Beastkin
A Ranger Archetype that shifts into a partial beast form as a bonus action for 1 minute and takes a full beast shape from 11th level.
Identity
The Beastkin is the Ranger Archetype that has a second shape. The source varies more than the result: a lycanthropic line that never bred out, a changeling parentage that was never discussed, or a Rift exposure at the wrong age that taught the body a new form. Whatever the cause, the shift is voluntary now.
Features
- L3 Second Skin
As a bonus action, you can shift into a partial beast form for 1 minute. When you shift, you gain temporary hit points equal to your Ranger level, your walking speed increases by 10 feet, and your unarmed strikes deal 1d8 slashing damage and count as weapons you are proficient with. You can shift a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short rest.
- L7 Bestial Senses
While shifted you have darkvision out to 60 feet, you have advantage on Perception and Survival checks that rely on smell or hearing, and you have a climbing speed equal to your walking speed.
- L11 Full Change
As part of a shift, you can take the full shape of a beast. Choose a beast of Power Rating 1 or lower that you have seen. For the duration of the shift, you have its form, using its physical ability scores, movement modes, and natural attacks while keeping your own hit points, Armor Class, and mental ability scores. You cannot speak or cast spells while fully changed. You can change your chosen beast when you finish a long rest.
- L15 Beast Resilience
While shifted you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, and you regain hit points equal to your proficiency bonus at the start of each of your turns while you are above 0 hit points. You are also immune to disease and to the Poisoned condition.
- L18 Greater Shift Capstone
Once per long rest, as a bonus action, you shift fully into the beast for 1 minute, and this shift does not count against your uses of Second Skin. Your size increases by one rung on the size ladder, your unarmed strikes deal 2d8 slashing damage and count as magical, and your walking speed increases by a further 20 feet. Any creature that starts its turn within 5 feet of you makes a Wisdom saving throw against your spell save DC or is Frightened of you until the end of its turn. When the minute ends, you gain one level of the Exhausted condition, and you remember only part of that minute.