# Shifter
> [!infobox]
> ##
> ![[Species - Shifter.webp]]
> #### **Species Information**
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> | Size | [[Medium]] |
> | Type | [[Humanoids\|Humanoid]], <br>[[Monstrosities\|monstrosity]] |
> | Darkvision | 60 ft. |
> | Height | 5 – 6.5 ft. |
> | Lifespan | ≈ 90 years |
> | Adulthood | ≈ 20 years |
> | Origin | [[Yanis-Yanima]] |
> | Speeds | 30 ft. walking |
> #### **Roleplay Information**
> | Table Header | Table Header |
> | ---- | --- |
> | Playable? | Yes |
### Origin & History
The powerful curse that afflicts shifters seems to have first appeared around the same time as the vampiric curse. This coincidence leads some to believe that the twisted magic that spawned the first vampires is somehow related to the lycanthropy curse.
Shifters is a term for all humanoids that have the lycanthropy curse or other related beast-like shape changing curses.
Origins aside, shifters have appeared in different regions of the world throughout history as their curse has adjusted and evolved through the ages. There are now several unique types and variants of shifters world wide.
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### Appearance & Biology
Shifters, when in humanoid form, look very normal but may have the slightest feral or beast-like features such as pointed facial features (noses, jaws, ears, etc.), claw-like nails, yellowed eyes, or pointed teeth. Most have more body hair than your average humanoid as well.
When in their shifted form, shifters look like a large, bipedal version of their associated were-beast. For example, a wereboar shifters will appear like a large, bipedal, feral boar.
The race of shifter largely determines a shifters special traits—which can range wildly amongst the collective group.
Shifters are able to reproduce with other humanoids so long as their base species are capable. For example, if the shifter descends from elves, it would be able to reproduce with other elves but the child will always be born a shifter and will carry the lycanthropy curse regardless of the parental pairing.
##### Werebat Shifter
With the werebat curse, you are able to shift into a medium sized, bipedal bat humanoid. These are the only shifters with wings. They rely on echolocation whilst in their shifted form—just as bats do.
##### Werebear Shifter
This variety of the shifter curse is perhaps the most strength-centric variety of the curse. Werebear are hearty shifters who are deadly in melee combat.
##### Wereboar Shifter
Wereboar are equally as hearty as werebear, if not more so. They have incredibly thick hides and are slightly more mobile than wearbear. Wereboar tend to be excellent front-runners in combat.
##### Werefox Shifter
The werefox variety of the shifter curse enables humanoids to change into a medium sized bipedal fox. This form allows for graceful, acrobatic movements. They are slightly more agile than the curse varieties mentioned above.
##### Wererat Shifter
Wererats are the smaller and swifter variety of the curse. They are nimble but weaker than the other were forms.
##### Werewolf Shifter
The original form of the shifter curse, the werewolf curse, allows for a balanced form that excels in both attack and maneuverability. Werewolves are also skilled pack attack abilities—unlike the other forms of the shifter curse.
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### Species Traits
> [!custom-trait-locked]- 0️⃣ All-Consuming Curse.
> - Immune to all other curses.
#### Core Traits
> [!custom-trait-locked]- 1️⃣ Darkvision.
> - Darkvision up to 60 feet.
> [!custom-trait-locked]- 5️⃣ Invoke Curse.
> - As a bonus action, you can shift to your bestial form.
> - This transformation lasts for 1 hour, until you die, or until you revert to your normal form as a bonus action.
> - When you shift, you gain temporary hit points equal to your level + your constitution modifier (minimum of 1 temporary hit point).
> - You also gain additional benefits that depend on your shifter subrace, described below.
> - Once you shift, you can’t do so again until you finish a short or long rest.
> [!custom-trait-locked]- ➖ 1️⃣ Uncontrollable Curse.
> - Regardless of your initiated shift via _**Invoke Curse**_ trait, you transform to your bestial form upon moonrise and remain in your beastial form until sunrise.
> - While transformed in this way, make a wisdom saving throw. The DC equals 10 - your wisdom modifier.
> - Upon success, you can control your bestial form as normal.
> - Upon failure, your GM takes control of your character and decides their action.
> [!custom-trait-locked]- ➖ 1️⃣ Silvered Susceptibility.
> - You are vulnerable to silvered weapons and silvered weapons act as magical weapons for the sake of mechanics—meaning they bypass magical bludgeoning, piercing, and slashing resistance.
> - You cannot wear or touch silver objects—including silver coin.
> - For every 6 seconds you stay in contact with silver, you take 1d6 radiant damage.
> - If you are in contact with silver for more than one minute, you risk catching fire
#### Optional Traits
> [!custom-trait-unlocked]- 1️⃣ Bestial Instincts.
> - Channeling the beast within, you have proficiency in one of the following skills of your choice while in your normal, humanoid form: Acrobatics, Athletics, Intimidation, or Survival
> - Additionally, you have proficiency and advantage on animal handling checks with your were form's corresponding animal:
> - Bats, giant bats, and swarms of bats for werebats.
> - Bears (brown, black, cave, and polar) for werebears.
> - Boars, and giant boars for wereboars.
> - Foxes for werefoxes.
> - Rats, giant rats, and swarms of rats for wererats.
> - Wolves, and dire wolves for werewolves.
> [!custom-trait-unlocked]- 1️⃣ Bestial Summon.
> - Once per long rest, you can summon one of the following creatures as an ally which you control until the following dawn.
> - Bats, giant bats, and swarms of bats for werebats.
> - Bears (brown, black, cave, and polar) for werebears.
> - Boars, and giant boars for wereboars.
> - Foxes for werefoxes.
> - Rats, giant rats, and swarms of rats for wererats.
> - Wolves, and dire wolves for werewolves.
#### Werebat Traits
> [!custom-trait-locked]- 0️⃣ Echolocation.
> - Advantage on perception checks that rely on hearing.
> - Blindsight up to 60 ft.
> - You are blind.
> - Replaces **_Darkvision_**.
> [!custom-trait-locked]- 0️⃣ Werebat Agility.
> - You gain advantage on acrobatics checks.
> [!custom-trait-locked]- 0️⃣ Werebat Bite.
> - Your bite is a natural weapon, which counts as a simple melee weapon with which you are proficient.
> - You add strength or dexterity modifier—whichever is higher—to the attack and damage rolls when you attack with this bite.
> - It deals 1d6 piercing damage on a hit.
> - You have advantage on attack rolls you make with this bite while you are missing half or more of your hit points.
> - When you attack with this bite and hit a creature that isn’t a [[Constructs|construct]] or an [[Undead|undead]], you regain hit points equal to the piercing damage dealt by the bite.
> - You can heal yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
> - Upon hitting, your bite infects a non-[[Constructs|construct]] and non-[[Undead|undead]] humanoid with the werebat curse.
> [!custom-trait-locked]- 0️⃣ Werebat Form.
> - advantage on perception checks that rely on hearing.
> - Temporary wings, grant you a flying speed of 30 feet while wearing no armor and 25 feet while wearing light armor.
> - You may not use a flying speed while wearing medium or heavy armor.
> - Your natural AC is 14 + your dexterity modifier (up to a maximum of two).
#### Werebear Traits
> [!custom-trait-locked]- 0️⃣ Keen Smell.
> - Advantage on perception checks that rely on smell.
> [!custom-trait-locked]- 0️⃣ Werebear Bite.
> - Your bite is a natural weapon, which counts as a simple melee weapon with which you are proficient.
> - You add strength modifier, to the attack and damage rolls when you attack with this bite.
> - It deals 1d10 piercing damage on a hit.
> - You have advantage on attack rolls you make with this bite while the target is missing half or more of your hit points.
> - Upon hitting, your bite infects a non-[[Constructs|construct]] and non-[[Undead|undead]] humanoid with the werebear curse.
> [!custom-trait-locked]- 0️⃣ Werebear Claws.
> - Your claws are natural weapon, which count as a simple melee weapons with which you are proficient.
> - You may attack twice with your claws per attack.
> - You add strength modifier, to the attack and damage rolls when you attack with this bite.
> - It deals 1d6 slashing damage on a hit.
> - Upon hitting, your claws infect a non-[[Constructs|construct]] and non-[[Undead|undead]] humanoid with the werebear curse.
> [!custom-trait-locked]- 0️⃣ Werebear Form.
> - Gain a climbing speed equal to your walking speed.
> - You gain a 5 ft. bonus to movement when climbing wooden surfaces, such as trees, gates, or ladders.
> - Your natural AC is 15 + your dexterity modifier (up to a maximum of two).
> [!custom-trait-locked]- 0️⃣ Werebear Strength.
> - You gain advantage on athletics checks.
#### Wereboar Traits
> [!custom-trait-locked]- 0️⃣ Keen Smell.
> - Advantage on perception checks that rely on smell.
> [!custom-trait-locked]- 0️⃣ Wereboar Form.
> - You gain a 5 ft. bonus to movement speed.
> - Your natural AC is 15 + your dexterity modifier (up to a maximum of two).
> [!custom-trait-locked]- 0️⃣ Wereboar Hide.
> - Your temporary hit points granted by the **_Shifter_** trait is increased to twice your constitution bonus.
> - Resistant to [[Combat#Damage|poison]] damage.
> [!custom-trait-locked]- 0️⃣ Wereboar Tusks.
> - Your tusks are a natural weapon, which count as a simple melee weapon with which you are proficient.
> - You add strength modifier, to the attack and damage rolls when you attack with your tusks.
> - They deal 1d12 piercing damage on a hit.
> - You have advantage on attack rolls you make with this attack if you charge at least 15 feet in a straight line before attacking.
> - Upon hitting, your tusks infect a non-[[Constructs|construct]] and non-[[Undead|undead]] humanoid with the wereboar curse.
#### Werefox Traits
> [!custom-trait-locked]- 0️⃣ Keen Senses.
> - Advantage on investigation and perception checks.
> [!custom-trait-locked]- 0️⃣ Werefox Bite.
> - Your bite is a natural weapon, which counts as a simple melee weapon with which you are proficient.
> - You add dexterity modifier, to the attack and damage rolls when you attack with this bite.
> - It deals 1d8 piercing damage on a hit.
> - You have advantage on attack rolls if you attack your target from at least 5 feet above them.
> - Upon hitting, your bite infects a non-[[Constructs|construct]] and non-[[Undead|undead]] humanoid with the werefox curse.
> [!custom-trait-locked]- 0️⃣ Werefox Form.
> - You gain a 10 ft. bonus to movement speed.
> - Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn’t provoke opportunity attacks.
> - Your natural AC is 13 + your dexterity modifier (up to a maximum of three).
> [!custom-trait-locked]- 0️⃣ Werefox Grace.
> - You gain advantage on acrobatics and stealth checks.
#### Wererat Traits
> [!custom-trait-locked]- 0️⃣ Keen Senses.
> - Advantage on investigation and perception checks.
> [!custom-trait-locked]- 0️⃣ Wererat Bite.
> - Your bite is a natural weapon, which counts as a simple melee weapon with which you are proficient.
> - You add dexterity modifier, to the attack and damage rolls when you attack with this bite.
> - It deals 2d4 piercing damage on a hit.
> - Upon hitting, you force the creature to make a constitution saving throw which equals 8 + your constitution modifier + your proficiency bonus. If the creature fails, they are poisoned for the next hour.
> - Upon hitting, your bite infects a non-[[Constructs|construct]] and non-[[Undead|undead]] humanoid with the wererat curse.
> [!custom-trait-locked]- 0️⃣ Wererat Form.
> - May move through any medium or larger creature's space (but cannot stop in said creature's space).
> - Advantage on saving throws to avoid or end the [[Conditions#Grappled|grappled]] condition.
> - Your natural AC is 12 + your dexterity modifier (up to a maximum of three).
> [!custom-trait-locked]- 0️⃣ Wererat Sleuth.
> - You gain advantage on slight of hand and stealth checks.
#### Werewolf Traits
> [!custom-trait-locked]- 0️⃣ Keen Senses.
> - Advantage on survival and perception checks.
> [!custom-trait-locked]- 0️⃣ Werewolf Bite.
> - Your bite is a natural weapon, which counts as a simple melee weapon with which you are proficient.
> - You add strength modifier, to the attack and damage rolls when you attack with this bite.
> - It deals 1d8 piercing damage on a hit.
> - You have advantage on attack rolls you make with this bite while an ally of yours is within 5 feet of the target creature.
> - Upon hitting, your bite infects a non-[[Constructs|construct]] and non-[[Undead|undead]] humanoid with the werewolf curse.
> [!custom-trait-locked]- 0️⃣ Werewolf Claws.
> - Your claws are natural weapon, which count as a simple melee weapons with which you are proficient.
> - You may attack twice with your claws per attack.
> - You add strength modifier, to the attack and damage rolls when you attack with this bite.
> - It deals 2d4 slashing damage on a hit.
> - Upon hitting, your claws infect a non-[[Constructs|construct]] and non-[[Undead|undead]] humanoid with the werewolf curse.
> [!custom-trait-locked]- 0️⃣ Werewolf Form.
> - You gain a 5 ft. bonus to movement speed and the jump distance in your werewolf form is twice that of your normal, humanoid form.
> - Your natural AC is 14 + your dexterity modifier (up to a maximum of two).
> [!custom-trait-locked]- 0️⃣ Werewolf Ferocity.
> - You gain advantage on intimidation checks.
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## Notes
### Name Options:
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