (+3)
14 (+2)
-
1d12


9th
63
13
16
+5
16 (+3)
16 (+3)
15 (+2)
-
1d12



Constrictor: A creature that you are grappling has disadvantage on their Strength (Athletics) or Dexterity (Acrobatics) checks to escape your grapple.

Hold Breath: Out of water, you can hold your breath for 30 minutes per shifter level.

Ink Cloud: As an action, you cause a 5-foot-radius cloud of dark ink to spread around your position. The area is heavily obscured for 1 minute or until dispersed by a significant current. Immediately after using this ability, you may take the Dash action as a bonus action. This ability recharges after a short or long rest.

Malleable: You can move through the space of any creature that is larger than the size of a creature you have swallowed or one size category smaller than you, whichever is larger. You can also fit through small gaps without squeezing, with a minimum size dependent on your current size.


Small: Two inches

Medium: Four inches

Large: One foot

If you have swallowed a creature, you cannot pass through any gaps smaller than the swallowed creature’s body.

Perceptive: You are proficient in the Perception skill. If your natural form is already proficient in the Perception skill, your proficiency bonus is doubled for any Perception skill check.

Underwater Camouflage: You have advantage on Dexterity (Stealth) checks made while underwater.

Skulker: You are proficient in the Stealth skill. If you were already proficient in the Stealth skill, your proficiency bonus is doubled for any Stealth skill check.

Water Breathing: You can breathe only underwater.

Medium Size: Your size is medium, your hit dice are d8s, the range of your Tentacles attack is 10 ft., and the radius of your Ink Cloud is 10 ft.

Large Size: Your size is large, your hit dice are d10s, the range of your Tentacles attack is 15 ft., and the radius of your Ink Cloud is 15 ft.

Horrormaw Variant

Description: The Horrormaw is a large, inky-black creature much like an octopus. Its tentacles are thick, muscular, and dotted with rows of bony plates. These tentacles seem to vary in number from moment to moment, as they coalesce and merge with a constantly-roiling black smoke that encircles the Horrormaw’s body. It has four pupil-less eyes arranged in an arc above a sharp, three-pronged beak that stretches nearly all the way across its bulbous body. A Horrormaw is more comfortable on land than an octopus, as it is capable of scuttling across the ground on its tentacles.

The Horrormaw variant has the following changes from the base Octopus skin.


The Octopus skin’s shifter level entry changes to the following.


Shifter Level: 5th


The Octopus skin’s natures entry changes to the following.


Natures: Aquatic, Eldritch, Terrestrial


The Octopus skin’s creature type entry changes to the following.


Creature Type: Aberration


The Octopus skin’s speed entry changes to the following.


Speed: 30 ft., burrow 10 ft., swim 60 ft.


The Octopus skin’s senses entry changes to the following.


Senses: Darkvision 120 ft. Magical darkness does not impede the Octopus skin’s darkvision.


The Octopus skin’s shifter armor entry changes to the following.


Shifter Armor: Light


The Octopus skin gains the following shifter weapons in addition to its other shifter weapons.


Beak: melee attack, range 5 ft., one target. On hit: the target takes 1d10 piercing damage.


Lash: melee attack, range 20 ft., one target. On hit: the target takes 1d8 force damage. Use your shifter ability instead of Strength or Dexterity for this attack. This attack counts as magical for the purpose of overcoming resistance or immunity to nonmagical attacks.



The Octopus skin does not have the Hold Breath or Water Breathing trait.


The Octopus skin has the following traits.


Amphibious: You can breathe both air and water.

Grasping Lash: Once per turn, when you hit a creature with your Lash attack, you may move that creature in a straight line 10 feet closer to you.

Multiattack: While wearing the Octopus skin at 5th shifter level, you may make two attacks with your Lash as an action. While wearing the Octopus skin at 6th, 7th, or 8th shifter level, you may make three attacks with your Lash as an action. When wearing the Octopus skin at 9th shifter level, you may make four attacks with your Lash as an action.

Swallow: When you hit a creature of your size category or smaller that you are grappling with a Beak attack, you may swallow that creature whole. If you do, the grapple ends. The swallowed target is blinded and restrained, and it has total cover against attacks and other effects outside of your body. At the start of each of your turns, the swallowed objects are affected in one of the following ways, depending on its current state.


A living creature takes 1d6 acid damage per shifter level.


A dead creature becomes an unrecognizable dissolved mass of the creature’s original size category.


A dissolved mass of small size or larger reduces its size category by one.


A tiny dissolved mass disappears, and the creature is fully digested.


This ability recharges when the creature is fully digested or if you regurgitate the swallowed creature or dissolved remains. You can regurgitate the swallowed creature or dissolved remains as an action on your turn. If you take 30 or more damage in a single turn from a swallowed creature, you must succeed a DC 15 Constitution saving throw or automatically regurgitate the creature. You also immediately regurgitate the creature if its size category is larger than yours. If you regurgitate the creature or stop wearing this skin, the swallowed creature is no longer restrained and exits prone.

Verbose: You can speak any language you know.




Primate

Description: The Primate skin encompasses various humanoid bipeds with long arms and short legs. They have thick skin coated in short, coarse fur.

Shifter Level: 2nd

Natures: Terrestrial

Creature Type: Beast

Size: Medium

Speed: 30 ft., climb 30 ft.

Senses: -

Hit Dice: d8

Ability Scores: The Primate skin’s Strength, Dexterity, and Constitution scores vary based on its shifter level, as indicated in the Str, Dex, and Con columns of the Primate Skin Traits table.

Shifter Armor: Light

Shifter Weapons:


Fist: melee attack, range 5 ft., one target. On hit: the target takes an amount of bludgeoning damage which varies based on the Primate skin’s shifter level, as indicated on the Fist Base Damage column of the Primate Skin Traits table.


Rock: ranged attack, range 25/50 ft., one target. On hit: the target takes an amount of bludgeoning damage which varies based on the Primate skin’s shifter level, as indicated on the Rock Base Damage column of the Primate Skin Traits table.


Shifter Spells:


Cantrips: Magic Stone


1st Level: Feather Fall


2nd Level: Magic Weapon


3rd Level: Haste


4th Level: Freedom of Movement


5th Level: Conjure Volley


Traits: The Primate skin’s traits vary based on its shifter level. It has all traits of its shifter level and below that are indicated in the Traits column of the Primate Skin Traits table.

Primate Skin Traits


Shifter Level
HP
HP (Flying Monkey)
AC
Attack Bonus
Str
Dex
Con
Traits
Fist Base Damage
Rock Base Damage


2nd
12
10
13
+2
13 (+1)
14 (+2)
14 (+2)
Athletic, Multiattack, Nimble, Opposable Thumbs, Perceptive
1d6
1d6


3rd
18
15
13
+2
14 (+2)
14 (+2)
14 (+2)
-
1d8
1d6


4th
28
24
14
+3
16 (+3)
14 (+2)
14 (+2)
Large Size, Unarmored Movement (10 ft.)
1d10
1d8


5th
35
30
14
+3
17 (+3)
15 (+2)
15 (+2)
Improved Multiattack
1d10
1d8


6th
42
36
14
+3
17 (+3)
15 (+2)
15 (+2)
-
1d10
1d8


7th
49
42
15
+4
18 (+4)
15 (+2)
15 (+2)
Unarmored Movement (20 ft.)
1d12
1d10


8th
64
56
16
+4
18 (+4)
16 (+3)
16 (+3)
-
1d12
1d10


9th
72
63
16
+4
19 (+4)
16 (+3)
16 (+3)
-
1d12
1d10



Athletic: You are proficient in the Athletics skill. If your natural form is already proficient in the Athletics skill, your proficiency bonus is doubled for any Athletics skill check.

Multiattack: You may make two attacks with your Fist as an action.

Nimble: You are proficient in the Acrobatics skill. If your natural form is already proficient in the Acrobatics skill, your proficiency bonus is doubled for any Acrobatics skill check.

Opposable Thumbs: You have human-like hands, and may wield weapons appropriate for humanoids of your size.

Perceptive: You are proficient in the Perception skill. If your natural form is already proficient in the Perception skill, your proficiency bonus is doubled for any Perception skill check.

Large Size: Your size is large and your hit dice are d10s.

Unarmored Movement: You have a 10 ft. bonus to your speed while you are not wearing armor or wielding a shield. This bonus increases to 20 ft. at shifter level 7th.

Improved Multiattack: Immediately after taking the Attack or Multiattack actions on your turn, you may attack with your Fist as a bonus action.

Flying Monkey Variant

Description: Flying Monkeys are small primates, proportioned like a chimpanzee or baboon, but with a pair of feathery wings growing from their backs.

The Flying Monkey variant has the following differences from the base Primate skin.


The Primate skin’s natures entry changes to the following.


Natures: Aerial, Terrestrial


The Primate skin’s size entry changes to the following.


Size: Small


The Primate skin’s speed entry changes to the following.


Speed: 30 ft., fly 30 ft.


The Primate skin’s hit dice entry changes to the following.


Hit Dice: d6


The Primate skin does not have the Large Size trait.


The Primate skin has the following trait.


Verbose: You can speak any language you know.


The Primate skin has the following trait when worn at 4th shifter level or higher.


Medium Size: Your size is medium and your hit dice are d8s.




Snake

Description: A snake is a silent, deadly, limbless predator. It is most well-known for its poisonous bite, its ability to coil itself around its prey, and its ability to unhinge its jaw to swallow creatures whole.

Shifter Level: 1st

Natures: Aquatic, Terrestrial

Creature Type: Beast

Size: Tiny

Speed: 30 ft., swim 30 ft.

Senses: Blindsight 10 ft.

Hit Dice: d4

Ability Scores: The Snake skin’s Strength, Dexterity, and Constitution scores vary based on its shifter level, as indicated in the Str, Dex, and Con columns of the Snake Skin Traits table.

Shifter Armor: Medium

Shifter Weapons:


Bite: melee attack, range 5 ft., one target. On hit: the target takes an amount of piercing damage which varies based on the Snake skin’s shifter level, as indicated on the Bite Base Damage column of the Snake Skin Traits table, and the target must make a Constitution saving throw. On a failed save, the target takes an amount of poison damage which varies based on the Snake skin’s shifter level, as indicated on the Poison Damage column of the Snake Skin Traits table. The target takes half as much poison damage on a successful save.


Shifter Spells:


Cantrips: Friends


1st Level: Charm Person


2nd Level: Hold Person


3rd Level: Tongues


4th Level: Charm Monster


5th Level: Dominate Person


Traits: The Snake skin’s traits vary based on its shifter level. It has all traits of its shifter level and below that are indicated in the Traits column of the Snake Skin Traits table.

Snake Skin Traits


Shifter Level
HP
HP (Flying Snake)
AC
Attack Bonus
Str
Dex
Con
Traits
Bite Base Damage
Poison Damage


1st
3
3
14
+1
7 (-2)
12 (+1)
12 (+1)
Athletic, Constrictor, Keen Smell, Malleable, Perceptive, Skulker, Swallow, Thin Body
1d4
1d8


2nd
6
6
14
+1
8 (-1)
13 (+1)
13 (+1)
Small Size
1d8
2d8


3rd
12
12
14
+1
10 (+0)
13 (+1)
13 (+1)
Medium Size
1d8
2d8


4th
24
24
16
+2
12 (+1)
14 (+2)
14 (+2)
Large Size
1d10
3d8


5th
35
30
16
+2
15 (+2)
14 (+2)
14 (+2)
Huge Size
1d10
3d8


6th
42
36
16
+2
15 (+2)
15 (+2)
15 (+2)
-
1d10
4d8


7th
49
42
17
+3
16 (+3)
15 (+2)
15 (+2)
-
1d12
4d8


8th
64
56
17
+3
16 (+3)
16 (+3)
16 (+3)
-
1d12
5d8


9th
72
63
17
+3
17 (+3)
16 (+3)
16 (+3)
-
1d12
5d8



Athletic: You are proficient in the Athletics skill. If your natural form is already proficient in the Athletics skill, your proficiency bonus is doubled for any Athletics skill check.

Constrictor: A creature that you are grappling has disadvantage on their Strength (Athletics) or Dexterity (Acrobatics) checks to escape your grapple.

Keen Smell: You have advantage on Wisdom (Perception) checks that rely on smell.

Perceptive: You are proficient in the Perception skill. If your natural form is already proficient in the Perception skill, your proficiency bonus is doubled for any Perception skill check.

Skulker: You are proficient in the Stealth skill. If you were already proficient in the Stealth skill, your proficiency bonus is doubled for any Stealth skill check.

Swallow: When you hit a creature of your size category or smaller that you are grappling with a Bite attack, you may swallow that creature whole. If you do, the grapple ends. The swallowed target is blinded and restrained, and it has total cover against attacks and other effects outside of your body. At the start of each of your turns, the swallowed objects are affected in one of the following ways, depending on its current state.


A living creature takes 1d6 acid damage per shifter level.


A dead creature becomes an unrecognizable dissolved mass of the creature’s original size category.


A dissolved mass of small size or larger reduces its size category by one.


A tiny dissolved mass disappears, and the creature is fully digested.


This ability recharges when the creature is fully digested or if you regurgitate the swallowed creature or dissolved remains. You can regurgitate the swallowed creature or dissolved remains as an action on your turn. If you take 30 or more damage in a single turn from a swallowed creature, you must succeed a DC 15 Constitution saving throw or automatically regurgitate the creature. You also immediately regurgitate the creature if its size category is larger than yours. If you regurgitate the creature or stop wearing this skin, the swallowed creature is no longer restrained and exits prone.

Malleable: You can move through the space of any creature that is larger than the size of a creature you have swallowed or one size category smaller than you, whichever is larger. You can also fit through small gaps without squeezing, with a minimum size dependent on your current size.


Tiny: One inch

Small: Two inches

Medium: Four inches

Large: One foot

Huge: Two feet

If you have swallowed a creature, you cannot pass through any gaps smaller than the swallowed creature’s body.

Small Size: Your size is small. You only have this trait when you wear this skin at exactly 2nd shifter level.

Medium Size: Your size is medium and your hit dice are d6s. You only have this trait when you wear this skin at exactly 3rd shifter level.

Large Size: Your size is large and your hit dice are d8s. You only have this trait when you wear this skin at exactly 4th shifter level.

Huge Size: Your size is huge and your hit dice are d10s.

Flying Snake Variant

Description: The Flying Snake skin represents an uncommon beast, a serpent with a long hood that stretches from head to tail. By undulating in just the right way, these snakes are capable of propelling themselves through the air by catching the wind in this hood. Flying snakes are not known to grow as large as their grounded cousins, but they should be considered no less deadly.

The Flying Snake variant has the following changes from the base Snake skin.


The Snake skin’s natures entry changes to the following.


Natures: Aerial, Aquatic, Terrestrial


The Snake skin’s speed entry changes to the following.


Speed: 30 ft., fly 60 ft., swim 60 ft.


The Snake skin has the following traits.


Flyby: You do not provoke opportunity attacks when you fly out of an opponent’s reach. You lose this ability while you have swallowed a creature of your size category or larger.

Grounded: While you have swallowed a creature one size category smaller than you, your fly speed becomes 30 ft. While you have swallowed a creature of your size category, your fly speed is 0 ft.


The Snake skin’s Large Size trait changes to the following.


Large Size: Your size is large and your hit dice are d8s.


The Snake skin does not have the Huge Size trait.




Spider

Description: A spider is an eight-legged chitinous insect. They are typically venomous, and deliver their venom using their sharp, grasping mandibles. They are known to rest on the ceilings or in their webs, which they spin as a means of protection and to capture prey. Tiny spiders are a common sight in most outdoor areas that do not see much traffic.

Shifter Level: 1st

Natures: Terrestrial

Creature Type: Beast

Size: Tiny

Speed: 30 ft., climb 30 ft. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check, and ignore movement restrictions caused by webbing.

Senses: Blindsight 10 ft., darkvision 60 ft. While in contact with a web, you know the exact location of any other creature in contact with the same web.

Hit Dice: d4

Ability Scores: The Spider skin’s Strength, Dexterity, and Constitution scores vary based on its shifter level, as indicated in the Str, Dex, and Con columns of the Spider Skin Traits table.

Shifter Armor: Heavy

Shifter Weapons:


Bite: melee attack, range 5 ft., one target. On hit: the target takes an amount of piercing damage which varies based on the Spider skin’s shifter level, as indicated on the Bite Base Damage column of the Spider Skin Traits table, and the target must make a Constitution saving throw. On a failed save, the target takes an amount of poison damage which varies based on the Spider skin’s shifter level, as indicated on the Venom Damage column of the Spider Skin Traits table. The target takes half as much poison damage on a successful save. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned this way.


Web: ranged attack, range 30/60 ft., one target. On hit: the target is restrained by webbing. As an action, the restrained target can make a Strength check with a DC of your shifter save DC, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; HP 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).


Shifter Spells:


Cantrips: Infestation, Poison Spray


1st Level: Ensnaring Strike, Silent Image, Snare


2nd Level: Detect Thoughts, Pass Without Trace, Web


3rd Level: Slow


4th Level: Locate Creature


5th Level: Insect Swarm


Traits: The Spider skin’s traits vary based on its shifter level. It has all traits of its shifter level and below that are indicated in the Traits column of the Spider Skin Traits table.

Spider Skin Traits


Shifter Level
HP
AC
Attack Bonus
Str
Dex
Con
Traits
Bite Base Damage
Venom Damage


1st
2
15
+2
7 (-2)
14 (+2)
10 (+0)
Perceptive, Skulker
1d4
1d8


2nd
10
15
+2
13 (+1)
15 (+2)
11 (+0)
Large Size, Leap
1d8
2d8


3rd
15
15
+2
14 (+2)
15 (+2)
11 (+0)
-
1d8
2d8


4th
24
16
+3
14 (+2)
16 (+3)
12 (+1)
Web Weaver
1d10
3d8


5th
30
16
+3
15 (+2)
16 (+3)
12 (+1)
-
1d10
3d8


6th
36
16
+3
15 (+2)
17 (+3)
13 (+1)
-
1d10
4d8


7th
42
17
+3
16 (+3)
17 (+3)
13 (+1)
-
1d12
4d8


8th
56
17
+4
16 (+3)
18 (+4)
14 (+2)
-
1d12
5d8


9th
63
17
+4
17 (+3)
18 (+4)
14 (+2)
-
1d12
5d8



Perceptive: You are proficient in the Perception skill. If your natural form is already proficient in the Perception skill, your proficiency bonus is doubled for any Perception skill check.

Skulker: You are proficient in the Stealth skill. If you were already proficient in the Stealth skill, your proficiency bonus is doubled for any Stealth skill check.

Large Size: Your size is large and your hit dice are d10s.

Leap: You can expend all of your movement on your turn to jump up to 90 feet vertically or horizontally, provided that your speed is at least 30 feet.

Web Weaver: You can cast the Web spell as a 2nd level shifter spell without using a spell slot. When cast this way, the spell has a duration of 8 hours and does not require concentration. You regain this ability after a long rest.

Steeder Variant

Description: A Steeder has many similarities to the common spider, but has a coating of fine bristle-like hairs across its body. While common spiders tend to use their bites to immobilize prey with a paralytic venom, the steeder takes a more direct approach and attempts to liquefy its prey with an acidic venom. They are commonly found in the same locales as other spiders.

The Steeder variant has the following differences from the base Spider skin.


The Spider skin’s Bite attack description changes to the following.


Bite: melee attack, range 5 ft., one target. On hit: the target takes an amount of piercing damage which varies based on the Spider skin’s shifter level, as indicated on the Bite Base Damage column of the Spider Skin Traits table, and the target must make a Constitution saving throw. On a failed save, the target takes an amount of acid damage which varies based on the Spider skin’s shifter level, as indicated on the Venom Damage column of the Spider Skin Traits table. The target takes half as much acid damage on a successful save.


Phase Spider Variant

Description: Phase Spiders are large, interdimensional predators with the unusual ability to blink in and out of the ethereal plane. They use this ability to hunt prey undetected. Their shells are semitranslucent and bristle with red barbs, making them a much rarer sight than most spiders would be.

The Phase Spider variant has the following differences from the base Spider skin.


The Spider skin’s shifter level entry changes to the following.


Shifter Level: 2nd


The Spider skin’s natures entry changes to the following.


Natures: Mythical, Terrestrial


The Spider skin gains all of the following spells as shifter spells, in addition to its other shifter spells.


1st Level: Expeditious Retreat


2nd Level: Misty Step


3rd Level: Blink


4th Level: Dimension Door


5th Level: Far Step



The Spider skin does not have the Web Weaver trait.


The Spider skin has the following trait when worn at 4th shifter level or higher.


Ethereal Jaunt: You can cast the Blink spell as a 3rd level shifter spell without using a spell slot. When cast this way, you return to the plane you started in when the spell ends or when you stop wearing this skin. You regain this ability after a long rest.




Water Elemental

Description: A Water Elemental is a living wave composed entirely of blue-tinted water. It can shape itself however it wishes within the limits of its size, but usually resembles a humanoid shape whose legs have merged into a single swirling column of water. It has control over the pressure of its surface, allowing it to crudely manipulate objects.

Shifter Level: 4th

Natures: Aquatic, Elemental

Creature Type: Elemental

Size: Large

Speed: 30 ft., swim 90 ft.

Senses: Darkvision 60 ft.

Hit Dice: d10

Ability Scores: The Water Elemental skin’s Strength, Dexterity, and Constitution scores vary based on its shifter level, as indicated in the Str, Dex, and Con columns of the Water Elemental Skin Traits table.

Shifter Armor: Medium

Shifter Weapons:


Slam: melee attack, range 5 ft., one target. On hit: the target takes an amount of bludgeoning damage which varies based on the Water Elemental skin’s shifter level, as indicated on the Slam Base Damage column of the Water Elemental Skin Traits table.


Shifter Spells:


Cantrips: Acid Splash, Shape Water


1st Level: Create or Destroy Water, Grease


2nd Level: Enlarge/Reduce, Melf’s Acid Arrow


3rd Level: Tidal Wave, Wall of Water


4th Level: Control Water, Watery Sphere


5th Level: Maelstrom


Traits: The Water Elemental skin’s traits vary based on its shifter level. It has all traits of its shifter level and below that are indicated in the Traits column of the Water Elemental Skin Traits table.

Water Elemental Skin Traits


Shifter Level
HP
AC
Attack Bonus
Str
Dex
Con
Traits
Slam Base Damage


4th
40
17
+4
18 (+4)
14 (+2)
18 (+4)
Freeze, Multiattack, Swallow, Verbose, Water Form
2d6


5th
50
17
+4
18 (+4)
15 (+2)
18 (+4)
-
2d8


6th
60
17
+4
19 (+4)
15 (+2)
19 (+4)
-
2d8


7th
70
18
+4
19 (+4)
16 (+3)
19 (+4)
-
2d10


8th
88
18
+5
20 (+5)
16 (+3)
20 (+5)
-
2d10


9th
99
18
+5
20 (+5)
17 (+3)
20 (+5)
-
2d12



Freeze: If you take cold damage, you partially freeze, causing your speed to drop by 20 ft. until the end of your next turn.

Multiattack: You may make two attacks with your Slam as an action.

Swallow: When you hit a creature of your size category or smaller that you are grappling with a Slam attack, you may swallow that creature whole. If you do, the grapple ends. The swallowed target is restrained and cannot breathe unless it can breathe water. It has total cover against attacks and other effects outside of your body. At the start of each of your turns, the swallowed objects are affected in one of the following ways, depending on its current state.


A living creature takes 1d6 acid damage per shifter level.


A dead creature becomes an unrecognizable dissolved mass of the creature’s original size category.


A dissolved mass of small size or larger reduces its size category by one.


A tiny dissolved mass disappears, and the creature is fully digested.


This ability recharges when the creature is fully digested or if you regurgitate the swallowed creature. You can regurgitate the swallowed creature or dissolved remains as an action on your turn. Additionally, as an action, a creature within 5 feet of you can attempt to pull a swallowed creature out of your liquid body by making a Strength check with a DC equal to your shifter save DC. You immediately regurgitate the creature if its size category is larger than yours. If you regurgitate the creature or stop wearing this skin, the swallowed creature is no longer restrained and exits prone.

Verbose: You can speak any language you know.

Water Form: You have resistance to acid damage, as well as nonmagical bludgeoning, piercing, and slashing damage. You do not need to breathe, and you cannot be grappled, paralyzed, poisoned, prone, or restrained. You can enter a hostile creature's space and stop there, or move through a space as narrow as 1 inch wide without squeezing. If you have swallowed a creature, you cannot pass through any gaps smaller than the swallowed creature’s body.

Baphomet
2018-10-18, 05:03 PM
Reserved for future developments.

Baphomet
2018-10-18, 05:06 PM
This post also reserved for future developments.

Baphomet
2018-10-18, 05:07 PM
One last reserved post, for good measure. I can get wordy.

Baphomet
2018-10-22, 10:38 AM
Changelog


10/22/18: Skinwalker's main ability changed from Charisma to Wisdom (per Reddit feedback).
Reduced amount of acid damage to swallowed creatures