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Shifter

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Shifters are a basic Eberron race with notable Lycanthropic ancestry. They cannot transform entirely into animals, but can shift parts of their bodies to be animal-like for short periods of time. In DDO, this Shifting has similarities (and statistical connections to) Raging.

Depending on subrace selection, Shifters excel at Defense/Tanking or WIS-based casting.

Cost: 1,595 DP Also available as part of all Fables of the Feywild bundles.

Racial traits[edit]

  • +2 Dexterity, -2 Intelligence

Autogranted feat:

  • Dismiss Rage
  • Shifter Traits: You are considered both a Humanoid and an Animal for the purpose of most spells and effects, such as the Magic Fang spell.

1st Level Racial Feat: Subrace Selector. (Like Aasimar, Shifters select their subrace at level 1, which grants them some specific bonuses and informs which selections they can make in their tree).

  • Beasthide Shifter: Passive: +1 CON. Active: Activate this Shifter ability to shift your form, granting you a +4 Rage bonus to Armor Class and Constitution, a +2 Morale bonus to Fortitude saves, and a -2 penalty to Wisdom. When the form ends, however, you will lose the hit points granted to you by increased Constitution and become fatigued. Your form will last for 30 seconds plus an additional amount of time based on your Constitution. You can prematurely end your form by using the Dismiss Rage feat. This shares charges with Barbarian's Rage feat, and anything that grants bonuses while Raging will grant bonuses with this. Shifting your form in this way prevents Spellcasting. Activing shift will turn off Monk form toggles(i.e. Fire/Air/Earth/Water stances), though you remain centered during the rage effect, and can not re-enter Monk forms until Shift ends or is Dismissed.
  • Wildhunt Shifter: Passive: +1 WIS. Activate this Shifter ability to shift your form, granting you a +4 Rage bonus to Wisdom and Dexterity, a +2 Morale bonus to Will saves, and a -2 penalty to Strength. When the form ends, however, you will become fatigued. Your form will last for 30 seconds plus an additional amount of time based on your Constitution. You can prematurely end your form by using the Dismiss Rage feat. This shares charges with Barbarian's Rage feat, and anything that grants bonuses while Raging will grant bonuses with this, with the exception of abilities that add Strength While Raging, such as Barbarian's Power Rage. Shifting your form in this way prevents Spellcasting. Activing shift will turn off Monk form toggles(i.e. Fire/Air/Earth/Water stances), though you remain centered during the rage effect, and can not re-enter Monk forms until Shift ends or is Dismissed.

Shifting is very similar to Barbarian Rage, and as such, it prevents the use of the Precision feat and some defensive stances (stalwart and sacred defender).

Deities[edit]

Further information: Deity feats

Past life feats[edit]

Enhancements[edit]

Shifter enhancements tree

Core abilities[edit]

Icon ExtraShifting.png
Extra Shifting: +1 Rage uses per rest. (You expend Rage uses to activate your Shifting).
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Character level 1
Icon Constitution.png
Ability I: Choose between Constitution, Dexterity, Strength or Wisdom
  • Icon Constitution.png +1 Constitution
  • Icon Dexterity.png +1 Dexterity
  • Icon Strength.png +1 Strength
  • Icon Ability Score.png +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 1 Requires: Character level 4, Extra Shfting
Icon ExtraShifting.png
Extra Shifting: +2 Rage uses per rest.
AP Cost: 1 Ranks: 1 Progression: 3 Requires: Character level 7, Ability I
Icon Constitution.png
Ability II: Choose between Constitution, Dexterity, Strength or Wisdom
  • Icon Constitution.png +1 Constitution
  • Icon Dexterity.png +1 Dexterity
  • Icon Strength.png +1 Strength
  • Icon Ability Score.png +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 4 Requires: Character level 11, Extra Shifting
Icon RegeneratingShift.png
Regenerating Shift: +You regenerate 1 Rage use every 90 seconds.
AP Cost: 1 Ranks: 1 Progression: 6 Requires: Character level 16, Ability II

Tier One[edit]

Requires character level 1, 1 AP spent in tree

Icon BruteFighting.png
Brute Fighting: Select between:
  • Icon BrutalSpellcasting.png Brutal Spellcasting: Your damaging spells generate [25/50/75]% more hate than they normally would, making enemies more likely to attack you. Cooldown: 2 seconds
  • Icon BruteFighting.png Brutal Fighting: Activate this ability to cause your melee attacks to generate [25/50/75]% more hate, making enemies more likely to attack you. Cooldown: 2 seconds
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon HuntAndTrack.png
Hunt & Track: +[1/2/3] Spot, Listen and Intimidate
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon ExtendShifting.png
Extend Shifting: Your Shifting and Barbarian rages last [25/50/75]% longer.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon HardyShifting.png
Hardy Shifting: +[1/2/3] Constitution while Shifting or Raging.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon SelfRelaint.png
Self-Reliant: +[1/2/3] to Will Saving Throws.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements


Tier Two[edit]

Requires 5 APs spent in tree

Icon ShiftedDefenses.png
Shifted Defenses: Choice determined by your subrace:
  • Icon ShiftedDefenses.png Shifted Defenses: +[4/8/12] Physical Resistance Rating while Raging. Requires Beasthide Shifter
  • Icon ShiftedSenses.png Shifted Senses: +[3/6/10] Spot and +[2/4/6]% Dodge while Raging. Requires Wildhunt Shifter
AP Cost: 1 Ranks: 3 Progression: 5 No requirements
Icon NaturalArmor.png
Natural Armor: +[2/4/6] Natural Armor
AP Cost: 1 Ranks: 3 Progression: 5 No requirements
Icon BeasthideHowl.png
Howl: Choice determined by your subrace:
  • Icon BeasthideHowl.png Beasthide Howl: Release a mighty howl, granting nearby allies +2 Action Boost Bonus to PRR and MRR, plus an additional 2 per 5 Character Levels you have for 20 seconds. Cooldown: 60 Seconds. Requires Beasthide Shifter
  • Icon WildhuntHowl.png Wildhunt Howl: Release a mighty howl, granting nearby allies +1 Action Boost Bonus to Saving Throws, plus an additional 1 per 10 Character Levels you have for 20 seconds. Cooldown: 60 Seconds. Requires Wildhunt Shifter
AP Cost: 2 Ranks: 1 Progression: 5 No requirements
Icon MagicFang.png
Magic Fang: Increases the Enhancement Bonus of the target's natural weapon by 1, plus 1 per five caster levels. An item can have only one temporary item enhancement at a time. Only works on players, hirelings, or pets, and only if they are Animals, Vermin, Magical Beasts, Dragons, or Fey. Equipping a new weapon cancels the effect.

Cost: 8 HP

Cooldown: 20 seconds
AP Cost: 1 Ranks: 1 Progression: 5 No requirements
Sp drd maul.png
Maul (spell): Melee Attack: Deals +20%Damage. Requires an equipped Melee weapon. Make an attack similar to the Druid spell Maul: This attack applies a bleeding effect that deals 1d4 slash damage every 2 seconds for 8 seconds. Striking the target successfully may also intimidate the target based on the player's intimidate skill.

Cost: 2 HP

Cooldown: 12 seconds
AP Cost: 2 Ranks: 1 Progression: 5 No requirements

Tier Three[edit]

Requires 10 APs spent in tree

Icon EmpoweredByNature.png
Empowered by Nature: Choose an effect:
  • Icon EmpoweredByNature.png Beasthide: +[10/20/30] Positive Healing Amplification. You are now immune to Fatigue, including Fatigue from Shifting. Requires Beasthide Shifter
  • Icon EmpoweredByNatureWildhunt.png Wildhunt: +[25/50/100] Maximum Spell Points. You can now cast while Raging. You are now immune to Fatigue, including Fatigue from Shifting. Requires Wildhunt Shifter
You are now immune to Fatigue, including Fatigue from Shifting
Note: The casting while raging seems to work for all spells. This includes clickies and wand/scroll casting.
AP Cost: 1 Ranks: 3 Progression: 10 No requirements
Icon AugmentSummoning.png
Augment Summoning: Grants the Augment Summoning feat: Your summoned creatures, charmed minions, pets, and hirelings have +4 to all ability scores, increased health, and increased fortification.
AP Cost: 1 Ranks: 1 Progression: 10 No requirements
Icon StrongerHowlBeasthide.png
Stronger Howl: Choose between:
  • Icon StrongerHowlBeasthide.png Beasthide: When you Howl, nearby enemies take -2 to Attack, minus an additional 2 per per 5 Character Levels you have for 20 seconds. Requires Beasthide Shifter
  • Icon StrongerHowlWildhunt.png Wildhunt: When you Howl, nearby enemies take -1 to Saving Throws, minus an additional 1 per 5 Character Levels you have for 20 seconds. Requires Wildhunt Shifter
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Howl
Icon FavoredEnemyAnimal.png
Favored Enemy: Choose a Favored Enemy
  • Icon FavoredEnemyAnimal.png Favored Enemy: Animal
  • Icon FavoredEnemyFey.png Favored Enemy: Fey
  • Icon FavoredEnemyMagicalBeast.png Favored Enemy: Magical Beast
  • Icon FavoredEnemyPlant.png Favored Enemy: Plant
  • Icon FavoredEnemyReptilian.png Favored Enemy: Reptilian
  • Icon FavoredEnemyVermin.png Favored Enemy: Vermin
AP Cost: 2 Ranks: 1 Progression: 10 No requirements

Tier Four[edit]

Requires 15 APs spent in tree

Icon ThreateningShift.png
Exceptional Shifting: Choose an effect based on your subrace:
  • Icon ThreateningShift.png Threatening Shift: While raging, +20% to Threat Generation, +5% Quality Bonus to Maximum Hit Points and +10 Physical Resistance Rating. Requires Beasthide Shifter
  • Icon CamouflagedShift.png Wild Magic: While raging, gain Lesser Displacement. When you activate a Rage, you gain Temporary Spell Points equal to 5 + double your Character Level. These last for 5 minutes, until you dismiss or activate another rage, or until used. Requires Wildhunt Shifter
AP Cost: 1 Ranks: 1 Progression: 15 No requirements
Icon TrueHunter.png
True Hunter: You gain +2 to Saves vs. Enchantments and Illusions, Freedom of Movement, and +10 to Spot.
AP Cost: 2 Ranks: 1 Progression: 15 No requirements
Icon HowlOfTerror.png
Howl of Terror: You utter a terrifying howl, filling your foes with a paralyzing fear. Foes around you are paralyzed for 6 to 24 seconds. Will save (18 + Wis Mod + Enchantment bonuses) negates. This can be cast while Raging.

Cost: 45/40/30 SP

Cooldown: 20/15/10 seconds
AP Cost: 1 Ranks: 3 Progression: 15 No requirements

PnP information[edit]

Shifters are often rather warlike and xenophobic, although this is not a rule. They typically live in packs, but loners are not unheard of. They tend to stay away from civilized areas and keep to themselves. They fiercely guard their territory and do not welcome outsiders. They run the gamut from kind-hearted to cruel and ruthless. Shifters usually are 'VERY' good at fighting. Shifters do not enjoy using weapons although if it is necessary they will. A Shifter's favored class is any; this is probably because they are better at attacking with anything they want, and another factor is that they have the "Change Shape" ability.

Physical Description[edit]

Shifters, also known as the weretouched, are a descendants of lycanthropy-cursed individuals. Shifters are known for their ability to act in a bestial or close to nature manner, doing such things as running on all fours, climbing trees, and fighting with bare claws or teeth. Their sense of smell is also heightened, when compared to humans; but they are suggested to have worse social manners, as a race, because they are used to living 'wild', outside of the villages most people settle in. In terms of genetic derivation, they are commonly thought to be the result of crossbreeding between humans and lycanthropes but have become a true-breeding race and in human form they are anywhere from 5'3" to 6'3". Their animal form will determine their build. I.E. A falcon will be slender and light, while a bear would be large and muscular. The color of their fur or feathers will also determine the color of their hair and skin color. Their eyes will start at blue when born but can turn purple, green, or yellow as they grow. They will remain the same in their animal form and when they get older they learn how to access their shifting abilities and transform into "more powerful races." Their lifespan is about 750 years and reach adult hood at age 50 unless they learn how to control their shifting.

Lands[edit]

Shifters survive in a wide range of habitats, and can be found in tundra, desert, forest,and cities, But most stick to the woods or mountains where their animal form is plentiful. Also where they live will determine possible animal form. Loners tend to roam where they will, not caring where they are so long as they are on the move. But once a Loner leaves the pack they are not always welcomed back. They are seen as having turned their backs on the pack and shunned.

Further information & references[edit]

Shifter is one of Eberron's races.