The Shifter
The especially stout and hairy dwarf
disappeared in a flash of emerald light
and dust, and where he had stood was a
massive ram, twice as tall as the dwarf.
Charging forward, the brutish beast ran
roughshod over the goblin bandits that
were attempting to pillage this remote
farm. As the would-be thieves fled into
the forest, a similar flash of verdant light
shone between the trees, and the wild dwarf
walked out and returned to his dwelling.
In the chaos of battle, the primal call of
the hunt was almost irresistible. In one
moment, she was the fierce lioness,
tearing into the troll's vile flesh. In
the next, she was a humble rodent
darting unnoticed in the confusion
of combat. As the dust settled, she
returned to the shape of a wild female elf, what
she knew to be her true shape. But even as she
regained her composure, part of her deep within
longed to eat of the carnage surrounding her.
The bandit guard couldn't help but think that
there was something different about the bird
that stared at him from the window. It was
as if it was watching where he had left the
key to the cells below. When the guard left,
the same bird transformed into a primitive
young boy, picked up the key, and lept out of
that same window. That night, there would be
a jailbreak from the baron's most secure dungeon.
All three of the warriors described here are considered Shifters, warriors imbued with primal bestial powers that let them change their forms, taking on the shapes of wild Beasts.
Primal Connection
While many claim a deep understanding of the natural world, none hold a deeper connection than those known as Shifters. These rare warrior sages live among beasts in the wilderness and develop primal powers of their own. For many, the mystic power of this bond infuses their blood with incredible bestial power, enhancing their senses and changing their form.
Drawing upon this primal connection to the wild, Shifters can communicate with beasts as if they were one of the pack. Their own physical forms are changed, and they gain savage claws or fangs and thickened skin. This primeval bond is also the source of their signature ability, the power to transform themselves, taking on the physical form of wild beasts.
Many Forms
The mystical ability that flows in their blood allows Shifters to take on the form of any animal that they have bonded with. Though each Shifter has a certain family of beasts they favor, and instinctively learn to transform into beasts in that family, all Shifters can learn the shape of any animal they encounter.
For many Shifters, the struggle between their own rational intellect and the savage instincts of the beasts they transform into is core to their being. Ignore their instincts and dull their
mystical power, but give too much and risk losing their self.
Creating
Your Shifter
When creating your Shifter, the most important thing for you to decide is how they gained their mystical abilities. Are you the offspring of an elder Archdruid or lycanthrope, born with an instinctive ability to change your form? Were you blessed by an Archfey or powerful Celestial? Or, were you born in the wild and developed your mystical gift independently?
Also, though a Shifter can transform into any Beast they have seen before, each Shifter has a favored beast shape that matches their personality. Do you favor a powerful predatory beast, matching your willingness to fight? A small rodent that can remain hidden and unnoticed? Or, a cold-blooded reptile that is willing to make the utilitarian decisions to survive?
Multiclassing and the Shifter
If your group uses the optional multiclassing rule, here is everything you need to know if you choose to take at least one level in the Shifter class.
Ability Score Minimum. As a multiclass character, you must have a minimum Constitution score of 13 in order to take a level as a Shifter, or to take a level in another class if you are already a Shifter.
Proficiencies Gained. If Shifter is not your initial class, here are the proficiencies you gain when you take your first Shifter level: simple weapons and one skill of your choice from the Shifter skill list.







Class Features
As a Shifter, you gain the following class features:
Hit Points
- Hit Dice: 1d10 per Shifter level
- Hit Points at 1st Level: 10 + your Constitution modifier.
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Shifter level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons, blowguns, longbows, nets
- Tools: None
- Saving Throws: Strength, Dexterity
- Skills: Choose any two: Acrobatics, Animal Handling, Athletics, Nature, Perception, Stealth, and Survival
Equipment
As a Shifter, you start with the following equipment, in addition to the equipment granted by your background:
- (a) two clubs, (b) a greatclub, or (c) a quarterstaff
- (a) a shortbow and 20 arrows, or (b) four javelins
- leather armor, a dagger, and an explorer’s pack
Alternately, if your group uses the starting wealth rule to purchase equipment, the Shifter starts with 2d4 x 10 gold.
Quick Build
You can make a Shifter quickly by using these suggestions: Make Strength or Dexterity your highest ability score, then your Constitution. Second, choose the Hermit background.
Feral Physique
At 1st level, the primal power that courses through your veins has made your physical traits more bestial. Your appearance becomes notably bestial, and you gain the following benefits:
Keen Senses
When you make a Wisdom ability check based on your sense of hearing, sight, or smell, you have advantage on your roll.
Natural Armor
You grow coarse hair, thickened skin, or hard scales. So long as you are not wearing armor or a shield, your Armor Class is equal to 13 + your Constitution modifier, unless it was higher.
Natural Weapons
You grow sharp claws, fangs, horns, or spines. Your unarmed strikes with these Natural Weapons deal 1d8 bludgeoning, piercing, or slashing damage (your choice) on hit, and you use either Strength or Dexterity for their attack and damage rolls.
Wild Empathy
Also at 1st level, you gain the ability to verbally communicate with and understand Beasts. This does not mean that Beasts are always friendly toward you, and when you communicate with a Beast, its awareness and ability to recall knowledge is limited by its Intelligence score.
Lastly, whenever you make an ability check to soothe a wild Beast, such as with a Wisdom (Animal Handling) check, you
can add your Shifter level to the result of your roll.
The Shifter
| Level | PB | Features | Max. CR |
|---|---|---|---|
| 1st | +2 | Feral Physique, Wild Empathy | — |
| 2nd | +2 | Bloodline, Wild Shape | ½ |
| 3rd | +2 | Bestial Instincts | 1 |
| 4th | +2 | Ability Score Improvement | 1 |
| 5th | +3 | Feral Warrior, Mystical Strikes | 1 |
| 6th | +3 | Adrenaline Surge | 2 |
| 7th | +3 | Bloodline Feature | 2 |
| 8th | +3 | Ability Score Improvement | 2 |
| 9th | +4 | Wild Awareness | 3 |
| 10th | +4 | Primal Resilience | 3 |
| 11th | +4 | Primeval Form | 3 |
| 12th | +4 | Ability Score Improvement | 4 |
| 13th | +5 | Bloodline Feature | 4 |
| 14th | +5 | Feral Senses | 4 |
| 15th | +5 | Mythic Forms | 5 |
| 16th | +5 | Ability Score Improvement | 5 |
| 17th | +6 | Primeval Resurgence | 5 |
| 18th | +6 | Bloodline Feature | 6 |
| 19th | +6 | Ability Score Improvement | 6 |
| 20th | +6 | Force of Nature | 6 |
Bloodline
At 2nd level, you choose a Bloodline that best represents your primal abilities and connection to wild animals: Avian, Brute, Carnivore, or Reptilian. Each detailed at the end of this class.
Your Bloodline grants you features at 2nd level, and again when you reach 7th, 13th, and 18th levels in this class.
Bloodline Shapes
Each Shifter Bloodline has deep a connection certain types
of Beast, known as Bloodline Shapes. Any Beast Shapes you instinctively learn are limited to these Bloodline Shapes.
Beast stat blocks included in the Compendium of Beasts include which Bloodline they belong to. For other Beasts, the DM determines which Bloodline, if any, a Beast belongs to.
Mystical Taxonomy
While animals in the real world are organized into
a complex taxonomy, there are only six Bloodlines that the mystical powers of a Shifter use: Aquatic, Avian, Brute, Carnivore, Reptilian, and Vermin.Though, legends speak of Shifters who call on the powers of an Ancient Bloodline of Beasts...
Wild Shape
Also at 2nd level, you gain the mystical ability to change your form, Shifting into Beast Shapes, using the following rules:
Beast Shapes
At 2nd level, you know two Beast Shapes of your choice of CR 1/2 or lower, both of which must be Bloodline Shapes.
As a bonus action, you can Shift to magically take the form
of one Beast Shape that you know.
When you Shift, your game statistics are replaced by those of the Beast, but you retain your alignment, personality, hit points, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the Beast. If you and your Beast Shape both share a proficiency, use the higher bonus.
You revert to your normal form if you are Incapacitated or
if you use your bonus action to do so. You can Shift from one Beast Shape directly into another, but if you spend 1 hour in Beast Shapes without returning to your normal form, you instantly revert to your normal form.
Finally, some of the Beast Shapes referenced by this class are Diminutive size. If you take any damage as a Diminutive Beast, you instantly revert to your normal form.
Natural Armor
Unless your Beast Form's Armor Class was already higher, you can use your Feral Physique Armor Class while in Beast Shape. If you do, use your normal form's Constitution score.
Equipment
When you Shift, you can choose for any natural or unrefined equipment, such as objects made from wood, animal parts, or other natural materials, to merge with your Beast Shape.
However, any equipment made from metal or other highly processed materials, such as metal weapons
or armor, falls to the ground in your space
when you Shift into a Beast Shape.
Features & Spellcasting
When you Shift, you retain all benefits of features from class, race, or other sources, and can still use them so long as your Beast Shape is physically capable of doing so. However, you cannot use any special senses, such as Darkvision or Keen Senses, unless your Beast Shape also has that sense. Other features have special rules while in Beast Shape:
Multiattack. When you are in a Beast Shape, you cannot take the Multiattack action even if the Beast Shape has it.
Spellcasting. You cannot cast spells while you are in a Beast Shape. However, you can maintain your concentration on spells and other abilities you used before you Shifted.
Saving Throws
When one of your Beast Shapes forces a creature to make a saving throw, you can use the DC in its stat block, or you can use your Shifter save DC, as calculated below. It uses your normal form's Constitution score and Proficiency Bonus:
Shifter save DC = 8 + your Proficiency Bonus
+ your Constitution modifier
Learning New Beast Shapes
At certain Shifter levels, you learn to Shift into more powerful Beasts, as shown in the Max. CR column of the Shifter table.
Whenever this Max. CR increases, you instinctively learn one Bloodline Shape of your choice of that CR or lower.
You can also learn new Beast Shapes from any Bloodline by using an action to touch a living, non-hostile Beast of a CR equal to the Max. CR for your level or lower. There is no limit to the number of Beast Shapes you can learn this way.
Bestial Instincts
Your instincts allow you to quickly react to danger. Beginning
at 3rd level, so long as you are not Incapacitated or
Surprised, you have advantage on all initiative rolls,
and you can instantly Shift into one of your Beast
Shapes when you roll initiative.




Ability Score Improvement
At 4th level, you can increase one of your ability scores by
2, or two ability scores by 1. You cannot use this feature to increase any ability score above 20. You gain this feature
again at 8th, 12th, 16th, and 19th level.
Feral Warrior
Starting at 5th level, whenever you take the Attack action
in your normal form, you can make two attacks instead
of one. You can also take the Multiattack action when in
Beast Shape if your Beast Shape has that feature.
Also, whenever you take the Dash or Disengage action,
you can make a Natural Weapon attack as a bonus action.
Mystical Strikes
The mystical power that gives you your abilities infuses
your Beast Shapes. Also at 5th level, your Natural Weapon attacks, in both your normal form and Beast Shapes, count as magical for overcoming resistances and immunities.
You can also use the attack bonus of your normal form's Natural Weapon attacks whenever you are in Beast Shape, unless your Beast Shape's attack bonus would be higher.
Adrenaline Surge
Starting at 6th level, you can draw on your primal drive to
survive in the midst of battle. Whenever you take damage,
you can use a reaction to gain temporary hit points equal
to the damage taken. However, these temporary hit points only last for 1 minute.
You can use this reaction a number of times equal to your normal form's Constitution modifier (minimum of once), and you regain all uses at the end of each short or long rest.
Wild Awareness
At 9th level, your mystical abilities grant you an instinctive knowledge of your surroundings. When you finish a short
or long rest, you gain the benefits of commune with nature.
Primal Resilience
The mystical power in your blood increases your resiliency in times of need. Beginning at 10th level, when you fail a saving throw, you can expend a use of Adrenaline Surge to add your normal form's Constitution modifier (minimum of +1) to your roll, possibly turning a failure into a success.
Primeval Form
Starting at 11th level, when you Shift into a Bloodline Shape, you can infuse your transformation with ancient power. Until you Shift out of that Beast Shape, your Beast Shape takes on a primeval and feral appearance, gaining the benefits below:
- It grows to become Large in size, so long as there is room.
- It resists all bludgeoning, piercing, and slashing damage.
- Its Natural Weapon attacks deal a bonus 1d8 damage.
- It has advantage on all ability checks and saving throws that use its Strength or Dexterity.
You can transform into a Primeval Form three times. You regain one expended use when you finish a short rest, and all
of your expended uses each time you finish a long rest.
Feral Senses
You hunt as an apex predator, never losing track of your prey. Starting at 14th level, you cannot have disadvantage on any attack roll you make that targets a creature within 30 feet.
Mythic Forms
Starting 15th level, you gain the ability to Shift into legendary Beasts of CR 5. However, due to their mythical power you can only Shift into each Beast Shape you know of CR 5 or higher once each between each short or long rest you take.
Primeval Resurgence
In your blood flows a wellspring of primeval power. Starting at 17th level, you can gain the benefits of Primeval Form any time you use Wild Shape to Shift into a Bloodline Shape.
Force of Nature
Your primeval ferocity cannot be tamed. At 20th level, you can Shift into Beast Shapes with a CR of 5 or 6 without limit.
You also regain one expended use of Adrenaline Surge at the start of each of your turns in combat.






Bloodlines
Choose the Bloodline that best represents the primal abilities of your Shifter and the type of Beasts you have an affinity for:
| Avian | Carnivore |
| Brute | Reptilian |
Avian Bloodline
The great heights and winds call to you, as within your veins flows the primal power of great Beasts of the air. You have an affinity for birds of all kinds: from the smallest songbirds to the great predators of the sky, they are all your avian kin.
Avian Shapes
2nd-level Avian Bloodline feature
Your Bloodline has infused you with an instinctive knowledge of certain animals. All Beasts with the Avian creature subtype are considered Bloodline Shapes for you.
Swift Wing
2nd-level Avian Bloodline feature
Your Bloodline infuses you with avian grace, poise, and speed. When you are in your normal form or a Bloodline Shape, you can take the Dash action as a bonus action on your turn.
When you do so, opportunity attacks against you are made with disadvantage until the end of your current turn.
Feathered Flight
7th-level Avian Bloodline feature
You can partially Shift to take flight even when you are not in Beast Shape. In your normal form you can use a bonus action to sprout (or retract) large feathered wings that grant you a
flying speed equal to your walking speed.
Whenever you have a flying speed, in normal form or
in a Beast Shape, you have advantage on Dexterity
ability checks and Dexterity saving throws.
Buffeting Winds
13th-level Avian Bloodline feature
When you have a flying speed, you can
use your bonus action to beat your
wings and buffet enemies with the
wind. Choose either an adjacent
20-foot cone, 30-foot by 5-foot
line, or the area within a
10-foot radius of you.
Creatures in that area
must make a Strength
saving throw against
your Shifter save
DC. On a failure,
they are thrown
20 feet away from
you in a straight
line. The distance
is halved for each
size the creature
is larger than you.
Master of the Winds
18th-level Avian Bloodline feature
You are a master of the that which blow across every world. As a bonus action, you can use Buffeting Winds to create the effect of the whirlwind spell in a space adjacent to you.
When you do, this effect uses your Shifter save DC: it does not require concentration, and you are immune to its effects. As a bonus action, you can use Buffeting Winds to move the whirlwind up to 30 feet so long as you are adjacent to it.
Once you use this feature, you must finish a short or long rest before you can conjure another whirlwind.
Avian Beasts
The Beasts listed in the table below are Bloodline Shapes for Shifters of the Avian Bloodline. Stat blocks for these Beasts can be found in the Laserllama Compendium of Beasts.
| CR | Beast |
|---|---|
| 0 | Chicken |
| 0 | Owl |
| 0 | Raven |
| 0 | Vulture |
| ⅛ | Hawk |
| ⅛ | Heron |
| ¼ | Chicken, Giant |
| ¼ | Falcon |
| ½ | Emu |
| CR | Beast |
|---|---|
| 1 | Eagle |
| 1 | Owl, Giant |
| 1 | Vulture, Giant |
| 2 | Emu, Giant |
| 2 | Hawk, Giant |
| 3 | Falcon, Giant |
| 4 | Heron, Giant |
| 5 | Terror Bird |
| 6 | Royal Eagle |





Brute Bloodline
In your blood flows the power of the great beasts of the wilds, infusing you with primal resilience. Some are gifted power by guardian Beasts, while others are granted primal abilities to serve as protectors of the smallest creatures. No matter their origin, Brutes are all as stalwart as the greatest behemoths.
Brute Shapes
2nd-level Brute Bloodline feature
Your Bloodline has infused you with an instinctive knowledge of certain animals. All Beasts with the Brute creature subtype are considered Bloodline Shapes for you.
Primal Fortitude
2nd-level Brute Bloodline feature
The power that flows in your blood has made you as hardy as the greatest Beasts. Your hit point maximum increases by 2, and it increases by 1 again whenever you gain a Shifter level.
Also, you add your normal form's Constitution modifier to all Strength ability checks and Strength saving throws.
Resilient Hide
7th-level Brute Bloodline feature
If you begin your turn in one of your Bloodline Shapes, you gain temporary hit points equal to the Beast's Constitution modifier, which last as long as you remain in that Shape.
Whenever you have temporary hit points, you are resistant to all bludgeoning, piercing, and slashing damage.
Stampede
13th-level Brute Bloodline feature
The primal power in your blood drives you into fits of anger. As an action, you can move up to your full speed in a straight line, forcing creatures you pass through to make a Strength saving throw against your Shifter save DC.
On a failed save, they take bludgeoning damage dependent on your size, as shown on the table below, and if the target is smaller than you, it falls Prone. On a success, your movement immediately stops, and the target takes half as much damage.
| Size | Damage |
|---|---|
| Tiny | 1d12 |
| Small | 2d12 |
| Medium | 3d12 |
| Size | Damage |
|---|---|
| Large | 4d12 |
| Huge | 5d12 |
| Gargantuan | 6d12 |
Great Behemoth
18th-level Brute Bloodline feature
On rare occasions, you can manifest the full primal power of your Bloodline, transforming into a Great Behemoth. When you use Primeval Form, you can choose for the Beast Shape to become a Great Behemoth, gaining additional benefits:
- It becomes Huge in size if it was not already.
- Creatures smaller than Huge have disadvantage on their Strength saving throw to resist your Stampede feature.
- Its Natural Weapon attacks deal a bonus 1d12 damage.
- It is resistant to all damage except force and psychic.
Once you use this feature, you must finish a short or long rest before you can use your Great Behemoth form again.
Brute Beasts
The Beasts listed in the table below are Bloodline Shapes for Shifters of the Brute Bloodline. Stat blocks for these Beasts can be found in the Laserllama Compendium of Beasts.
| CR | Beast |
|---|---|
| 0 | Goat |
| 0 | Hare |
| 0 | Monkey |
| ⅛ | Camel |
| ⅛ | Llama |
| ⅛ | Mule |
| ¼ | Boar |
| ¼ | Ox |
| ¼ | Stag |
| ½ | Goat, Giant |
| ½ | Horse |
| ½ | Chimpanzee |
| CR | Beast |
|---|---|
| 1 | Aurochs |
| 1 | Gorilla |
| 1 | Giraffe |
| 2 | Boar, Giant |
| 2 | Stag, Giant |
| 3 | Hippopotamus |
| 3 | Rhinoceros |
| 4 | Elephant |
| 5 | Sloth, Giant |
| 6 | Gorilla, Giant |
| 6 | Mammoth |





Carnivore Bloodline
In your veins flows the blood of a primeval hunter. Often the descendants of powerful lycanthropes or shapeshifter Druids, these bestial warriors have an instinctive desire for blood and combat. Known for taking on the shapes of savage, predatory Beasts, Carnivore Shifters make terrifying foes in battle.
Carnivore Shapes
2nd-level Carnivore Bloodline feature
Your Bloodline has infused you with an instinctive knowledge of certain Beasts. Beasts with the Carnivore creature subtype are considered Bloodline Shapes for you.
Prey Drive
2nd-level Carnivore Bloodline feature
Something ancient in your blood compels you to hunt. As a bonus action, you can mark one hostile creature you can see as your Prey. If your Prey has less than half its maximum hit points and you can see, hear, or smell it, you have advantage on the first Natural Weapon attack you make against it each turn and your speed increases by 10 feet. However, you have disadvantage on attacks against all other targets.
The creature remains your Prey until it is dead, you cannot see, hear, or smell it for 1 hour, or you are Incapacitated. You can only have one creature marked as your Prey at a time.
Predatory Instinct
2nd-level Carnivore Bloodline feature
You have the instincts of the great predators of the wild. You gain proficiency in either Perception, Insight, or Survival.
When you make an ability check related to your Prey using the skills above, you can treat a d20 roll of 7 or lower as an 8.
Bestial Bloodlust
7th-level Carnivore Bloodline feature
Primal savagery boils up from within you when you can sense blood. While your Prey Drive is active, you have advantage
on Natural Weapon attacks against your Prey and you
cannot be Grappled, Paralyzed, or Restrained.
You can also mark a creature as your Prey after
you spend an action studying signs of its passing
(tracks, etc.) it left within the past 24 hours.
Carnivore Beasts
The Beasts listed in the table below are Bloodline Shapes for Shifters of the Carnivore Bloodline. These Beast stat blocks can be found in the Laserllama Compendium of Beasts.
| CR | Beast |
|---|---|
| 0 | Cat |
| 0 | Fox |
| ⅛ | Hunting Dog |
| ⅛ | Wild Dog |
| ¼ | Panther |
| ¼ | Wolf |
| ½ | Black Bear |
| ½ | Cheetah |
| 1 | Dire Wolf |
| CR | Beast |
|---|---|
| 1 | Lion |
| 1 | Tiger |
| 1 | Wild Dog, Giant |
| 2 | Grizzly Bear |
| 2 | Polar Bear |
| 3 | Saber-Toothed Tiger |
| 4 | Cave Bear |
| 5 | Dire Tiger |
| 6 | Cave Bear, Giant |
Apex Predator
13th-level Carnivore Bloodline feature
You are driven to pursue your foes until the hunt is finished. Whenever your Prey forces you to make an ability check or saving throw, you have advantage on your roll.
You also gain the benefits from Prey Drive whenever your Prey has less than its maximum hit points.
Primeval Frenzy
18th-level Carnivore Bloodline feature
Ancient predatory instincts drive you to fight on, even on the verge of death. While under the effects of Prey Drive, falling to 0 hit points does not knock you Unconscious, and you can gain temporary hit points at 0 hit points.
In this state, you make death saving throws as normal,
and suffer the effects of taking damage at 0 hit points. If
you start your turn and have three death saving throw
failures, you must succeed on a Constitution saving
throw (DC 10) or die. Each subsequent round you
make this saving throw, the DC increases by 5.
The DC resets to 10 if you regain hit points.




Reptilian Bloodline
Your blood carries the memories of ancient scales and
claws. Whether you are the victim of a sinister curse
or the chosen scion of a reptilian cult, your bloodline
now bears the cold-blooded power of reptilians.
Reptilian Shapes
2nd-level Reptilian Bloodline feature
Your Bloodline infuses you with instinctive knowledge
of certain animals. Beasts with the Reptilian creature
subtype are considered Bloodline Shapes for you.
Reptilian Physiology
2nd-level Reptilian Bloodline feature
The power of your Bloodline physically changes you,
granting you traits common to many reptiles. You gain
a climbing and swimming speed equal to your walking
speed. You can also take the Disengage action as a
bonus action on each of your turns.
You retain these benefits in your Bloodline Shapes.
Venomous Strike
2nd-level Reptilian Bloodline feature
You can afflict foes with natural venom. When you hit
a creature with a Natural Weapon attack, you can force
it to make a Constitution saving throw against your
Shifter save DC. On a failure, it takes poison damage
equal to 1d8 + your Shifter level and is Poisoned. On
a successful save, the creature takes half as much
damage and isn't Poisoned.
A Poisoned creature repeats this saving throw at
the end of each of its turns. On a successful save, it is no longer Poisoned, but on a failed save, the creature takes
an additional 1d8 poison damage.
You can use this feature a number of times equal to your normal form's Constitution modifier (a minimum of once). You regain one expended use when you finish a short rest, and all expended uses when you finish a long rest.
Adaptive Camouflage
7th-level Reptilian Bloodline feature
Your reptilian skin can adapt to blend into any environment. As an action, you can expend one use of Adrenaline Surge to turn invisible for 10 minutes, as if by the invisibility spell.
Unlike the spell, this ability does not require concentration.
Primal Venom
7th-level Reptilian Bloodline feature
The mystical power of your Bloodline empowers your natural toxins. Whenever you deal poison damage to a creature with one of your Shifter or Beast Shape features, you can choose to deal necrotic damage instead.
Coiled Strike
13th-level Reptilian Bloodline feature
You strike back at your foes with deadly purpose. When a creature you can see within your reach misses you with an attack, you can use your reaction to make a single Natural Weapon attack against that creature.
If this special reaction attack hits and you use Venomous Strike, the creature has disadvantage on its initial saving
throw to resist the effects of your Venomous Strike.
Primeval Toxin
18th-level Reptilian Bloodline feature
Your venom is infused with the deadly toxins of elder reptiles. Whenever you force a target to make a saving throw to resist being Poisoned, you can change it to an Intelligence saving throw, and on a failure, it is Paralyzed instead of Poisoned.
Reptilian Beasts
The Beasts listed in the table below are Bloodline Shapes for Shifters of the Reptilian Bloodline. These Beast stat blocks can be found in the Laserllama Compendium of Beasts.
| CR | Beast |
|---|---|
| 0 | Frog |
| 0 | Lizard |
| 0 | Tortoise |
| ⅛ | Alligator Turtle |
| ⅛ | Viper |
| ¼ | Boa Constrictor |
| ¼ | Frog, Giant |
| ¼ | Lizard, Giant |
| ½ | Komodo Dragon |
| CR | Beast |
|---|---|
| ½ | Tortoise, Giant |
| 1 | Crocodile |
| 1 | King Cobra |
| 1 | Toad, Giant |
| 2 | Anaconda |
| 3 | Alligator Turtle, Giant |
| 4 | Toad, Colossal |
| 5 | Titanoboa |
| 6 | Crocodile, Giant |






The Shifter
Unleash the primal ferocity of your Bloodline with this new Wild Shape-focused class for the world's greatest roleplaying game! Includes four Bloodlines: Avian, Brute, Carnivore, or Reptilian!
Version 1.0.0 - Created by /u/laserllama
Last Updated: April 18th, 2025
Artist Credits:
Covers - Alexander Makov - Wolfkin Outcast
Page 1 - Jesper Elsing - Runeclaw Bear
Page 3 - Brad Rigney - Garruk Wildspeaker
Page 4 - Alayna Danner - Bronzehide Lion
Page 5 - Paul Canavan - Rustwing Falcon
Page 6 - Roman Kuteynikov - Makindi Ox
Page 7 - Jason Engle - Dread Wolf Herald
Page 8 - Simon Dominic - Hagra Constrictor
The Shifter Class is designed to be used with
the Compendium of Beasts Found Here!
It includes 112 New and Alternate Beasts of Challenge Ratings 0 through 8
Additional Laserllama Homebrew content
can be found for free on GM Binder.
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