Shapeshifter Class Features
Shapeshifter Class Art
Shapeshifter
1 – Shapeshifting
On your turn, you can use a bonus action to shapeshift for up to 1 minute. It ends early if you fall unconscious or if you end it yourself (no action required). While Shifted, if you aren’t wearing heavy armor, you gain:
  • Advantage on Strength checks and Strength saving throws.
  • Resistance to bludgeoning, piercing, and slashing damage.
  • Bonus Damage. When you make a Strength-based melee weapon attack or unarmed strike, add your proficiency bonus to the damage roll.
  • Spellcasting Restriction. You can’t cast spells or maintain concentration on them.
You can enter a shift a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
6 – Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
11 – Elusive
You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
16 – Sixth Sense
If you are able to hear, you are aware of the location of any hidden or invisible creature within 30 feet of you. You have blindsight within 10 feet.

Shapeshifter Subclasses

Coven Shapeshifter Features
Coven Shapeshifter
Coven Shapeshifter
The Coven Shapeshifter wields vampiric power granted by a witch’s pact—combining deadly precision with supernatural grace.
Sanguinaire (1st level)

You gain proficiency in History.

Sunlight no longer harms you and you ignore its usual detrimental effects due to a pact with a witch’s patron. You have a climbing speed equal to your walking speed, and you gain a +3 bonus to Persuasion, Deception, Intimidation, and Performance checks.

Draconic Shifter Features
Draconic Shifter
Draconic Shifter
The Draconic Shifter channels the power of ancient wyrms, allowing you to clad your flesh in living scales, unleash elemental breath, sprout mighty wings, and ultimately ascend into true draconic form.
Draconic Heritage (1st Level)

You gain proficiency in either Intimidation or Athletics (your choice). You also obtain two draconic defenses:

  • Draconic Scales. Your unarmored AC becomes 16 + your proficiency bonus. You can’t wear armor or use a shield, but you can etch defensive glyphs into your scales without requiring attunement.
  • Draconic Claws. While Shifted, your unarmed strikes count as melee weapons dealing 1d8 slashing damage. The claw damage increases by 1d8 at levels 6, 11, and 16.
Howler Shapeshifter Features
Howler Shapeshifter
Howler Shapeshifter
The Howler Shapeshifter combines lycan ferocity, aggression, and supernatural endurance into a fierce combat style. Thriving in chaos, you overwhelm foes with quick strikes and powerful hits, making every fight a relentless hunt.

Playing a Howler requires an aggressive, mobile style—swiftly engaging enemies, punishing escapes, and regenerating in the heat of battle.
Frenzied Packleader (1st Level Feature)

You gain proficiency in Intimidation or Survival (your choice).

As a bonus action, you let out a rallying howl. Until the end of your next turn, you and friendly creatures within 30 feet gain advantage on attacks against any enemy within 5 feet of another ally. You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.

Bloodlust (3rd Level Feature)

Your instincts sharpen in battle. You gain an extra 10 feet of movement when a creature within 60 feet is below half its hit points.

When an enemy enters your reach, you can use your reaction to make an unarmed strike or melee weapon attack against them.

Lethal Pounce (6th Level Feature)

When you move at least 10 feet before making a melee weapon attack or unarmed strike, you can force the target to make a Strength saving throw (DC = 8 + proficiency bonus + Strength modifier).

On a failure, the target is knocked prone and takes bludgeoning damage equal to your proficiency bonus.

Relentless Hunter (10th Level Feature)

If a creature within 5 feet moves away from you, you can use your reaction to move up to your speed and make a melee weapon attack against them, provided you are within range.

Unstoppable Beast (14th Level Feature)

While shifted, at the start of each of your turns you regain hit points equal to your Constitution modifier if you have at least 1 hit point.

When you score a critical hit with a melee weapon or unarmed strike, you can make one additional melee attack as part of the same action.

Bloodfang's Ferocity (19th Level Feature)

While shifted, your movement speed increases by 20 feet, and you score a critical hit on a roll of 19 or 20.

Whenever you reduce a creature to 0 hit points with a melee weapon or unarmed strike, you can immediately move up to half your speed and make another melee attack.

Oni Shapeshifter Features
Oni Shapeshifter
Oni Shapeshifter
Oni Shapeshifters bear the weight of a cursed legacy intertwined with ancient infernal pacts, transforming their mortal guise into a fearsome embodiment of demonic power. Their shifting form channels an eldritch might that enhances their combat prowess and casts a palpable aura of dread over enemies.
Mask of the Oni (1st Level Feature)

You gain proficiency in either Stealth, Insight, or Intimidation, reflecting your Oni heritage.

While shifted, a dark demonic shroud radiates from you in a 10-foot radius, causing the area to be treated as dim light. As a bonus action, you can create a terrifying wind; creatures in or entering the shroud must make a Wisdom save (DC = 8 + proficiency bonus + Charisma modifier) or become frightened until their next turn.

Demon's Wrath (3rd Level Feature)

While shifted, attacks against frightened creatures deal an extra 1d6 necrotic damage. This increases to 2d6 at 11th level.

Demonic Skin (6th Level Feature)

While shifted, you gain resistance to all damage types except radiant, to which you are vulnerable.

Shadow Hunter (10th Level Feature)

Creatures in your demonic shroud have disadvantage on saving throws. You gain 15 additional movement speed while in dim light or darkness.

Demon Lord Ascendant (14th Level Feature)

Your demonic shroud radius increases to 30 feet. While shifted, on your turn or as a reaction to a creature entering your shroud, you can deal 4d6 + Charisma modifier necrotic damage to all frightened creatures within the shroud.

Oni No Kage (19th Level Feature)

While shifted, when you reduce a creature to 0 hit points or cause it to be frightened, you can teleport up to 30 feet and make a melee attack as part of the same reaction.

Once per shift, when reduced to 0 hit points, you drop to 1 hit point instead and frighten all hostile creatures within 30 feet (Wisdom save DC = 8 + proficiency bonus + Charisma modifier).

Spirit Shapeshifter Features
Spirit Shapeshifter
Spirit Shapeshifter
The Spirit Shapeshifter bridges life and death, connecting with ancestral spirits to gain the ability to become incorporeal, pass through objects, and communicate with the departed. Whether guiding your party in haunted areas or invoking ancestral protection, you blend the living and the dead.
Spirit Channeling (1st Level Feature)

You gain proficiency in the Religion skill. Your connection to the spirit world allows you to both draw upon their insight and commune with lingering echoes of the dead.

Spirit Channeling. When you make a skill check or saving throw, you can roll a d4 and add it to the result. Use after seeing the roll but before outcome is determined. Uses equal to your Wisdom modifier (minimum 1), regain on long rest.

Speak with the Dead. Once per short or long rest, ask a question to a spirit tied to your location, a creature dead within a day, or a spiritual remnant you carry. The spirit answers honestly but vaguely or cryptically. No need for language comprehension.

Echoes of the Dead (3rd Level Feature)

When you make an attack roll, ability check, or saving throw, summon an echo spirit to grant advantage on the roll.

Alternatively, impose disadvantage on a creature you see within 60 feet making those rolls.

Uses equal to proficiency bonus, regain on long rest.

Ghost Form (6th Level Feature)

You become partially incorporeal until the start of your next turn.

While incorporeal, you hover; attacks have disadvantage against you. You can move through creatures and objects as difficult terrain. If you end your turn inside a creature or object, you are pushed to nearest unoccupied space and take 1d6 force damage per 5 feet traveled.

Ancestral Protection (10th Level Feature)

You gain a pool of spiritual energy equal to your Shapeshifter level in d6s.

As a bonus action, spend up to half your level (rounded down) in dice to heal an ally within 120 feet. Roll dice and add total to hit points, granting temp HP equal to proficiency bonus per die spent. Pool replenishes on long rest.

Phantom's Stride (14th Level Feature)

While shifted, your walking speed increases by 20 feet and you gain flying speed equal to walking speed.

You can move through creatures without extra movement cost. Moving through or within 5 feet of an enemy burns their soul for 1d12 necrotic damage (once per round per creature).

Spirit Beyond Death (19th Level Feature)

When reduced to 0 HP, shift into a ghostly form instead of falling unconscious.

In ghost form, you gain resistance to all damage except force and radiant, can hover, and move through creatures and objects.

You cannot cast spells or speak, but you have advantage on attacks. This form lasts 1 minute or until you regain HP. Usable once per long rest.

Void Shapeshifter Features
Void Shapeshifter
Your body has become the host for an eldritch intelligence—a shifting mass of alien flesh and unnatural resilience. It whispers in your mind, fueling your rage, guiding your instincts, and reshaping your very being.

You are no longer just yourself; you are two entities intertwined, each vying for control. This inner struggle is both terrifying and exhilarating as you navigate the unknown territory of your dual existence.
Symbiotic Awakening (1st Level Feature)

You gain proficiency in the History skill and, in addition, when shifted you gain the following benefits:

  • Psionic Resilience: While shifted, you have resistance to psychic damage and proficiency in Dexterity saving throws.
  • Void’s Embrace: You gain proficiency in Intimidation and Athletics.
  • Sentient Flesh: While shifted, your form constantly writhes and adapts. You cannot be restrained, grappled, or paralyzed unless you choose to be.
Eldritch Invocations (3rd Level Feature)

You gain a number of Eldritch Invocations equal to your proficiency bonus.

In addition, you must meet the level requirements for each invocation, and you can swap invocations when you level up.

Living Weapon (6th Level Feature)

Your body becomes a perfect instrument of destruction. When you shift, you choose one mutation:

  • Tendril Strike: Make an additional melee attack as a bonus action with 15 ft reach.
  • Adaptive Defenses: As a reaction when hit, reduce damage by an amount equal to your level + your Constitution modifier.
  • Predator’s Instincts: Gain blindsight 30 ft., and move along vertical surfaces and ceilings as if they were normal terrain.

Each time you shift, you may choose a different mutation.

Devouring Form (10th Level Feature)

Your hunger for battle evolves into a primal force. While shifted, you gain the following benefits:

  • Taste for Blood: When you hit a creature with a melee attack, you regain hit points equal to your proficiency bonus.
  • Shifting Flesh: As a bonus action, you can instantly regrow a severed limb, remove a level of exhaustion, or end the grappled, poisoned, or blinded condition on yourself.
  • Unsatiated Hunger: When you reduce a creature to 0 HP, you can move up to half your speed and make an additional melee attack as part of the same action (once per turn).
Apex Symbiote (14th Level Feature)

While shifted, you have advantage on attack rolls against creatures missing hit points.

In addition, as a bonus action, you can unleash writhing void tendrils. Each creature of your choice within 15 feet must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failure, the creature is restrained until the start of your next turn.

Writhe Across Worlds (19th Level Feature)

While you are shifted, you can momentarily phase through the fabric of reality. When you take the Attack action on your turn, you can teleport up to 240 feet to an unoccupied space you can see before or after making your attacks.

If you teleport in this way, you can make one additional melee attack as part of the same action.

You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.