Durable
PHB'14
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p166
Hardy and resilient, you gain the following benefits:
Increase your Constitution score by 1, to a maximum of 20.
When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
Feral Physique
At 1st level, the primal power that courses through your veins has made your physical traits more bestial. Your appearance becomes notably bestial, and you gain the following benefits:
Keen Senses
When you make a Wisdom ability check based on your sense of hearing, sight, or smell, you have advantage on your roll.
Natural Armor
You grow coarse hair, thickened skin, or hard scales. So long as you are not wearing armor or a shield, your Armor Class is equal to 13 + your Constitution modifier, unless it was higher.
Natural Weapons
You grow sharp claws, fangs, horns, or spines. Your unarmed strikes with these Natural Weapons deal 1d8 bludgeoning, piercing, or slashing damage (your choice) on hit, and you use either Strength or Dexterity for their attack and damage rolls.
Wild Empathy
Also at 1st level, you gain the ability to verbally communicate with and understand Beasts. This does not mean that Beasts are always friendly toward you, and when you communicate with a Beast, its awareness and ability to recall knowledge is limited by its Intelligence score.
Lastly, whenever you make an ability check to soothe a wild Beast, such as with a Wisdom (Animal Handling) check, you
can add your Shifter level to the result of your roll.
Wild Shape
Bonus action, keep mental stats, drop to normal form if incapasatated or using a bonus action to revert to normal.
Natural Armor
Unless your Beast Form's Armor Class was already higher, you can use your Feral Physique Armor Class while in Beast Shape. If you do, use your normal form's Constitution score.
Equipment
When you Shift, you can choose for any natural or unrefined equipment, such as objects made from wood, animal parts, or other natural materials, to merge with your Beast Shape.
However, any equipment made from metal or other highly processed materials, such as metal weapons
or armor, falls to the ground in your space
when you Shift into a Beast Shape.
Reptilian Physiology
2nd-level Reptilian Bloodline feature
The power of your Bloodline physically changes you,
granting you traits common to many reptiles. You gain
a climbing and swimming speed equal to your walking
speed. You can also take the Disengage action as a
bonus action on each of your turns.
You retain these benefits in your Bloodline Shapes.
Venomous Strike
2nd-level Reptilian Bloodline feature
You can afflict foes with natural venom. When you hit
a creature with a Natural Weapon attack, you can force
it to make a Constitution saving throw against your
Shifter save DC. On a failure, it takes poison damage
equal to 1d8 + your Shifter level and is Poisoned. On
a successful save, the creature takes half as much
damage and isn't Poisoned.
A Poisoned creature repeats this saving throw at
the end of each of its turns. On a successful save, it is no longer Poisoned, but on a failed save, the creature takes
an additional 1d8 poison damage.
You can use this feature a number of times equal to your normal form's Constitution modifier (a minimum of once). You regain one expended use when you finish a short rest, and all expended uses when you finish a long rest.
Adaptive Camouflage
7th-level Reptilian Bloodline feature
Your reptilian skin can adapt to blend into any environment. As an action, you can expend one use of Adrenaline Surge to turn invisible for 10 minutes, as if by the invisibility spell.
Unlike the spell, this ability does not require concentration.
Primal Venom
7th-level Reptilian Bloodline feature
The mystical power of your Bloodline empowers your natural toxins. Whenever you deal poison damage to a creature with one of your Shifter or Beast Shape features, you can choose to deal necrotic damage instead.
Bestial Instincts
Your instincts allow you to quickly react to danger. Beginning
at 3rd level, so long as you are not Incapacitated or
Surprised, you have advantage on all initiative rolls,
and you can instantly Shift into one of your Beast
Shapes when you roll initiative.
Feral Warrior
Starting at 5th level, whenever you take the Attack action
in your normal form, you can make two attacks instead
of one. You can also take the Multiattack action when in
Beast Shape if your Beast Shape has that feature.
Also, whenever you take the Dash or Disengage action,
you can make a Natural Weapon attack as a bonus action.
Mystical Strikes
The mystical power that gives you your abilities infuses
your Beast Shapes. Also at 5th level, your Natural Weapon attacks, in both your normal form and Beast Shapes, count as magical for overcoming resistances and immunities.
You can also use the attack bonus of your normal form's Natural Weapon attacks whenever you are in Beast Shape, unless your Beast Shape's attack bonus would be higher.
Adrenaline Surge
Starting at 6th level, you can draw on your primal drive to
survive in the midst of battle. Whenever you take damage,
you can use a reaction to gain temporary hit points equal
to the damage taken. However, these temporary hit points only last for 1 minute.
You can use this reaction a number of times equal to your normal form's Constitution modifier (minimum of once), and you regain all uses at the end of each short or long rest.
Wild Awareness
At 9th level, your mystical abilities grant you an instinctive knowledge of your surroundings. When you finish a short
or long rest, you gain the benefits of commune with nature.
Primal Resilience
The mystical power in your blood increases your resiliency in times of need. Beginning at 10th level, when you fail a saving throw, you can expend a use of Adrenaline Surge to add your normal form's Constitution modifier (minimum of +1) to your roll, possibly turning a failure into a success.
Primeval Form
Starting at 11th level, when you Shift into a Bloodline Shape, you can infuse your transformation with ancient power. Until you Shift out of that Beast Shape, your Beast Shape takes on a primeval and feral appearance, gaining the benefits below:
It grows to become Large in size, so long as there is room.
It resists all bludgeoning, piercing, and slashing damage.
Its Natural Weapon attacks deal a bonus 1d8 damage.
It has advantage on all ability checks and saving throws that use its Strength or Dexterity.
You can transform into a Primeval Form three times. You regain one expended use when you finish a short rest, and all
of your expended uses each time you finish a long rest.
Features & Traits