# Shifter > [!infobox] > ## > ![[Species - Shifter.webp]] > #### **Species Information** > | Table Header | Table Header | > | ---- | --- | > | Size | [[Medium]] | > | Type | [[Humanoids\|Humanoid]], <br>[[Monstrosities\|monstrosity]] | > | Darkvision | Varies | > | 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. --- ### 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. --- ### Species Traits > [!warning]- &nbsp; All-Consuming Curse. > - Immune to all other curses. > - _**Lycanthropy.**_ > - During a full moon, you shift into your beast form automatically roll a constitution saving throw to maintain control of your character. The save is 15 - your constitution modifier. > - You are vulnerable to silvered weapons and silvered weapons function as magical weapons for the sake of overcoming damage resistances. > - 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 remain in contact with silver for more than one minute, you suffer the [[burning]] condition. > [!custom-dice-1] &nbsp; Animal Instincts. > - Channeling the beast within, you have proficiency in two of the following skills of your choice: [[Acrobatics]], [[Animal Handling]], [[Athletics]], [[Intimidation]], [[Stealth]] or [[Survival]] > [!custom-dice-2] &nbsp; Shift Forms. > - As a bonus action, you can shift to your wear 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 + your proficiency bonus. > - Once you shift, you can’t do so again until you finish a short or long rest. #### Wearbat Traits > [!custom-dice-3] &nbsp; Wearbat Form. >- While shifted, you gain... > - A Dexterity score of 16 if it isn’t already higher. > - A +1 bonus to initiative. > - Temporary wings which grant you a flying speed of 30 feet while wearing no armor, and 25 feet while wearing light armor. You cannot fly with medium armor, heavy armor or a shield. > [!custom-dice-4] &nbsp; Wearbat Senses. > - Advantage on [[Perception]] checks that rely on hearing. > - [[Blindsight]] up to 60 feet. > - You are [[Blinded]]. > [!custom-dice-5] &nbsp; Wearbat Strike. > - Wearbat Bite (while shifted only). Melee Weapon Attack: Strength or dexterity + proficiency to hit, reach 5 ft., one target. Hit: 1d6 + your strength or dexterity modifier as piercing damage. > - You have advantage on attack rolls you make with this bite while you are missing half or more of your hit points. > - If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebat lycanthropy. #### Wearbear Traits > [!custom-dice-3] &nbsp; Wearbear Form. >- While shifted, you gain... > - A Strength score of 18 if it isn’t already higher. > - A +1 bonus to AC (from natural armor). > [!custom-dice-4] &nbsp; Wearbear Senses. > - Advantage on [[Perception]] checks that rely on smell. > - [[Darkvision]] up to 60 feet. > [!custom-dice-5] &nbsp; Wearbear Strikes. > - Wearbear Bite (while shifted only). Melee Weapon Attack: Strength + proficiency to hit, reach 5 ft., one target. Hit: 1d10 + your strength modifier as piercing damage. > - You have advantage on attack rolls you make with this bite while you are missing half or more of your hit points. > - If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wearbear lycanthropy. > - Wearbear Claws (while shifted only). Melee Weapon Attack: Strength + proficiency to hit, reach 5 ft., one target. Hit: 2d6 + your strength modifier as slashing damage. > - If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wearbear lycanthropy. #### Wearboar Traits > [!custom-dice-3] &nbsp; Wearboar Form. >- While shifted, you gain... > - A Constitution score of 17 if it isn’t already higher. > - A +1 bonus to AC (from natural armor). > [!custom-dice-4] &nbsp; Wearboar Senses. > - Advantage on [[Perception]] checks that rely on smell. > - [[Darkvision]] up to 60 feet. > [!custom-dice-5] &nbsp; Wearboar Strikes. > - Wearboar Tusks (while shifted only). Melee Weapon Attack: Strength + proficiency to hit, reach 5 ft., one target. Hit: 1d12 + your strength modifier as piercing damage. > - You have advantage on attack rolls you make with these tusks while you are missing half or more of your hit points. > - If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wearboar lycanthropy. > - Wearboar Charge (while shifted only). If you move at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 2d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw beating a DC equal to 8 + your strength modifier or be knocked [[prone]]. > - If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wearboar lycanthropy. #### Werefox Traits > [!custom-dice-3] &nbsp; Werefox Form. >- While shifted, you gain... > - A Dexterity score of 17 if it isn’t already higher. > - A +1 bonus to initiative. > - An additional 10 feet of movement. > - The ability to [[Disengage]] as a bonus action. > [!custom-dice-4] &nbsp; Werefox Senses. > - Advantage on [[Perception]] checks that rely on smell. > - [[Darkvision]] up to 60 feet. > [!custom-dice-5] &nbsp; Werefox Strike. > - Werefox Snip (while shifted only). Melee Weapon Attack: Dexterity + proficiency to hit, reach 5 ft., one target. Hit: 1d8 + your dexterity modifier as piercing damage. > - You have advantage on attack rolls you make with this snip while you are missing half or more of your hit points. > - If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werefox lycanthropy. #### Wererat Traits > [!custom-dice-3] &nbsp; Wererat Form. >- While shifted, you gain... > - A Dexterity score of 16 if it isn’t already higher. > - A +1 bonus to initiative. > - Gain advantage of [[Sleight of Hand]] checks. > - The ability to [[Hide]] as a bonus action. > [!custom-dice-4] &nbsp; Wererat Senses. > - Advantage on [[Investigation]] and [[Perception]] checks that rely on smell. > - [[Darkvision]] up to 120 feet. > [!custom-dice-5] &nbsp; Wererat Strike. > - Wererat Bite (while shifted only). Melee Weapon Attack: Dexterity + proficiency to hit, reach 5 ft., one target. Hit: 2d4 + your dexterity modifier as piercing damage. > - You have advantage on attack rolls you make with this bite while you are missing half or more of your hit points. > - If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wererat lycanthropy. #### Werewolf Traits > [!custom-dice-3] &nbsp; Werewolf Form. >- While shifted, you gain... > - A Strength or Dexterity score of 16 (your choice) if it isn’t already higher. > - A +1 bonus to AC (from natural armor). > - An additional 5 feet of movement. > [!custom-dice-4] &nbsp; Werewolf Senses. > - Advantage on [[Perception]] checks that rely on smell. > - [[Darkvision]] up to 120 feet. > [!custom-dice-5] &nbsp; Werewolf Strikes. > - Werewolf Bite (while shifted only). Melee Weapon Attack: Strength or dexterity + proficiency to hit, reach 5 ft., one target. Hit: 1d8 + your strength or dexterity modifier as piercing damage. > - You have advantage on attack rolls you make with this bite while you are missing half or more of your hit points, or if an ally is within melee range of the target. > - If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werewolf lycanthropy. > - Werewolf Claws (while shifted only). Melee Weapon Attack: Strength or dexterity + proficiency to hit, reach 5 ft., one target. Hit: 2d4 + your strength or dexterity modifier as piercing damage. > - You have advantage on attack rolls you make with these claws if an ally is within melee range of the target. > - If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werewolf lycanthropy.