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 leapt out
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, give too much and risk losing themselves.
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.







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: First, make Constitution your highest ability score, followed by Strength or Dexterity. Then, take the Hermit background.
Bloodline
At 1st level, you choose the Bloodline from the list below that best represents your primal abilities and favored wild Beasts:
| Aquatic | Carnivore | Vermin |
| Avian | Insect | — |
| Brute | Reptilian | — |
Your Bloodline grants you features at 1st level, and again when you reach 7th, 13th, and 18th level in this class. Your Bloodline features all use your Shifter save DC (see below).
Bloodline Shapes
Each Bloodline has an instinctive connection to certain types of Beasts; these are known as their Bloodline Shapes. Beast stat blocks in the Compendium of Beasts will include which Bloodline (or Bloodlines) they belong to.
For other Beasts, work with your DM to determine which of the seven Bloodlines, if any, other Beasts may belong to.
Mystical Taxonomy
While animals in the real world are organized into
a complex taxonomy, the primal power of Shifters recognizes seven Bloodlines: Aquatic, Avian, Brute, Carnivore, Insect, Reptilian, and Vermin.Though, legends speak of Shifters bound to the primeval power of an Ancient Bloodline of Beasts...
The Shifter
| Level | PB | Features | Max. CR |
|---|---|---|---|
| 1st | +2 | Bloodline, Wild Shape | 0 |
| 2nd | +2 | Primal Bond | ¼ |
| 3rd | +2 | Bestial Instincts | ½ |
| 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 |
Wild Shape
Also at 1st level, you gain the mystical ability to change your form, Shifting into Beast Shapes, following the rules below:
Beast Shapes
At 1st level, you instinctively learn one CR 0 Beast Shape of your choice from your Bloodline Shapes. As a bonus action, you can Shift to take the form of a Beast Shape you know.
When you Shift, your statistics are replaced by those of the Beast Shape, 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. However, after you spend 1 hour in Beast Shapes without reverting to your normal form, you will instantly revert to your normal form.
Diminutive Beasts
Some of the Beast Shapes referenced by this class are a new creature size: Diminutive. If you take any damage or you fail a saving throw while Shifted into a Diminutive Beast Shape, you instantly revert back to your normal form.
Equipment
When you Shift, you can choose for any natural or unrefined equipment, such as objects made from wood, animal parts, or other non-refined material, to merge with your Beast Shape.
However, any equipment made from refined metal or other highly processed materials, such as metal weapons or armor, falls to the ground in your space when you Shift.
Features & Spellcasting
When you Shift, you retain the benefits of features from your class, race, and other sources, and can still use them so long as that Beast is physically capable of doing so. However, you lose all the benefits from special senses, such as Darkvision, unless your Beast Shape also has that sense.
You can't cast spells in Beast Shape, but you can maintain your concentration on spells that you cast before you Shifted.
Mystic Empowerment
The power in your blood draws out the full potential of your Beast Shapes. When you Shift, you can replace your Beast Shape's Armor Class with the Natural Armor AC from your Bloodline, its saving throw DCs with your Shifter save DC, and its attack modifiers with your Shifter attack modifier.
These are all based on the ability scores of your normal form, and don't change when you Shift into a Beast Shape:
Shifter save DC = 8 + your Proficiency Bonus
+ your Constitution modifier
Shifter attack modifier = your Proficiency Bonus
+ your Constitution modifier
Learning New Beast Shapes
At certain Shifter levels, you instinctively learn to Shift into more powerful Beasts, as shown in the Max. CR column of the Shifter table. Every time your Max. CR increases, you instinctively learn one Bloodline Shape of your
choice equal to that new CR, or lower.
Primal Bond
At 2nd level, your mystical bond with the wild grows. You can verbally communicate with and understand Beasts. This does not mean Beasts are automatically Friendly to you. When you communicate with a Beast, its awareness and ability to recall knowledge is limited by its Intelligence score.
You can also draw upon this bond to learn additional Beast Shapes. As an action, you can touch a live, non-Hostile Beast within your Max. CR limit, and learn its Beast Shape. There is no limit to the number of Beast Shapes you can learn.
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 your initiative rolls, and when you roll initiative, you can Shift into a Beast Shape.
Ability Score Improvement
When you reach 4th level, you can increase one of your ability scores by 2, or two of your ability scores by 1. You cannot use this feature to increase your ability scores above 20. You gain this feature again at 8th, 12th, 16th, and 19th level.
Feral Warrior
At 5th level, the power in your blood infuses you with ferocity. Whenever you make a Natural Weapon attack as part of your action, you can make one extra Natural Weapon attack using the Natural Weapons of your Bloodline.
Also, whenever you use your action to Dash or Disengage, you can make one Natural Weapon attack as a bonus action.
Mystical Strikes
Also at 5th level, your Natural Weapon attacks count as
magical for overcoming Resistances and Immunity to
nonmagical attacks and damage.




Adrenaline Surge
Starting at 6th level, you can draw on your primal drive to
survive in the midst of battle. When you take damage, you
can use your reaction to gain temporary hit points equal to
the damage you took. However, these temporary hit points only last for 1 minute.
You can use this reaction a number of times equal to the
Constitution modifier of your normal form (minimum of 1). You regain all uses at the end of every short and long rest.
Wild Awareness
At 9th level, your mystical abilities grant you an instinctive knowledge of your surroundings while you are in the wild. When you finish a short or long rest, you gain the benefits
of the commune with nature spell.
Primal Resilience
The mystical power in your blood increases your resiliency
in times of need. From 10th level, if you fail a saving throw, you can expend an Adrenaline Surge to add the Constitution modifier of your normal form (a 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 it with primeval power. So long as you remain in that Beast Shape, it gains these additional benefits:
- The Beast takes on a primeval appearance, and grows
by one size category, so long as there is room. - The Beast gains Resistance to Bludgeoning, Piercing,
and Slashing damage from non-magical attacks. - The Beast 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 can't have disadvantage on Natural Weapon attacks against targets within 30 feet of you.
Mythic Forms
At 15th level, you gain the ability to Shift into truly legendary Beasts of CR 5. However, you can only Shift into each Beast Shape you know of CR 5 and up, once per short or long rest.
Primeval Resurgence
In your blood flows a wellspring of primeval power. Starting at 17th level, you can choose to gain the benefits of Primeval Form any time you Shift into a Bloodline Shape.
Force of Nature
Your primeval ferocity cannot be tamed. At 20th level, you can Shift into Beast Shapes of CR 5 and 6 without limit.
You also regain one expended use of Adrenaline Surge at the start of each of your turns while in combat.
High Level Shifters
As a unique class that doesn't use spells, weapons, or most magic items, here are some guidelines on running games for high-level Shifters:
Starting at Higher Levels. When starting above 1st level, Shifters should learn one Beast Shape of their choice, per level above 1st. These Beasts should be within their Max. CR, and could have encountered in your world. Be generous!
Magic Items. Most magic items do not synergize well with the Shifter's Wild Shape feature. Consider allowing a Shifter access to rare or powerful Beasts (within their Max. CR of course) that they wouldn't normally be able to encounter.
Simple, custom magic items that allow Shifters to Shift into a specific (Max. CR limited) Dragon or Monstrosity a limited number of times, or enhance specific Beast Shape AC or attack bonuses are also solid ideas. They can take the shape of teeth, claws, or horns of legendary wild animals or monsters.






Bloodlines
Choose the Bloodline that best represents the primal abilities of your Shifter and the type of Beasts you have an affinity for:
| Aquatic | Carnivore | Vermin |
| Avian | Insect | — |
| Brute | Reptilian | — |
Aquatic Bloodline
You have formed a mystical bond with all Beasts of the water. From the smallest tide pool to the crushing deeps of the sea, you are familiar with its multitude of life. Drawing upon their power, you have become a savage warrior of the waves.
Aquatic Adaptation
1st-level Aquatic Bloodline feature
The power of your Bloodline has altered your very physiology, granting you the following Aquatic characteristics:
Darkvision. You gain Darkvision out to a 60-foot radius. If you are underwater, the range of your Darkvision is doubled.
Natural Armor. You are covered in shimmering scales or rubbery flesh. This grants you Natural Armor with an Armor Class of 10 + your Dexterity and Constitution modifiers.
Natural Weapons. You grow fins on your forelimbs. They are Natural Weapons with the Light and Finesse properties that deal 1d6 Slashing damage on hit.
Oceanic Resilience. You gain Resistance to Cold damage and Immunity to the negative effects of deep water.
Piscine Physiology. You can breathe both air and water, and gain a swimming speed equal to your walking speed.
Aquatic Shapes
1st-level Aquatic Bloodline feature
Your Bloodline infuses you with an instinctive knowledge of certain animals. All Beasts with the Aquatic creature subtype
are Bloodline Shapes for you.
Aquatic Beasts
The Aquatic Beasts listed by CR below are Bloodline Shapes for Aquatic Shifters. These updated Aquatic Beast stat blocks can be found in the Laserllama Compendium of Beasts:
| CR | Beast |
|---|---|
| 0 | Crab |
| 0 | Fish |
| 0 | Octopus |
| ⅛ | Crab, Giant |
| ⅛ | Dolphin |
| ⅛ | Piranha |
| ¼ | Electric Eel |
| ¼ | Fish, Giant |
| ½ | Reef Shark |
| CR | Beast |
|---|---|
| ½ | Walrus |
| 1 | Octopus, Giant |
| 2 | Hunter Shark |
| 3 | Electric Eel, Giant |
| 3 | Killer Whale |
| 4 | Walrus, Giant |
| 5 | Crab, Colossal |
| 5 | Giant Squid |
| 6 | Shark, Giant |
Crushing Force
7th-level Aquatic Bloodline feature
You wield the overwhelming pressure of the depths. Once per turn, when you hit a target with a Natural Weapon attack, you can force it to make a Strength saving throw. On a failed save, it is knocked back 10 feet in a line, or its speed is reduced by 10 feet until the start of its next turn. Targets larger than you have advantage on this saving throw.
The potency of both effects increases as you gain levels in this class: at 13th level (20 feet) and 18th level (30 feet).
Mystical Waters
13th-level Aquatic Bloodline feature
When you Shift into a Bloodline Shape, you can expend an Adrenaline Surge to infuse it with mystical power. For the duration, it has a flying speed equal to its swimming speed, and it treats the air as water for the purposes of its Traits.
Terror of the Deep
18th-level Aquatic Bloodline feature
You are an inevitable force of the depths. While you are in a Bloodline Shape underwater, the area within 60 feet of you is
difficult terrain for creatures of your choice. When you use
Mystical Waters, this radius is halved to 30 feet.
Finally, if a creature fails its saving throw against
Crushing Force while underwater, you can forgo
its normal effects to instead cause the creature
to suffer 1 level of Exhaustion.





Avian Bloodline
The great heights and winds beckon to you, as in your blood flows the primal power of fierce Beasts of the air. You have an affinity for birds of all kinds: from the smallest of songbirds to the savage predators of the skies, they are all your avian kin.
Avian Shapes
1st-level Avian Bloodline feature
Your Bloodline infuses you with an instinctive knowledge of certain animals. All Beasts with the Avian creature subtype are considered Bloodline Shapes for you.
Avian Anatomy
1st-level Avian Bloodline feature
Your Bloodline infuses you with avian grace, poise, and speed, granting you the following Avian characteristics and traits:
Featherweight Frame. You can take the Dash action as a bonus action. Whenever you Dash, opportunity attacks made against you have disadvantage, and you have advantage on all Acrobatics checks for the rest of that turn.
Natural Armor. Your light frame and feathers make you a difficult target. You gain Natural Armor with an Armor Class equal to 13 + your Dexterity modifier.
Natural Weapons. Your fingers become pointed talons. They are Natural Weapons with the Light property that deal 1d6 Slashing damage on hit and use your Dexterity for their attack and damage rolls.
Swift Wing
7th-level Avian Bloodline feature
The mystical power within your blood allows you to take to the skies even when you do not have wings. Whenever you take the Dash action in a form that does not have a flying speed, you gain a temporary flying speed equal to your walking speed until the end of your turn.
Also, while you have a flying speed, you have
advantage on Dexterity saving throws.
Driving Squall
13th-level Avian Bloodline feature
Your bond with the Beasts of the skies
grants you control over the winds.
While in a Bloodline Shape, you
can use your bonus action to
buffet enemies with wind.
Choose either an adjacent
20-foot cone, a 30-foot by
5-foot line, or a 10-foot
radius around you.
Creatures in that
area must make a
Strength saving
throw or be thrown
20 feet away from
you in a straight
line. The distance
is halved for each
size a creature is
larger than you.
Master of the Winds
18th-level Avian Bloodline feature
You are a master of the winds that blow across every world.
As a bonus action, you can use Driving Squall to create the effect of the whirlwind ll spell in a space adjacent to you.
When you do so, this effect does not require concentration, and you are immune to its effects. With a subsequent bonus action, you can use Driving Squall 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
These Avian Beasts listed by CR below are Bloodline Shapes for Avian Shifters. These updated Avian Beast stat blocks can be found in the Laserllama Compendium of Beasts:
| CR | Beast |
|---|---|
| 0 | Owl |
| 0 | Raven |
| 0 | Rooster |
| ⅛ | Hawk |
| ⅛ | Heron |
| ⅛ | Vulture |
| ¼ | Falcon |
| ¼ | Rooster, Giant |
| 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 resilience of the greatest wild Beasts, infusing you with primal strength. 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
1st-level Brute Bloodline feature
Your Bloodline infuses you with an instinctive knowledge of certain animals. All Beasts with the Brute creature subtype are considered Bloodline Shapes for you.
Brutish Biology
1st-level Brute Bloodline feature
The power that flows in your blood has made you as hardy as the greatest Beasts, granting you the following Brutish traits:
Natural Armor. You grow woolly hair or thickened skin. You have a Natural Armor with an Armor Class that is equal to 13 + your Constitution modifier.
Natural Weapons. Your skull thickens, or you grow horns; Natural Weapons that deal 1d10 Bludgeoning damage on hit.
Primal Fortitude. Whenever you make a Strength check or saving throw, you can add your normal form's Constitution modifier (minimum of +1) to the result of your roll.
Stout Frame. Your hit point maximum increases by 1, and increases by 1 again each time you gain another Shifter level.
Resilient Hide
7th-level Brute Bloodline feature
Your brutish Beasts are infused with mystical fortitude. Any time you start your turn in a Bloodline Shape, you can choose to gain temporary hit points equal to the Beast's Constitution modifier (minimum of 1).
Moreover, any time you have temporary hit points, you gain Resistance to Bludgeoning, Piercing, and Slashing damage.
Stampede
13th-level Brute Bloodline feature
The primal power in your blood drives you to fits of anger. As an action, you can move up to your speed in a line, forcing all creatures you pass through to make a Strength saving throw.
On a failure, they take Bludgeoning damage based on your size, as shown 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 Bludgeoning 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 has Resistance 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 Brute Beasts listed by CR below are Bloodline Shapes for Brute Shifters. These updated Brute Beast stat blocks 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 | Chimpanzee |
| ½ | Goat, Giant |
| ½ | Horse |
| 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
1st-level Carnivore Bloodline feature
Your Bloodline infuses you with an instinctive knowledge of certain animals. Beasts with the Carnivore creature subtype are considered Bloodline Shapes for you.
Carnivorous Physique
1st-level Carnivore Bloodline feature
The primal drive to hunt flows in your blood and has altered your physiology, granting you certain carnivorous Traits:
Natural Armor. Your body is hardened to resist your prey, giving you a Natural Armor with an Armor Class of 10 + your Strength and Constitution modifiers.
Natural Weapons. You grow sharp claws or deadly fangs. They are Natural Weapons with the Light property that deal 1d6 Slashing damage on hit.
Primal Senses. When you make an ability check based on your sense of smell, you treat a d20 roll of 7 or lower as an 8.
Prey Drive
1st-level Carnivore Bloodline feature
Ancient instincts in your blood drive you to hunt. When you Shift into a Bloodline Shape, you can mark a Hostile creature you can see as your Prey. You can also spend an action while in a Bloodline Shape to analyze signs of a creature's passing (such as tracks, etc.) to mark it as your Prey.
It remains your Prey for 1 hour, until it is slain, you mark another creature as your Prey, or you leave that Beast Shape. For the duration, you gain certain benefits and drawbacks:
- Your Natural Weapon attacks against your Prey score
a critical hit on a d20 roll of 19 or 20, but you have disadvantage on attacks against all other targets. - When you make an ability check to track your
Prey that uses your sense of smell, you have
advantage on your roll. - Your walking speed increases by 10 feet.
Carnivore Beasts
The Carnivore Beasts by CR below are Bloodline Shapes for Carnivore Shifters. The updated Carnivore Beast stat blocks can be found in the Laserllama Compendium of Beasts:
| CR | Beast |
|---|---|
| 0 | Cat |
| 0 | Fox |
| ⅛ | Hunting Dog |
| ⅛ | Lynx |
| 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 |
Primal Bloodlust
7th-level Carnivore Bloodline feature
You unleash your ferocity when you taste blood. When you hit your Prey with a Natural Weapon attack, you can expend one Adrenaline Surge to enhance your Prey Drive. While it lasts, you have advantage on Natural Weapon attacks against your Prey, and you cannot be Grappled, Paralyzed, or Restrained.
Apex Predator
13th-level Carnivore Bloodline feature
You are driven to pursue your foes until the hunt is finished. You have advantage on any saving throw your Prey forces you to make, and your Natural Weapon attacks against your Prey now score a critical hit on a d20 roll of 18-20.
At 18th level, this critical hit range increases to 17-20.
Primeval Frenzy
18th-level Carnivore Bloodline feature
Ancient predatory instinct drives you to fight past the
brink of death. If you are reduced to 0 hit points and
Prey Drive is active, you don't fall Unconscious and
can gain temporary hit points. Until you regain
hit points, you continue to make death saving
throws, dying if you fail three.




Insect Bloodline
Your blood is bound to all insects, arachnids, and arthropods, creatures which creep, crawl, and sting. Strangest of Shifters, you use your insectoid power to entrap and incapacitate foes.
Insect Shapes
1st-level Insect Bloodline feature
Your Bloodline infuses you with an instinctive knowledge of certain animals. Beasts with the Insect creature subtype are considered Bloodline Shapes for you.
Insectoid Evolution
1st-level Insect Bloodline feature
Your Bloodline infuses you with strange and exotic insectoid power, granting you the following Insect characteristics:
Arachnoid Grip. You gain a climbing speed equal to your walking speed, and you can climb difficult and sheer surfaces, including upside down, without making an ability check.
Natural Armor. Your flesh is covered in a hard, insectoid carapace, granting you a Natural Armor with an Armor Class equal to 13 + your Constitution modifier.
Natural Weapons. Your hands grow wicked stingers. They are Natural Weapons with the Finesse property that deal 1d8 Piercing damage on hit.
Stinging Strike
1st-level Insect Bloodline feature
The power in your blood causes your body to produce potent toxins. Once per turn, when you hit a creature with a Natural Weapon attack, you can force it to make a Constitution saving throw. On a failure, it takes 1d8 bonus Poison damage and is Poisoned until the start of your next turn.
The damage of Stinging Strike increases by 1d8 when you reach 7th level (2d8), 13th level (3d8), and 18th level (4d8).
Corrosive Stings
7th-level Insect Bloodline feature
Your toxins are infused with primal power. When one of your Bloodline or Beast Shape features deals Poison damage, you can choose for it to deal Acid damage instead.
Swarm Shape
7th-level Insect Bloodline feature
Your mystical bond with the smallest of insects allows you to join their swarms. You can learn Beast Shapes and Shift into Swarms so long as they are Insect Swarms. When you Shift into an Insect Swarm, you use the following rules:
- You gain temporary hit points equal to twice your Shifter level + your Constitution modifier. If these temporary hit points are reduced to 0, you instantly revert back to your normal form, then take any remaining damage.
- When you use the Swarm's Flurry attack, you use these temporary hit points to determine the damage dealt by that Flurry attack, in place of your current hit points.
You can Shift into an Insect Swarm once in between each short or long rest at no cost, after which, you must expend an Adrenaline Surge to Shift into an Insect Swarm again.
Iridescent Escape
13th-level Insect Bloodline feature
You can channel insectoid power to escape danger. When you expend an Adrenaline Surge, you can move up to 30 feet to an unoccupied space without provoking opportunity attacks. As part of this reaction, you can Shift into a Bloodline Shape.
Deadly Neurotoxin
18th-level Insect Bloodline feature
Your primeval toxins afflict body and mind. When you force a creature to make a saving throw to resist being Poisoned, you can change it to an Intelligence saving throw, and if the target fails by 5 or more, it is Paralyzed instead of Poisoned.
Insect Beasts
The Insect Beasts listed by CR below are Bloodline Shapes for Insect Shifters. These updated Insect Beast stat blocks can be found in the Laserllama Compendium of Beasts.
Beast Swarms * are only learned after you reach 7th level.
| CR | Beast |
|---|---|
| 0 | Firefly |
| 0 | Scorpion |
| 0 | Spider |
| ⅛ | Beetle, Giant |
| ⅛ | Hellwasp |
| ⅛ | Scarab, Giant |
| ¼ | Centipede, Giant |
| ¼ | Swarm of Bugs * |
| ¼ | Wolf Spider, Giant |
| ½ | Soldier Ant, Giant |
| ½ | Swarm of Spiders * |
| ½ | Wasp, Giant |
| CR | Beast |
|---|---|
| 1 | Mantis, Giant |
| 1 | Spider, Giant |
| 1 | Swarm of Wasps * |
| 2 | Stag Beetle, Giant |
| 2 | Swarm of Fire Ants * |
| 3 | Ant Queen, Giant |
| 3 | Scorpion, Giant |
| 4 | Rhino Beetle, Giant |
| 4 | Swarm of Scarabs * |
| 5 | Centipede, Colossal |
| 5 | Wasp Queen, Giant |
| 6 | Spider, Colossal |






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 all reptiles.
Reptilian Shapes
1st-level Reptilian Bloodline feature
Your Bloodline infuses you with instinctive knowledge
of certain animals. Beasts with the Reptilian subtype
are considered Bloodline Shapes for you.
Reptilian Physiology
1st-level Reptilian Bloodline feature
The power of your Bloodline physically changes you.
You gain the following Reptilian traits and features:
Natural Armor. You are covered in a thin sheen of
scales; Natural Armor granting you an Armor Class of
10 + your Dexterity and Constitution modifiers.
Natural Weapons. Your hands grow elongated claws.
They are Natural Weapons with the Light property. On
hit, they deal 1d6 Slashing damage and use Dexterity
for their attack and damage rolls.
Sticky Grip. You gain a climbing speed equal to your walking speed, and you can climb up difficult and sheer surfaces, including upside down on ceilings, without
needing to make an ability check.
Serpentine Stalker
1st-level Reptilian Bloodline feature
You move with the fluidity and silence of a reptilian
predator. You gain proficiency in Stealth. If you are already proficient, whenever you make a Stealth check, you treat a
d20 roll of 7 or lower as an 8.
In addition, when you are in a Bloodline Shape, you can take the Disengage action as a bonus action.
Adaptive Camouflage
7th-level Reptilian Bloodline feature
Your reptilian skin can adapt to blend into any environment. As an action, you can expend an Adrenaline Surge to become invisible for 10 minutes, as if by the invisibility spell.
Unlike the spell, this ability does not require concentration.
Coiled Strike
7th-level Reptilian Bloodline feature
You strike at your foes with deadly speed. When you are in a Bloodline Shape, you gain the following benefits:
- You have advantage on opportunity attacks.
- When a creature misses you with an attack, you can use your reaction to make an opportunity attack against it.
- If you have already used your reaction for a round, you can expend an Adrenaline Surge to take another reaction.
Reflexive Defense
13th-level Reptilian Bloodline feature
Primeval instinct grants you a supernatural ability to react to danger. When you are targeted by an attack or forced to make a saving throw while in a Bloodline Shape, you can use your reaction to gain advantage on your saving throw or to impose disadvantage on that attack. If you still take damage, you can
use Adrenaline Surge as part of the same reaction.
Primeval Predator
18th-level Reptilian Bloodline feature
You master the predatory traits evolved by reptiles over the ages. You gain a special Blindsight that allows you to detect heat emitted by anything within 120 feet of you.
Finally, you gain a second reaction that you can use each round. However, you can only use one reaction per trigger.
Reptilian Beasts
The Reptilian Beasts by CR below are Bloodline Shapes for Carnivore Shifters. The updated Reptilian 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 |






Vermin Bloodline
Always present, but rarely seen, Vermin crawl, climb, and dig through every environment. You are bound by blood to these smallest of critters, able to take their shape and channel their humble power to overwhelm even the mightiest foes.
Vermin Shapes
1st-level Vermin Bloodline feature
Your Bloodline infuses you with an instinctive knowledge of certain animals. Beasts with the Vermin creature subtype are considered Bloodline Shapes for you.
Verminous Anatomy
1st-level Vermin Bloodline feature
The power of your Bloodline has altered your very physiology, granting you certain characteristics and traits of Vermin:
Darkvision. You gain Darkvision out to a 60-foot radius. If you already have Darkvision, its range increases by 60 feet.
Natural Armor. Your skin is covered in thin, wiry fur, that gives you a Natural Armor with an Armor Class equal to 10 + your Constitution and Dexterity modifiers.
Natural Weapons. Your teeth transform into thick, gnarled fangs. They are Natural Weapons with the Finesse and Light properties that deal 1d6 Piercing damage on hit.
Scamper. When you Shift into a Bloodline Shape, you also gain the benefits of either the Disengage or the Hide action.
Plague Bearer
1st-level Vermin Bloodline feature
Your bloodline carries ancient plague and disease. When you hit a creature with a Natural Weapon attack, it cannot regain hit points until the beginning of your next turn.
Swarm Shape
7th-level Vermin Bloodline feature
Your mystical bond with the smallest of vermin allows you to join their swarms. You can learn Beast Shapes and Shift into Swarms so long as they are Vermin Swarms. When you Shift into a Vermin Swarm, you use the following rules:
- You gain temporary hit points equal to twice your Shifter level + your Constitution modifier. If these temporary hit points are reduced to 0, you instantly revert back to your normal form, then take any remaining damage.
- When you use the Swarm's Flurry attack, you use
these temporary hit points to determine the
damage dealt by the Flurry attack, in place
of your current hit points. - The Swarm's Flurry attack counts
as a Natural Weapon attack for
the purposes of your Shifter
features and your Plague
Bearer feature.
You can Shift into a Swarm
of Vermin once in between
each short or long rest at
no cost. However, after
that, you must expend
an Adrenaline Surge
to Shift into a Swarm
of Vermin again.
Unseen Infiltrators
13th-level Vermin Bloodline feature
When you use Wild Awareness, you gain the knowledge and understanding of all Vermin within a 3-mile radius. This can be used in settlements, caves, and wilds. It reveals pathways, hiding spots, locations of dangerous creatures, and traps.
Overwhelming Horde
18th-level Vermin Bloodline feature
You can overwhelm foes with a great multitude of Vermin. As an action, one creature you can see within 30 feet is swarmed by a Vermin horde, and must make a Dexterity saving throw.
On a failed save, it is covered by Vermin, and until it takes damage equal to twice your level, its speed is halved, and it has disadvantage on attack rolls, ability checks, and Dexterity saving throws. On a success, it is still covered, and must only take damage equal to your level for this effect to end.
Once you use this feature, you must finish a short or long rest before you can all upon the Overwhelming Horde again.
Vermin Beasts
The Vermin Beasts listed by CR below are Bloodline Shapes for Vermin Shifters. These updated Vermin Beast stat blocks can be found in the Laserllama Compendium of Beasts.
Beast Swarms * are only learned after you reach 7th level.
| CR | Beast |
|---|---|
| 0 | Bat |
| 0 | Mole |
| 0 | Racoon |
| 0 | Rodent |
| ⅛ | Badger |
| ⅛ | Beaver |
| ⅛ | Rodent, Giant |
| ⅛ | Vampire Bat |
| ¼ | Racoon, Giant |
| ¼ | Swarm of Bats * |
| ½ | Porcupine, Giant |
| ½ | Swarm of Rodents * |
| CR | Beast |
|---|---|
| 1 | Badger, Giant |
| 1 | Bat, Giant |
| 2 | Dire Beaver |
| 2 | Rodent of Unusual Size |
| 3 | Mole, Giant |
| 3 | Swarm of Vampire Bats * |
| 4 | Elder Vampire Bat |
| 5 | Deep Mole |
| 5 | Swarm of Plague Rats * |
| 6 | Badger Lord |




The Shifter
Unleash the primal ferocity of your Bloodline with this new Wild Shape-focused class for 5e! Includes seven Bloodlines: Aquatic, Avian, Brute, Carnivore, Insect, Reptilian, and Vermin!
Version 2.0.0 - Created by /u/laserllama
Last Updated: June 16th, 2026
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 - Mathias Kollros - Voracious Greatshark
Page 6 - Paul Canavan - Rustwing Falcon
Page 7 - Roman Kuteynikov - Makindi Ox
Page 8 - Jason Engle - Dread Wolf Herald
Page 9 - Michele Giorgi - Snarespinner
Page 10 - Simon Dominic - Hagra Constrictor
Page 11 - Filipe Pagliuso - Revenge of the Rats
The Shifter is designed for use with the Compendium of Beasts, which includes
150 New & Alternate Beasts of CR 0 to 8
Additional Laserllama Homebrew content
can be found for free on GM Binder.
Support me on Patreon to gain access to the exclusive Ancient Bloodline for the Shifter.
Unleash the terrifying power of Dinosaurs!