## Is this Eberron home-brew Shifter sub-race balanced?

Looking to get the hive-mind’s feedback on the following home-brew Shifter sub race:

“Brightwit”

Quick of mind as well as body, Brightwit Shifters are renowned for their cunning. Fox ancestry is common, but so is rat, rabbit, snake, or even raven.

Ability Score Increase: Your Intelligence score increases by 2, and your Dexterity score increases by 1.

Sharp Eyes: You have proficiency with the Investigation skill.

Shifting Feature: While shifted, you can take two reactions per round, instead of one.

## Does a Shifter Druid lose its racial Shifting benefit if its Wildshape is dropped to zero HP?

This is a follow up to my other question: Can a Shifter Druid use its racial Shifting feature in Wildshape?. The answer to that question states that a character which is a Shifter (race) and is also a Druid may use its racial Shifting ability while in Wildshape.

The Shifter racial ability states:

Once per short rest as a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action.

The Druid Wildshape ability states in part:

You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

If a Druid that is in Wildshape and is Shifted takes damage that drops its form to 0HP, causing the druid to revert to its normal form, does it retain the benefit of being Shifted in that normal form or does the Shift also end?

## Can a Shifter Druid use its racial Shifting feature in Wildshape?

The Shifter race from Eberron Rising from the Last War has the Shifting ability:

Once per short rest as a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action.

Druids have the Wildshape feature:

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

[…] You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so […]

Obviously, a racial feature can be used in wildshape absent any conflict that prevents its use. Is there such a conflict in this case? Can a Shifter that is a Druid use its shifting feature at the same time as its Wildshape class feature?

## Is this homebrew Shifter class balanced compared to the official classes?

One of my players wanted a non-spellcasting druid, is this balanced compared to the official classes?

# The Shifter

The shifters, unlike the druids, lack a mystical connection to nature, and do not use nature to cast their spells. Shifters manipulate their magical energy to turn into a variety of creatures to terrify and defeat their foes, and as they do sap their energy for magic, they can transform far more often.

Hit Dice: D6
Hit Points at 1st Level: 6 + your constitution modifier
Hit Points at Higher Levels: 1d6 (4) per level after 1st

### Proficiencies:

• Weapons: Daggers, Clubs, Sickles, Slings
• Armor: None
• Saving Throws: Wisdom, Charisma
• Skills: Nature, Arcana, and one other of your choice.
• Tools: None

### Starting Equipment:

• One of
• A dagger and a sickles, or
• A sling and 20 bullets
• An explorer’s pack and a club.

$$\begin{array}{r r l r r} \textbf{Level} & \textbf{Prof. Bonus} & \textbf{Features} & \textbf{Shift Points} & \textbf{Max CR} \ \hline 1^\text{st} & +2 & \text{Shifting} & 2 & 1 \ 2^\text{nd} & +2 & \text{Cantrip Casting} & 2 & 1 \ 3^\text{rd} & +2 & \text{Subclass} & 5 & 2 \ 4^\text{th} & +2 & \text{ASI} & 5 & 2 \ 5^\text{th} & +3 & & 8 & 3 \ 6^\text{th} & +3 & \text{Subclass feature} & 8 & 3 \ 7^\text{th} & +3 & & 13 & 4 \ 8^\text{th} & +3 & \text{ASI} & 13 & 4 \ 9^\text{th} & +4 & & 21 & 5 \ 10^\text{th} & +4 & \text{Mask of Many Faces} & 21 & 5 \ 11^\text{th} & +4 & & 34 & 6 \ 12^\text{th} & +4 & \text{ASI} & 34 & 6 \ 13^\text{th} & +5 & & 55 & 7 \ 14^\text{th} & +5 & \text{Subclass feature} & 55 & 7 \ 15^\text{th} & +5 & & 89 & 8 \ 16^\text{th} & +5 & \text{ASI} & 89 & 8 \ 17^\text{th} & +6 & & 144 & 9 \ 18^\text{th} & +6 & \text{Shift into Youth} & 144 & 9 \ 19^\text{th} & +6 & \text{ASI} & 144 & 10 \ 20^\text{th} & +6 & \text{Tarrasque} & 150 & 10 \ \end{array}$$

### Shifting

At 1st level, you gain the ability to transform. Choose 3 beasts of CR 0. Those are your cantrip transformations, which you can shift into at will. To transform into creatures of higher CR, you must spend Shift Points as shown in the table below:

$$\begin{array}{r|r} \textbf{CR} & \textbf{Cost} \ \hline 1 & 1 \ 2 & 3 \ 3 & 5 \ 4 & 7 \ 5 & 12 \ 6 & 17 \ 7 & 25 \ 8 & 45 \ 9 & 75 \ 10 & 100 \ \end{array}$$

Until you choose a subclass at 3rd level, you can only transform into beasts. When you shift, you can assume the appearance and abilties of any beast. You keep your INT, WIS, CHA scores, but your STR, DEX, and CON scores are replaced with that of the beast. You retain your hit points, but gain temporary hitpoints equal to half those of the beast you transform into. Shifting takes an action, you can revert to human form as a bonus action. You also revert if you drop to zero hitpoints. When you revert to human form, you lose any temporary hitpoints you have. You can only shift while in human form. You cannot cast or concentrate on spells while transformed. You can only shift into a creature if you have enough SP and the creature’s CR is less than or equal to your max CR. You regain all SP after a long rest. Anything you are wearing or carrying is absorbed into your form until you revert, creatures you shift into cannot wield your weapons or armor.

### Cantrip Casting

At 2nd level, you gain the ability to cast spells, however, due to your magic energy being sapped for transformation, you can only cast cantrips. You know every cantrip. You must spend 1 SP to cast a cantrip, and the cost of casting a cantrip increases by 2 SP whenever you cast one. Wisdom is your spellcasting modifier for these spells. The cost of casting a cantrip resets to 1 SP whenever you finish a long rest.

### Subclass

At 3rd level, choose between the Ooze Order, the Undead Order, the Fiend Order, the Aberrant Order, the Plant Order, the Elemental Order, the Dragon Order, the Celestial Order, the Monster Order, and the Fey Order.

### ASIs

At 4th, 8th, 12th, 16th, and 19th level, you can increase an ability score of your choice by 2, or two ability scores by 1, or take a feat. You cannot increase an ability score over 20 using this feature.

At 10th level, you can cast alter self at will.

### Shift into Youth

At 18th level, you stop aging and cannot be aged magically.

### Tarrasque

At 20th level, you can shift into a Tarrasque. Once you do so, you cannot do so again for a month. Immediately after you revert, you gain a level of exhaustion that can never be removed, even with a wish spell, even with divine intervention, even if you are killed and revived.

## The Ooze Order

At 3rd level, you gain the ability to shift into oozes as well as beasts. If you shift into an ooze, it costs twice as much SP as it normally would.

At 6th level, you leave a trail of slime behind you. All squares you move through on your turn count as difficult terrain until the end of your next turn.

At 14th level, you gain immunity to piercing damage.

At 3rd level, you gain the ability to shift into undead as well as beasts. If you shift into an undead, it costs twice as much SP as it normally would.

At 6th level, you can cast revivify once per short rest.

At 14th level, whenever you would be reduced to 0 hp, make a Wisdom saving throw, the DC for which is twice the damage taken. On a success, you are reduced to 1 hp instead, and the nearest creature is infected with Mummy Rot.

## The Fiend Order

At 3rd level, you gain the ability to shift into fiends as well as beasts. If you shift into a fiend, it costs twice as much SP as it normally would.

At 6th level, any creature that starts its turn grappling you takes 5 fire damage.

At 14th level, you can cast summon lesser demons once per short rest. When you cast the spell using this feature, the creatures summoned are not hostile to you.

## The Aberrant Order

At 3rd level, you gain the ability to shift into aberrations as well as beasts. If you shift into an aberration, it costs twice as much SP as it normally would.

At 6th level, you can speak all languages, are immune to long-term madness, and have expertise in Arcana.

At 14th level, your reach increases by 10 feet.

## The Plant Order

At 3rd level, you gain the ability to shift into plants as well as beasts. If you shift into a plant, it costs twice as much SP as it normally would.

At 6th level, you no longer require food as long as you are in sunlight for at least 6 hours a day. You can cast speak with plants at will.

At 14th level, you are always under the effects of tree stride.

## The Elemental Order

At 3rd level, you gain the ability to shift into elementals as well as beasts. If you shift into an elemental, it costs twice as much SP as it normally would.

At 6th level, after you finish a long rest, choose between lightning, thunder, force, and acid damage. You gain resistance to that type of damage until you take another long rest.

At 14th level, you learn four 1st-level sorcerer spells of your choice. You can cast these spells by spending 15 SP. Wisdom is your spellcasting modifier for these spells.

## The Dragon Order

At 3rd level, you gain the ability to shift into dragons as well as beasts. If you shift into a dragon, it costs twice as much SP as it normally would.

At 6th level, you can treat any Charisma check you make to talk to a dragon as a 15. You also know the location of any dragon within 1 foot of you.

At 14th level, scales form over your body. While you are not wearing armor, you can calculate your AC as 14 + your Dexterity modifier. You can wield a shield if proficient and still use this feature. If you shift you lose this benefit.

## The Celestial Order

At 3rd level, you gain the ability to shift into celestials as well as beasts. If you shift into a celestial, it costs twice as much SP as it normally would.

At 6th level, as a bonus action, you can pick a creature within 30 feet of you and heal them with your SP. They gain temporary hp equal to half the amount of SP you spend.

At 14th level, you gain immunity to disease, the poisoned condition, and poison, and regain 1 hp at the end of each of your turns.

## The Monster Order

At 3rd level, you gain the ability to shift into monstrosities as well as beasts. If you shift into a monstrosity, it costs thrice as much SP as it normally would.

At 6th level, you gain expertise in Intimidation and immunity to fear.

At 14th level, you can spend 50 SP as a bonus action to gain immunity to non-magical damage until the beginning of your next turn.

## The Fey Order

At 3rd level, you gain the ability to shift into fey as well as beasts. If you shift into a fey, it costs thrice as much SP as it normally would.

At 6th level, you gain expertise in Persuasion and immunity to being charmed.

At 14th level, choose four 1st-level spells from the bard spell list. You can cast these spells by spending 15 SP. Wisdom is your spellcasting modifier for these spells.

## In what ways can a PC gain advantage on WIS checks like the Shifter Wildhunt shifting ability?

I am making an Inquisitor Rogue and since it depends a lot on the Wisdom Score for its main abilities, I was thinking of using the Wildhunt shifting ability to gain advantage on Wisdom checks would be very helpful. But I am not not choosing the Eberron race so I ask for your help to find if there is any other way to improve my Wisdom rolls by using spells, feats, items or some other method.

Shifting Feature. While shifted, you have advantage on Wisdom checks. […]

TL;DR: Is there a way to replicate the Wildhunt Shifter shifting ability from Eberron by using items or spells?

## How many attacks does an Adaptive Shifter get when using the ranged ability from Spiked Form?

The Adaptive Shifter Archetype can select a reactive form called Spiked Form, which when taken twice, grants the Shifter the ability to shoot their spines as a ranged thrown natural weapon multiple times.

…She can learn this form a second time, allowing her to fling her spines as thrown natural weapons that deal piercing damage, have a range increment of 30 feet, and allow her to make multiple attacks with her spines as part of a full attack; these otherwise deal damage and overcome damage reduction as her shifter claws.

The thing I’m confused on is how many attacks the shifter gets, because as I understand it, the number of natural attacks you can make in a full attack is limited by how many you have. Normally, I would think that this means that you could only attack once with the spines, but the text specifically calls out making multiple attacks with the spines.

The two suggestions I’ve seen (from only one person, there doesn’t seem to be a lot on this) are either only getting 2 attacks from the spines (since normally you’d only have two claw attacks, on which the damage is based, except that Adaptive Shifter can change their two claws into one bite, gore, or tail slap) or that it’s based on BAB iterative attacks (except that normally natural attacks don’t interact with BAB). Like, currently it seems like RAW is as many attacks as you have spines, which is ridiculous as it calls out spines all over your body in the first half of the description. Any thoughts…?

## Can a Longtooth Shifter attack with a bonus action in Wild Shape?

If a Longtooth Shifter is in Wild Shape with appropriate fangs, and Shifts, can it use a bonus action to make an unarmed strike?

While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. (Wayfinder’s Guide to Eberron, p66)

I think it should work:

You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so (PHB p67)

The question is how strongly the attack is tied to your Shifter body.