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## Metamorph Hidden in the shrubbery, a dwarf with skin the color of forest leaves watches the bandits leave on their latest excursion. Perfectly blended into the underbrush, the dwarf follows, waiting for the right moment, and when it comes, he rushes forwards, his skin reverting to its usual hue and a great bone blade oozing from his right arm. He slashes at the surprised bandits, cutting into them with his bladed-arm, his flesh become weapon. Standing at the head of a caravan, a human man shields the woman behind him with his body, his thick, leathery skin deflecting countless arrows. When they finally stop, he leaps into the air, great leathery wings sprouting from his back, and soars over the attacking archers. ### Ancient Power The Metamorph is an ancient and forbidden art, its practitioners persecuted by many armies over many centuries. A gift granted to mortal worshippers by a Great Old One, in exchange for their devotion and servitude. While the original worshippers have long since been exterminated and the identity of the Great Old One who granted them this power has long been forgotten, the power itself, the methods and teachings have persisted in isolated ruins and been handed down through the generations in secret family lines. Tomes of power, describing the art and the many wondrous, horrific achievements it claims, are exceedingly rare. ### A Life on the Run Those few who still practice this form of magic do so in secrecy. Whether they learned it through studies of lost places or from a family member, to use it openly is often a death sentence. Despite this, it is still used, just as often to protect friends and family as to kill or maim. The stigma of the first Metamorphs looms forever over the lives of its remaining practitioners regardless of their intent or alignment. This secrecy and fear often leads Metamorphs into a life of paranoia and suspicion, never staying too long in any one town or village. They move around frequently and often try to change their identity almost as frequently as their address. If discovered, they grab their few, pre-packed possessions and usually flee into the wilderness. Some of them, though, find themselves lives among the less judgemental folk. The independent, strong willed adventurers often make for rare and much needed allies in times of hardship. \columnbreak ### Creating a Metamorph When creating a metamorph character, think about how you learned this skill. Has it been passed down through your family for generations? Or did you uncover texts describing the process of metamorphosis? You will also want to consider the personal discovery, experimentation and transformation that accompanied this new skillset. How did you cope with this new knowledge and the history and stigma that went with it? What did you try and use it for at first? Were you ever discovered by someone else and if so, what consequences followed? This, in turn, lends additional details to the road to becoming an adventurer. After all, you aren't born an adventurer, your personality, choices and life experiences guide you to or force you into the adventuring life you now hold. What was it that drew you away from civilization, from the comfortable norms of society and into the rough and tumble world of a roaming adventurer? Did you flee a massacre of your own making or does your dear family spend their days searching for their runaway child, for you? #### Quick Build You can make a metamorph quickly by following these suggestions. First, put your highest ability score in Constitution, followed by Dexterity. Second, choose the hermit background. Third, choose the Bone Blade and Evasive Reflexes metamorph forms. ## Class Features As a metamorph, you gain the following class features. #### Hit Points **Hit Dice:** 1d10 per metamorph level **Hit Points at 1st Level:** 10 + your Constitution modifier **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per metamorph level after 1st #### Proficiencies **Armor:** Light armor, shields **Weapons:** Simple weapons **Tools:** None **Saving Throws:** Constitution, Intelligence **Skills:** Choose two from Animal Handling, Arcana, History, Medicine, Nature and Religion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - (a) four daggers or (b) any simple weapon - (a) Shortbow and 20 arrows or (b) any simple ranged weapon and 20 ammunition - (a) adventurer's pack or (b) dungeoneer's pack - leather armor, shield
The Metamorph
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##### The Metamorph | Level | Proficiency Bonus | Features | Forms Known | Form Slots | Rapid Metamorphoses | |:---:|:---:|:---|:---:|:---:|:---:| | 1st | +2 | Metamorphosis, Specialized Forms | 2 | 1 | - | | 2nd | +2 | Rapid Metamorphosis | 2 | 2 | 2 | | 3rd | +2 | Fighting Style | 2 | 2 | 2 | | 4th | +2 | Ability Score Improvement | 3 | 2 | 2 | | 5th | +3 | Extra Attack | 3 | 2 | 3 | | 6th | +3 | Specialization Feature | 3 | 2 | 3 | | 7th | +3 | Suppress Forms | 3 | 2 | 4 | | 8th | +3 | Ability Score Improvement | 4 | 2 | 4 | | 9th | +4 | Faster Metamorphosis | 4 | 2 | 5 | | 10th | +4 | Specialization Feature | 4 | 2 | 5 | | 11th | +4 | Improved Design | 4 | 3 | 5 | | 12th | +4 | Ability Score Improvement | 5 | 3 | 6 | | 13th | +5 | - | 5 | 3 | 6 | | 14th | +5 | Specialization Feature | 5 | 3 | 6 | | 15th | +5 | Expert Design | 5 | 3 | 7 | | 16th | +5 | Ability Score Improvement | 6 | 3 | 7 | | 17th | +6 | Advanced Forms | 6 | 4 | 7 | | 18th | +6 | - | 6 | 4 | 8 | | 19th | +6 | Ability Score Improvement | 6 | 4 | 8 | | 20th | +6 | - | 7 | 4 | 8 |
### Metamorphosis You have learned to untangle and reshape your body to suit your needs and wishes, inducing both rapid and long-term metamorphosis. #### Forms A metamorph's ability to change their body is defined by the forms that they know. These are distinct tools, properties, shapes, or weapons, which are defined in the Metamoprh Forms section at the end of the end of this class description. Each form has a Major and Minor variant, requiring different amounts of time and effort to create and maintain. #### Forms Known At 1st level, you know two forms of your choice from the Metamorph Forms list detailed at the end of this class description. When you learn a metamorph form, you learn both its major and minor version. The Forms Known column of the Metamorph table shows when you learn more Metamorph Forms of your choice. Additionally, when you gain a level in this class you can choose a form that you know and replace it with another from the Metamorph Forms list. #### Changing Form The Metamorph table shows the number of form slots you have. You may have a number of active forms no greater than the number of form slots you have. While at this limit, you may only adopt a new form if it occupies the same body parts or region as one of the currently active forms, replacing it. To adopt a new metamorph form, you must perform a 1 hour long ritual. The new form may be either a minor or major form, player's choice. This ritual follows the rules laid out in Casting a Spell, Longer Casting Times. A major form lasts until you revert it to its original state as an action, or until you replace it with a new form. Some minor forms have limited durations. In these cases, the duration will be specified in the form description.
The Metamorph
\pagebreakNum Adopting or reverting a form is a magical effect that cannot be performed while you are under the influence of a magic-negating effect, such as the *antimagic field* spell. Changing form is not a spell and is therefore not effected by the *counterspell* spell, or other spellcasting interruption or negation affects. Furthermore, active forms cannot be removed with *dispel magic*, *moonbeam*, *remove curse* or any other similar effect. For the same reasons, while changing forms you are perceptible to magic detection, such as the *detect magic* spell, but, once adopted, the form is not detectable through these means. #### Metamorphosis Ability Constitution is your metamorphosis ability for your metamorphosis forms. Whenever you make an attack roll, damage roll, or impose a saving throw, using a metamorph form, you use your metamorphosis ability. **Form save DC** = 8 + your proficiency bonus + your Constitution Modifier. **Form attack modifier** = your proficiency bonus + your Constitution modifier. **Form damage modifier** = your Constitution modifier. #### Metamorphosis Resources Performing metamorphosis takes a physical toll on a Methamorph's body. Making many changes each day is a significant drain. If you perform a number of metamorphoses, counting both ritual and rapid metamorphosis since your last long rest, greater than the number of rapid metamorphoses charges you have, you need to consume an extra day's worth of food before completing your next long rest. If you have not done so, you are considered to have not eaten sufficiently during that period. ### Specialized Forms At 1st level, you choose to specialize in a subset of more advanced forms. Choose from Arcane Specialization, Predatory Specialization or Survival Specialization, which are all detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th and 14th levels. ### Rapid Metamorphosis Starting at 2nd level, you gain two rapid metamorphosis charges. The Rapid Metamorphosis column of the Metamorpth Table shows when you gain more rapid metamorphosis charges. You may expend a charge of rapid metamorphosis to create a new minor form as an action, or reaction, specified by the form. You regain all expended charges of rapid metamorphosis when you finish a long rest. \columnbreak > ##### Two-Weapon Fighting with Metamorph Forms > For the purposes of two-weapon fighting, treat attack rolls made with minor forms as being from a weapon with the light property. > > The Dual Wielder feat allows the use of non-light weapons and non-minor forms. ### Fighting Style At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. #### Archery You gain a +2 bonus to attack rolls you make with ranged weapons and forms that allow you to make ranged form attacks. #### Defense While you are wearing armor or while you have an active form that positively affects your AC, you gain a +1 bonus to your AC. #### Dueling When you are wielding a melee weapon, or a single form that can make melee form attacks, and no other weapon, you gain a +2 bonus to damage rolls with that melee weapon or melee form attacks. #### Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield, or a form that functions as a shield. #### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage with the second attack. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The Metamorph
\pagebreakNum ### Suppress Forms At 7th level you have learned to temporarily suppress and hide metamorphosis forms. By maintaining concentration for a 10 minute long ritual, or expending a charge of rapid metamorphosis as an action, you can suppress the effects of any number of your active forms for 2 hours. The visible signs of the forms as well as any mechanical benefits are suspended until the hour ends or you re-assert them as an action. Resuming your forms does not cost a charge of rapid metamorphosis, or count against the number of metamorphoses you have performed in a day. ### Faster Metamorphosis At 9th level, you have become more adept at changing your forms. Changing your form as a ritual now takes only 10 minutes for you, suppressing a form or forms takes only 1 minute for you and you can perform a rapid metamorphosis as either an action or a bonus action. By using both an action and a bonus action to perform a rapid metamorphosis, you can perform two or more, if you have additional actions or bonus actions, on a single turn. ### Improved Design By 11th level you have an improved understanding of your own biology, the biology of other lifeforms and the biology of your metamorph forms. You gain proficiency in medicine. If you are already proficient in medicine, you gain expertise in medicine. Your metamorph forms gain a +1 bonus to attack and damage rolls, +1 to your Form save DC and, if the form positively affects your AC, you gain a further +1 bonus to your AC. ### Expert Design At 15th level you have an excellent understanding of your own biology, the biology of other lifeforms and the biology of your metamorph forms. You gain expertise in medicine. If you already have expertise in medicine you can instead gain proficiency in either Nature or Survival. If you are already proficient in your choice of replacement skill, you instead gain expertise in that skill. When you make an attack roll with a form, you score a critical hit on a roll 19 or 20. You can roll one additional form damage die when determining the extra damage for a critical hit with a form attack. When a target rolls a 1 on a saving throw imposed by one of your forms, you can roll one additional form damage die when determining their damage taken. If your AC is positively affected by an active form, any critical hit against you becomes a normal hit. \columnbreak > ##### Feats > Feats that grant benefits to weapon attacks based on the attacks being either melee or ranged, or the weapon having specific properties, such as light, thrown, etc., also apply to forms as long as the form attacks are of the same type, or have the same properties. ### Advanced Forms At 17th level you have such a high degree of mastery over your body that you can perform full-body transformations. When you gain this feature, you learn one advanced from of your choice, which does not count against your number of forms known, detailed at the end of the class description. Advanced forms are always major forms. You may never have more than one advanced form active at the same time. ## Specialized Forms Different metamorphs choose to specialize the forms that they learn and create towards different ends. Which specialized forms you choose reflects your approach. ### Arcane Specialization Specializing in arcane forms is an observation of natural magic. Many creatures utilize natural magic in their environment to great effect, providing the devastating breath weapons of the dragons and the petrifying gaze of the basilisks and gorgons. While often associated with great and legendary beasts, magic flows through all things, great and small. #### Arcane Forms When you choose this specialization at 1st level, you gain access to the arcane forms detailed in the forms section at the end of the class description. #### Arcane Attunement At 1st level, you make tiny alterations to your sense, allowing for greater sensitivity with regards to magical effects. You gain advantage on ability checks and saving throws made to identify illusions, including phantasms, as illusory, and on Wisdom (Perception) checks made to observe a target that is magically concealed, such as an invisible creature, or a creature within the effects of magical darkness. #### Arcane Metamorphosis At 6th level, you have gained greater proficiency in utilizing natural magic when you metamorphosis. Bludgeoning, piercing and slashing damage dealt by any of your forms is considered magical for the purpose of overcoming immunities and resistance to nonmagical damage. Furthermore, when you make an attack roll or impose a saving throw with a form that deals damage, you can modify the form to change half of its damage to one of the following damage types: Acid, cold, fire, lightning, poison, or thunder.
The Metamorph
\pagebreakNum #### Arcane Reflexes At 10th level, your body has become so magically attuned that you can often sense when a spell is being used on you. When a spell is cast on you or in an area that you occupy, the spell caster must make a Dexterity (Stealth), or 1d20 + spell level in the case of an object casting the spell, check against your passive Wisdom (Perception). On a failed check, you become aware that a spell is being cast on you, even if you are unable to see the spellcaster, the spellcaster is an object, or the spell being cast on you specifies that you are unaware of it. If you become aware of the spell's casting in this way, you can use your reaction and a rapid metamorphosis to either, if the spell involves an attack roll, impose disadvantage on the attack roll made against you, or, if the spell requires you to make a saving throw, gain advantage on that saving throw. #### Arcane Senses At 14th level, your sensitivity to magic has increased to include spells being cast near you. If a spell is cast on a target, or that includes an area, within a 10 foot radius of you, you may become aware of it, as with Arcane Reflexes. If you become aware of a spell's casting in this way, you know the target of the spell, or the area that it effects. Additionally, if the spellcaster is within 60 feet of you, you learn their location, if they are a creature or an object, the spell, and the level that the spell was cast at. You gain this information before you need to decide to use your Arcane Reflexes. ### Predatory Specialization Specializing in predatory forms is an observation of hunting. Many creatures hunt for their food, lunging out of carefully concealed positions to tear into unsuspecting prey or sprinting over the plains while waiting for them to tire out. Each creature hunts in their own unique and marvelous way. #### Predatory Forms When you choose this specialization at 1st level, you gain access to the predatory forms detailed in the forms section at the end of the class description. #### Keen Hearing and Sight At 1st level, you make tiny modifications to your eyes and ears, increasing their effectiveness. You have advantage on Wisdom (Perception) checks that rely on hearing or sight. #### Evolve to Hunt At 6th level, you can use a rapid metamorphosis, as a bonus action, to choose a target creature that you can see within 60-foot. You make tiny modifications to you body and senses to optimize your capabilities against the target. These modifications last for 1 hour and do not count against the number of forms you posses. While these modifications persist, you gain the following benefits; - You always know the target's location as long as it is within 300-feet, and is on the same plane of existence. - You have advantage on Wisdom (Perception) and Wisdom (Survival) checks required to track the target. - Damage that you deal to the target with a form bypasses the target's resistances. If the target is immune to the damage type, it is instead resistant. #### Additional Extra Attack At 10th level, you can attack thrice, instead of twice, whenever you take the attack action on your turn. This is an increase to the Extra Attack feature of the metamorph class. #### Lethal Forms At 14th level, your mastery over your forms has increased dramatically. The bonus to form attack and damage rolls granted by the expert design metamorph class feature increases by 2, to a +3 bonus. ### Survival Specialization Specializing in survival forms is an observation of natural defense. Many more creatures are hunted than are hunters, and even the hunters need to survive the variable and harsh conditions that the world can throw their way. All creatures have their own coping mechanisms, strategies and forms that allow them to survive, each as interesting as the next. #### Survival Forms When you choose this specialization at 1st level, you gain access to the survival forms detailed in the forms section at the end of the class description. #### Enduring Fortitude At 1st level, you make many tiny alterations to your body that increase its efficiency and resilience. Your requirements for food and drink are reduced to half. Additionally, when you expend one or more hit dice to regain hit points as part of a short rest, you gain an additional number of hit points equal to your Constitution modifier. #### Freedom of Movement At 6th level you have learned to leverage your body to better navigate differing terrains. Moving through nonmagical difficult terrain costs you no extra movement and you become proficient in ability checks, saving throws and skill checks required to move throw different types of terrain, such as climbing, jumping or swimming. If you are already proficient in one or more of these rolls, double your proficiency bonus for those rolls. #### Rapid Regeneration At 10th level you have learned to force your body to perform rapid regeneration. As a bonus action you can use a rapid metamorphosis to roll any number of hit dice of your choice. You must choose the number of hit dice that you are going to roll before rolling them, and you cannot roll additional hit dice without using this feature again.
The Metamorph
\pagebreakNum #### Reflexive Alteration At 14th level you have learned to morph your body to mitigate oncoming damage. When you take damage, from any source, roll a d10. If the result of the roll is a 10, you do not take the damage. This may manifest as your body warping out of the way of a projectile or attack, the sudden growth of thick fur or scales, or other natural defense mechanisms as appropriate to the oncoming damage. ## Metamorph Forms These forms are available for any metamorph to learn. #### Acidic Spit You grow a thick gray coating of protective tissue over your lips, tongue and the inside of your mouth. Your spit acidifies rapidly, making it into a highly caustic weapon. While this form is active, you can make thrown Form attacks with this form, to a range of 20/60 foot. On a hit, you deal 1d4 acid damage. **As a major form,** the range increases to 30/90 ft. and, the damage increases to 1d6 acid damage. #### Aquatic Adaptations You grow several rows of feathery gills from your torso or, if your torso is constrained by armor or clothing, neck and webbing between your fingers and toes. While this form is active you are able to breathe both air and water and you have a swimming speed equal to your walking speed. **As a major form,** your swimming speed increases to double your walking speed. You are also proficient in any ability checks, saving throws or skill checks required to swim. If you are already proficient in one or more of these rolls, double your proficiency bonus for those rolls. #### Bone Blade (Arm) You grow a sword-like blade of bone from one of your arms. While this form is active, you can make melee Form attacks with this form. On a hit, you deal 1d8 slashing damage. Additionally, you cannot use this hand to manipulate objects. **As a major form,** the damage increases to 1d10 slashing damage.
> ##### Descriptions of Forms > All forms include a short description of what you are growing and how it looks. This description is not mere fluff. > > Whenever you have an active form, the descriptive elements of it are applied to your body and are openly visible to anyone who looks your way. > > This is even more true for Advanced Metamorph Forms, which have body-wide effects that are stunningly hard to miss and very visually impressive. \columnbreak #### Bone Shield (Arm) You grow a bone shield from one of your arms. The shield acts exactly the same as any normal shield, increasing your Armor Class by 2, except that it is fixed to your arm, and cannot be removed. While this form is active, you can use this hand to manipulate objects, such as moving an object or reloading a crossbow, but you cannot use it to use a shield or make an attack roll. As a bonus action, you can make a melee Form attack with this form. On a hit you deal bludgeoning damage equal to your Constitution modifier. You can benefit from only one instance of this form at a time. **As a major form,** on a hit, the target must pass a Strength saving throw against you form save DC or be knocked prone. #### Camouflaged Skin You change the color and patterning of your skin to match the natural colors of your surroundings. While this form is active you can take the hide action even when you are not obscured from view, and you have proficiency in Dexterity (Stealth). If you already have proficiency in this skill, double your proficiency bonus. **As a major form,** you may, as an action, expend a rapid metamorphosis to become invisible. This invisibility functions in the same way as the *Invisibility* spell, and has a maximum duration of 1 minute. You may not extend the duration of invisibility gained in this way, but you may repeat this process once the invisibility ends. #### Evasive Reflexes You increase the sensitivity of your natural reflexes, accompanied by the growth of thick blood vessels around your ears, eyes and nose, allowing you to better avoid weapon and spell attacks. While this form is active you can, when a creature that you are aware of makes an attack roll against you, or uses a skill or spell that requires you to make a saving throw, expend your reaction to increase your AC or saving throw roll by your proficiency bonus for that attack, skill or spell. You can make this choice immediately, or after the roll has been made, but before the DM tells you if the attack or saving throw was a success or failure. **As a major form,** if you boosted you AC, the bonus AC lasts until the start of your next turn, or, if you boosted a saving throw, you increase the result of all saving throws that you make until the start of your next turn. \pagebreakNum #### Nocturnal Eyes You grow your eyes larger, allowing them to better collect limited light. These large, disc-like eyes bulge slightly and they are dominated by their massive pupils. While this form is active, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in non-magical darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If you already have darkvision, the range of your darkvision increases by 30-foot. **As a major form,** the range of your darkvision increases to 90-foot, or the additional darkvision increases to 60-foot. Additionally, you can see in darkness as if it was bright light.
The Metamorph
#### Sprinter's Legs You alter the appearance and structure of your legs to more closely resemble those of a fast-running animal. While this form is active your walking speed increases by 10-foot and you are able to perform a long jump after moving only 5 ft. **As a major form,** your walking speed increases by 15-foot, and the maximum length and height of both standing and long jumps are increased by a number of feet equal to your Constitution score, but not exceeding your walking speed. #### Toughened Hide You increase the toughness and thickness of your skin, transforming it into a thick, sturdy hide that protects you from damage. Your new hide also has a distinct coloration, player's choice. While this form is active, your unarmored defense is calculated as 12 + your Dexterity modifier, to a maximum of plus 2. You can use a shield and still gain this benefit. **As a major form,** the restriction to the benefit of your Dexterity modifier does not apply. #### Wings You grow a pair of mighty wings from your back. While this form is active, your jump distance increases to match your walking speed. You can't metamorphose this form while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you metamorphose this form. **As a major form,** you gain a flight speed equal to your walking speed. \columnbreak ### Arcane Forms These forms are only available to metamorphs who have chosen the arcane specialization at 1st level. #### Arcane Shell Your body is encased in a thin shell of magical energy. When you adopt this form, you gain a number of temporary hit points equal to a number of d6 equal to your proficiency bonus, plus your Constitution modifier. These temporary hit points are rerolled when you expend a rapid metamophosis for this purpose, as an action, or upon completing a long or short rest. **As a major form,** the shell changes nature depending on the surrounding natural energy, gaining resistance to a damage type based on the environment, weather, or magical location that you are in, see the *environments table*. This resistance only applies to the temporary hit points, not to your entire pool of hit points. The *environments table* serves only as a guideline and may be subject to DM discretion. | Resistance | Environments | |:---|:---| | acid | caves, underdark | | cold | arctic, blizzard, coast, mountain, sea | | fire | desert, lava flow, volcano | | lightning | thunderstorm | | necrotic | battleground, burial site | | poison | forest, grassland, swamp | | radiant | sacred site | | thunder | air, thunderstorm, sky | #### Deafening Voice Your voice box and throat balloon to accommodate larger volumes of air. While this form is active, you can speak at any volume up to three times louder than normal. As a Form attack, you can perform a deafening shout, maximizing the output of your voice and directing it as a weapon. All creatures that can hear you in a 15-foot cone must pass a Constitution saving throw against your Form save DC or suffer 1d4 thunder damage and become deafened until the start of your next turn. **As a major form,** the damage increases to 2d4 thunder damage.
The Metamorph
\pagebreakNum #### Electrical Discharge You grow a series of narrow ridges all over your body. These ridges glow faintly as they absorb natural magic and convert it into electricity. While this form is active, you emit dim light in a 10-foot radius. As an action, you can discharge the electricial energy into your surroundings in one of two ways. **Blast.** All creatures within a 10-foot sphere, centered on yourself, must make a Dexterity saving throw with DC equal to your form save DC. On a fail, the creatures suffer 2d4 lightning damage, or, on a success, they suffer half as much damage. **Bolt.** All creatures in a 30-foot line must make a Dexterity saving throw with DC equal to your form save DC. On a fail, the creatures suffer 3d4 lightning damage, or, on a success, they suffer half as much damage. **As a major form,** creatures that fail the saving throw are also blinded until the start of your next turn. #### Elemental Grasp You grow a round organ that harnesses elemental energy on the back of one of your hands. The hand is enveloped in a faint arcane energy that crackles periodically. While this form is active, you can make melee Form attacks with this form. On a hit, you deal 1d6 damage of one of the following types: Acid, Cold, Fire, Lightning, Poison or Thunder. Roll a d6 to determine the damage type. **As a major form,** the damage increases to 1d8. #### Evil Eye You regrow one of your eyes into a magically sensitive organ. The eye's appearance changes, becoming a shining silver-grey orb devoid of any iris or pupil. While this form is active, the magical energy around you that is associated with the holy and unholy forces of the multiverse gain a physical and visible coloration to you. Radiant or holy energy appears white while necrotic or unholy energy appears black. By making a Wisdom (Perception) check, contested by the target creature's Intelligence (Deception), you are able to visually identify whether a creature is Good or Evil. You can also manipulate these energies to cause harm to creatures within 60-feet of you. You can make ranged Form attacks with this form against a creature that you can see. On a hit, you deal 1d6 necrotic or radiant damage, player's choice. **As a major form,** the damage increases to 1d8 damage of the chosen type, and the range increases to 120-feet. \columnbreak #### Flaming Hand You grow a series of small glands over you hand that continuously emit a faint magical fire. While this form is active, you can maintain these flames at three different levels of intensity: **Low Heat.** The flames produce little or no heat, essentially behaving as a flickering, glowing glove. **Hot.** The flames produce an uncomfortable amount of heat, but do not harm you. Any flammable object you touch, that is not being worn or carried, must succeed on a Constitution saving throw against your Form save DC or catch fire, and you can perform melee Form attacks with these flames. On a hit, you deal 1d6 fire damage. **Searing (major form).** The flames are so hot that you burn yourself just by maintaining it. At the end of each of your turns, you suffer 1d6 fire damage. This damage does not include your form damage modifier. Any flammable object you touch, that is not being worn or carried, immediately catches fire and you can perform melee Form attacks with these flames. On a hit, you deal 3d6 fire damage. Regardless of the intensity of the flames, they always emit bright light in a 20-foot radius and dim light for a further 20-foot. To change the intensity of the flames, you must expend a bonus action. **As a major form,** you gain access to the searing heat and you can cause the flames to lance out towards a target. When making a melee form attack, you have 10 foot reach, as if using a melee weapon with the reach property. #### Freezing Steps You grow a series of bulbous organs along the sides of your legs and grasping claws from your toes and heel. These arcane growths drain heat energy from the ground you walk over, causing it to freeze. While this form is active all terrain within 5-foot temporarily becomes nonmagical difficult terrain, by way of freezing. This difficult terrains persists for 1 minute. You are immune to the effects of difficult terrain caused by freezing and ice. Additionally, you can, as an action, freeze a 20-foot cube of terrain to a range of 40-feet. You do not need to be able to see the target area, however the area must connected to you through the ground. A stone wall would not prevent you from using this ability on the room beyond, but a 5-foot wide chasm would. This frozen area of terrain is nonmagical difficult terrain and can cause the surface of slow-flowing water, including streams, slow-flowing rivers, and lakes, to freeze to a thickness that is safe to walk over. This difficult terrain persists for 1 minute. Any creature in the area when it freezes, and that is in contact with the ground, or other terrain, must pass a Strength saving throw with DC equal to your form save DC, or its movement speed is reduced to 0-foot until the end of its next turn.
The Metamorph
\pagebreakNum **As a major form,** you can, as an action, target a creature within 60-foot, that is connected to you through the ground. The target creature is grappled by the ground, escape DC equal to your form save DC, for 1 minute, until it escapes, until you use this action on another target, or until you fall unconscious. If you use this action again on a target that is already grappled in this way, the target must make a Constitution saving throw with DC equal to your form save DC. On a fail, the target suffers 2d6 cold damage, and disadvantage on the next attempt it makes to escape being grappled in this way, until the end of its next turn, or, on a success, the target suffers half as much damage. #### Incorporeal Shroud You regrow the outer layers of your body with a shimmering blue energy. While this form is active, if you are subjected to an effect that allows you to make a saving throw to take only half damage, you may, on a successful saving throw, use your reaction to instead take no damage. **As a major form,** you may also use your reaction on a failed saving throw to instead take half damage. Additionally, you can, as a bonus action, force your body into an incorporeal state for the remainder of your turn. All equipment that you were wearing or carrying immediately fall through you to the ground. While incorporeal, you gain flying speed equal to your walking speed, and you can move through other creatures and objects as if they were difficult terrain. You suffer 1d10 force damage if you end your turn inside an object or creature, and you reappear in the nearest empty space. If the entity is a creature, it also suffer 1d10 force damage. This damage does not include your form damage modifier. #### Sickening Sight You regrow one of your eyes into a magically sensitive organ. The white of the eye appears to be infected with a web of dark green fibers. While this form is active you are able to see the energy flowing through nearby bodies. If you have line of sight to a creature, but they are obscured by darkness of either natural or magical origin, you are able to see the outline of the creature as a faint aura. You gain advantage to Perception (Wisdom) and passive Perception (Wisdom) checks made to perceive living things. This effect does not penetrate invisibility or illusions. Additionally, you can, as a ranged Form attack, manipulate this energy remotely, up to a range of 60-foot. The target creature must make a Constitution saving throw against your Form save DC. On a failed save, they suffer 2d4 poison damage and are poisoned until the start of your next turn, or, on a successful save, they suffer half as much damage. **As a major form,** targets that are poisoned in this way have disadvantage on Constitution saving throws, and you can use your reaction to force a creature that you can see being healed, to make a Constitution saving throw against your Form save DC. On a failed save, the roll to determine the amount that the target creature heals is rolled twice, and the lower result is used. \columnbreak #### Telepathic Mind You grow a series of spines with fin like surfaces suspended between them, from your scalp. These surfaces act as telepathic transmitters and receivers. While this form is active, you can communicate telepathically with a creature within 60 foot, that you can see, and that you share a language with. The creature perceives this communication as your voice speaking inside their head, and they can speak to you by speaking in their mind with you as the intended recipient. **As a major form,** you are able to link the minds of multiple creatures, up to a number of creatures equal to your Constitution modifier, that you can telepathically communicate with, acting as a relay. While linking multiple creatures in this way, all linked creatures can understand all other linked creatures regardless of language, as long as you share at least one language with each linked creature.
The Metamorph
\pagebreakNum ### Predatory Forms These forms are only available to metamorphs who have chosen the predatory specialization at 3rd level. #### Ballistic Tongue You regrow your tongue into an extremely long, thin projectile, connected to a series of muscles at the back of your mouth and throat. The tongue rests curled up inside your mouth. While this form is active, you can make melee Form attacks, with this form, reach 20 foot. On a hit, you deal 1d4 piercing damage and the target, if it is a creature, must make a Strength saving throw with DC equal to your Form save DC. On a fail, the creature is pulled up to 10-foot towards you, in a straight line, until it is either within 5-foot of you, or it collides with an intervening object. **As a major form,** the damage increases to 1d6 piercing damage, and the reach increases to 30 foot. #### Barbed Forearm (Arm) You grow a series of elongated barbs along the top of one of your arms. While this form is active, you can make melee or thrown Form attacks with this form, reach 5 foot, range 20/60 foot. On a hit, you deal 1d6 piercing damage. Additionally, you can take an attack of opportunity against a hostile creature that you can see, with this form, if they move towards you, while within range. **As a major form,** the damage increases to 1d8 piercing damage, the range increases to 30/90 foot. #### Bone Pincer (Arm) You grow a bone pincer over one of your arms and hands. While this form is active, you can use your form attack roll to try and grapple a creature that is of equal size to yourself or smaller. The escape DC of this grapple is equal to your Form save DC. Using this form against a different target while you have a target grappled in this way immediately releases the currently held target. You can also make melee Form attacks with this form. On a hit, you deal 1d6 bludgeoning damage. Additionally, you cannot use this hand to manipulate objects other than to hold them. **As a major form,** The maximum size of creatures that you can grapple in this way increases to any creature that is one size larger than you or smaller. When you land a hit with this form's Form attack on a creature, if it is in this size range, you may automatically grapple the creature. While you have a creature grappled in this way, you have advantage on attack rolls against it. \columnbreak #### Frightful Roar You expand your chest and lungs, reforming your ribs to accommodate the additional expansion. While this form is active, you can, as an action, make a terrifying roar. All hostile creatures within 30-foot, that are not frightened of you, must pass a Wisdom saving throw with DC equal to your form save DC or become frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if you are within line of sight, ending the effect on itself on a success. **As a major form,** a creature that fails the saving throw is paralyzed until the end of your next turn, it suffers damage, or it is no longer frightened of you. #### Hunter's Nose Your nose grows larger, with expanded nostrils. While this form is active you have advantage on Wisdom (Perception) checks that rely on smell, and may use scent to track. **As a major form,** the sensitivity of your nose increases further, allowing you to make Wisdom (Perception) checks to sniff out hidden creatures, or detect nearby scents that you could otherwise not perceive, within 90 feet. #### Lunging Strike You regrow the muscles around your legs, increasing their size significantly. While this form is active, you can, as part of a melee attack, jump 10-foot towards the target of your attack. This movement ignores the penalty from nonmagical difficult terrain, does not provoke opportunity attacks, and does not cost your movement. **As a major form,** melee weapon attacks made as a lunging strike deal an additional 1d4 damage, and a you can make high and long jumps without needing to move first. #### Poison Spray You grow a pair of glands along the side of your neck, connecting to your windpipe. While this form is active, you can, as an action, exhale a 30 ft. line of noxious gas. Any creature in that line must make a Constitution saving throw against your Form save DC. On a failed save, they suffer 3d4 poison damage, or, on a successful save, they suffer half as much damage. **As a major form,** when a creature fails it's saving throw against this action, they are also poisoned for 1 minute. #### Poisonous Fangs You grow a pair of highly poisonous fangs from your upper canines. While this form is active, you can make melee Form attacks with this form. On a hit, you deal 1d4 piercing damage and, if the target is a creature, it must make a Constitution saving throw against your Form save DC. On a failed save it suffers 1d4 poison damage and is poisoned until the end of your next turn. **As a a major form,** the poison damage increases to 2d4. \pagebreakNum #### Poisonous Needle (Arm) You grow a large venom sack in your arm above the wrist, which connects to a concealed needle in the palm of your hand. While this form is active, you can make a single melee Form attack with this form, each turn. If you are able to make more attacks, they must be made using other weapons or forms. This attack has disadvantage on targets that are aware of you. On a hit, you deal 1 piercing damage and, if the target is a creature, it must make a Constitution saving throw against your Form save DC. On a failed save, the creature suffers 2d4 poison damage and is poisoned for 1 minute, or, on a success, they suffer half as much damage. If you are able to lay your palm against the skin of a creature that is unaware of your hostile intentions, the attack roll made with this form is an automatic hit.
The Metamorph
**As a major form,** you are able to produce a variety of different poisons. When you land an attack, choose either the minor form's poison, or one of the following poisons to apply. **Anaesthetic.** On a failed save the target becomes poisoned for 1d4 hours. While poisoned in this way, the target is unconscious. If the target is damaged, or exposed to a sound or impact that would reasonably wake a deeply sleeping person, the effect ends. **Paralytic.** On a failed save, the target is poisoned for 1 minute. While poisoned in this way, the target is paralyzed. At the end of each of its turns, a creature paralyzed in this way can repeat its Constitution saving throw, ending the poison on itself on a success. #### Sinew Whip (Arm) You grow an extended sinew whip from one of your arms, connected to a series of tendons along the length of that arm. Fine bone blades protrude along its length. While this form is active, you can make melee Form attacks with this form, up to a reach of 10 foot. On a hit, you deal 1d8 slashing damage. **As a major form,** the damage increases to 1d10 slashing damage, and the reach increases to 20 foot. \columnbreak ### Survival Forms These forms are only available to metamorphs who have chosen the survival specialization at 3rd level. #### Acidic Blood Your blood vessels thicken and darken with protective tissue and your blood acidifies. While this form is active, each time you receive slashing or piercing damage, all creatures, within 5-foot, suffer acid damage equal to your Constitution modifier as your acidic blood sprays over them. If the damage received was a result of being hit by a nonmagical weapon, including natural weapons, the weapon suffers a -1 penalty to damage until repaired with the appropriate tools, the *mending* cantrip, or, in the case of natural weapons, the creature completes a long rest. **As a major form,** the damage penalty can stack on a weapon up to three times. #### Climbing Claws You grow long, strong claws from your hands and feet. While this form is active, you have a climbing speed equal to your walking speed and you are proficient in any ability checks, saving throws or skill checks required to climb. If you are already proficient in one or more of these rolls, double your proficiency bonus for those rolls and if you already have a climbing speed from your race, it is increased to match your walking speed, or by 10 feet, whichever is greater. You can also make melee Form attacks with this form. On a hit, you deal 1d4 slashing damage. **As a major form,** you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. #### TBD #### Exoskeleton You grow a thick, highly mineralized, chitin exoskeleton over your entire body. The overlapping plates slightly limit movement but provide excellent protection. The exoskeleton also has a distinct coloration, player's choice. While this form is active you have disadvantage on Dexterity (Stealth) checks, and your unarmored defense is 16. You can use a shield and still gain this benefit. This exoskeleton is noticeably heavy, weighing 25 lb. **As a major form,** you no longer suffer disadvantage on Dexterity (Stealth) checks and your unarmored defense is 18.
The Metamorph
\pagebreakNum #### Eye in the back of your Head You grow an additional eye in the back of your head, allowing you to see behind you. While this form is active you have proficiency in Wisdom (Perception) and passive Wisdom (Perception). If you already have proficiency in one or both of these skills, double your proficiency bonus for those rolls. **As a major form,** you grow additional eyes, to a total of eight, granting you equally good vision in all directions, and you gain advantage on Wisdom (Perception) checks that rely on sight. #### Horns You grow an impressive pair of upswept horns from the top of your head. While this form is active, if you move at least 20 foot in a straight line towards a creature and then make a melee attack against that creature, you may first make an additional attack with your horns, as a free action. On a hit, the target suffers 1d6 piercing damage and must pass a Strength saving throw against your Form save DC, or be knocked prone. **As a major form,** you can make a horn attack after moving only 10 foot towards a creature, and the damage increases to 1d8. #### Iron Stomach You grow a series of protective and filtering tissues from your mouth down to your stomach. These tissues are visible as fine fibrous growths along your cheeks and tongue. While this form is active, you are able to safely eat and drink unclean and uncooked food and water and you have advantage on all saving throws against ingested diseases, drugs (including alcohol) and poisons. **As a major form,** you are immune to all ingested diseases, drugs (including alcohol) and poisons. #### Regrowth While not a growth in and of itself, you ready your body to perform rapid regrowth of damaged tissue across your entire body. This form has no visible component. While this form is active, you can, as an action, use a rapid metamorphosis to immediately roll a number of hit dice, up to your Constitution modifier, and regain hit points equal to the result of the roll. You must decide how many hit dice you are going to roll before rolling, and you must have that many hit dice available to you. **As a major form,** you gain some passive benefits from these modifications. When you heal by rolling hit dice, you may roll one additional hit dice, without expending it. \columnbreak #### Second Skin While this form is active, you gain the ability to create and memorize an appearance and voice of a another humanoid, or replace an already memorized one, over a period of 12 hours. You may only memorize a single appearance for each instance of this morph in your Morphs Known list, and a memorized appearance that you replaced is lost forever. While you can try to recreate it, there will be small differences each time you do so. If you wish, you can know this morph multiple times, each with a different memorized appearance. While designing an appearance, or changing the appearance memorized with this form to a new one, you cannot use this form and it must remain known to you. The humanoid appearance can be of any race but cannot be more than 4 inches taller or shorter than yourself. You are not recreating an appearance that you have previously seen, this appearance is a new, fictional person of that race. Once you have a memorized appearance, you can perform a metamorphosis to regrow the outermost edges of your body, adopting the memorized appearance. **As a major form,** the time it takes to design and memorize a new appearance is reduced to 8 hours, and you can memorize a second appearance with this instance of this form.
The Metamorph
\pagebreakNum #### Stink Glands You grow a series of bulbous glands along the sides of your neck, which are connected to your windpipe by thick tubes, and you emit a slight, unpleasant odour at all times. While tis form is active, you may spit a stinking scented saliva at a target. Make a thrown Form attack against the target. On a hit, the target is covered in a vile stench that has the following effects. The target has disadvantage of Persuasion (Charisma) checks made against creatures that can smell. If they are able to smell, whenever the target makes an attack roll, saving throw, or skill check, the target rolls an additional 1d4. The result of their roll is reduced by the value rolled. Attempts to find or track the target that rely on scent are made at advantage, and a creature that has this metamorphosis form active, or the keen scent trait, automatically succeeds these checks. The target can wash off the scent, using a cleaning agent such as water or the *Prestidigitation* cantrip, as an action. The scent persists for 4 hours, or until washed off. If the target is in the rain, the scent will naturally wash off after only 1 hour. **As a major form,** you gain the ability to, as an action, expend a rapid metamorphosis to exhale a stinking cloud of gas. This gas forms a 15-foot sphere, centered on yourself. The sphere persists for 1 minute, or until you stop emitting it as a bonus action, and travels with you when you move. As you are continuously exhaling the gas for the duration, the cloud is not dispersed by strong winds. When a creature that can smell starts its turn in the cloud, or enters the cloud for the first time on its turn, it must make a Constitution saving throw with DC equal to your Form save DC. On a failed save, the creature is frightened of you until the cloud disperses. The creature may spend it's action to repeat the saving throw, ending the effect on itself on a success. Additionally, you can spend ten minutes concocting a scent mixture with which you may mark a location or object. This mixture persists for 4 hours, 1 hour if in the rain, or until washed off. The scent mixture may encode a message that contains only simple concepts, and which must be no longer than 5 words in length. For example, you could encode "Danger East" or "Traveling West", but you could not encode "Gone to Greenhorn Pub". Any creature that has this metamorphosis form active, or the keen scent trait, is able to notice this marking if they come close the object, pass within 30-foot of it, and are able to understand the message encoded there in.
The Metamorph
\pagebreakNum ### Advanced Metamorph Forms These forms are available for any metamorph to learn. You can gain only one of these forms and only when you gain the advanced forms class feature at 18th level. #### Mantle of the Great Old One You regrow your body in a simple mockery of the ancient being that was said to have granted this power to the world. Your skin becomes green-grey and wrinkled, your eyes grow larger and your arms, legs fingers and toes become thinner and smoother, almost tentacle-like. While this form is active, you are able to telepathically communicate with any creature that you are aware of within 60 ft. The creature does not have to share a language with you and, if they do not possess a language, you are still able to convey simple concepts and ideas to them. When you telepathicaly communicate with a creature, you are able to hear mental responses that it makes, but only if it intends you to. Additionally, all damage that you deal with your forms is psychic damage and, as an attack, you can force a creature within 60 ft., that you are aware of, to make an Intelligence saving throw against your form save DC. On a failed save, they suffer 1d8 psychic damage and are stunned until the end of their next turn, or, on a successful save, they suffer half damage and are not stunned *(see the Player's Handbook, page 292)*. #### Mantle of the Titans You grow your entire body larger, coating it in toughened layers of fibrous muscle. While this form is active, you are one size larger than your normal size, you gain a number of temporary hit points equal to your proficiency bonus + your Constitution modifier, a +2 bonus to your Strength and proficiency in Strength saving throws and Strength (Athletics). If you are already proficient in Strength (Athletics), you instead gain expertise in it. If you grow to a large size, the size of your token increases according to the rules specified in the Player's Handbook *(see the Movement and Positioning section, starting on page 190)*. Attack and damage rolls made with your forms additionally include your Strength modifier, minimum 0. \columnbreak ### Advanced Arcane Forms These forms are only available to metamorphs who have chosen the arcane specialization at 1st level. You can gain only one of these forms and only when you gain the advanced forms class feature at 18th level. #### Mantle of the Beholder You grow a huge third eye in the center of your forehead and a series of eight small flesh protrusions form around the edges of your face, as if the stumps of small tentacles or stalks. While this form is active you are able to hover freely up to 10 ft. off the ground. Your flying (hover) speed is equal to your walking speed. Additionally, If you succeed on a saving throw against a spell or if a spell attack misses you, you can use your reaction to choose another creature (including the spellcaster) you can see within 30 ft. The spell targets the chosen creature instead of yourself. If the spell forced a saving throw, the chosen creature makes its own save, or, if the spell was an attack, the attack roll is rerolled against the chosen creature. A spell redirected in this way gains the benefits of the arcane metamorphosis subclass feature. Furthermore, as an action, you can generate a Magical Eye Ray from your new eye, directed at a creature that you can see within 90 ft. Roll a d4 to determine which of the following affects the Eye Ray causes. 1. Confusion Ray. The target creature must make a Wisdom saving throw against you Form save DC. On a failed save, the creature is unable to take reactions until the end of its next turn, cannot move on its next turn and must use its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing. 2. Paralyzing Ray. The target creature must make a Constitution saving throw against your Form save DC. On a failed save, the creature is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. Fear Ray. The target creature must make a Wisdom saving throw against your Form save DC. On a failed save, the target creature is frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if you are visible to it, ending the effect on itself on a success. 4. Wounding Ray. The target creature must make a Constitution saving throw against your Form save DC. On a failed save, the target suffers 3d10 necrotic damage, or, on a successful save, it suffers half as much damage.
The Metamorph
\pagebreakNum #### Mantle of the Elements You grow a network of pulsing, nerve-like fibres on the surface of your skin. These fibre absorb and manipulate natural magic, changing its form. Choose one of the following damage types: Acid, Cold, Fire, Lightning, Poison or Thunder. You create a swirling shroud of magic energy about yourself, a 10 ft sphere with you at its center. Any creature that starts its turn inside the sphere takes 1d6 damage of the chosen type and must make a saving throw, dependent on the element selected, against your Form save DC or suffer the corresponding effect. ##### Elemental Effects | Damage Type | Saving Throw | Effect | |:----:|:----:|:-------------| | Acid | Dex | A random nonmagical item or piece of equipment that the creature is holding, using or carrying is dissolved. | | Cold | Con | The creature's movement speed is reduced to 0 ft. until the end of their turn. | | Fire | Dex | The creature catches fire for 1 minute, or until it puts out the fire as an action. It suffer 1d6 fire damage at the end of each of its turns. Putting out the fire leaves the creature prone. | | Lightning | Dex | The creature is blinded until the end of its next turn. | | Poison | Con | The creature is poisoned until the end of its next turn. | | Thunder | Con | The creature is deafened until the end of its next turn. | While this form is active you and all of your equipment are immune to the chosen damage type and the corresponding condition. Despite being clearly visible, the shroud does not count as lightly obscuring you or obscuring your own view. The shroud does not have any effect on incoming or outgoing attacks, projectiles or spells. Changing the element associated with the Mantle of the Elements is treated and follows the same rules and requirements as changing form.
> ##### Flaming Hand > The Flaming Hand arcane form, if used at searing heat, deals the user 1d6 fire damage at the end of each of their turns. > > If used in conjunction with the Mantle of the Elements (fire), the damage bypasses your fire damage immunity due to the Arcane Metamorphosis subclass feature gained at 7th level. > > Instead, you are treated as resistant to it. \columnbreak ### Advanced Predatory Forms These forms are only available to metamorphs who have chosen the predatory specialization at 1st level. You can gain only one of these forms and only when you gain the advanced forms class feature at 18th level. #### Mantle of the Displacer You regrow much of your skin and your finger and toe nails. Fine black fur sprouts from your skin. It shifts and flickers mesmerizingly, distorting the light that strikes it. Your nails extend and harden into short claws. While this form is active, if you are subject to an effect that requires you to make a saving throw to take only half damage, you instead take no damage on a successful save and half damage on a failed save. Additionally, the optical distortion casued by your fur makes it appear as if you are standing near to your actual location. The next attack roll made against you after the end of your turn is made at disadvantage. Furthermore, you grow a single large tentacle from your upper back. When you take the attack action, you can perform one additional melee Form attack with this tentacle, to a reach of 10 ft. On a hit, you deal 1d6 bludgeoning damage. Damage dealt by this tentacle is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage. You also have a climbing speed equal to your walking speed. #### Mantle of the Vampire You grow powerful new muscles all across your torso, centered on your shoulder-blades. A pair of huge leathery wings sprout from your shoulders. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. While this form is active you have a flying speed equal to double your walking speed and you do not provoke opportunity attacks when you fly out of an enemy's reach. Additionally, you have resistance to bludgeoning, piercing and slashing damage from nonmagical attacks, and each time deal damage with one of your forms, you regain hit points equal your Constitution modifier. Furthermore, you count as one size larger when determining your carrying capacity and the weight you can push, drag or lift while flying.
The Metamorph
\pagebreakNum ### Advanced Survival Forms These forms are only available to metamorphs who have chosen the survival specialization at 1st level. You can gain one of these forms only when you gain the advanced forms class feature at 18th level. #### Mantle of the Blade You grow bladed spines over the entirety of your body. While this form is active, any creature that makes an unarmed attack, or an attack with a natural weapon, against you, tries to grapple you or is grappling you, suffers 1d10 piercing damage, a maximum of once per turn per creature, and your unarmed strikes deal 1d10 piercing damage. Each round, you can make one additional opportunity attack against a creature within 5 foot, when they take an action, bonus action or use some of their movement. This attack is made as an unarmed strike with this form and does not cost a reaction. The damage from these spines is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage. #### Mantle of the Bulette You reshape much of your body, making it tougher and more streamlined. Your hands and arms harden and flatten out into a pair of powerful digging limbs. When you first activate this form and after each time you compete a long rest while this form is active, you gain a number of temporary hit points equal to your Constitution modifier multiplied by your metamorph level. These temporary hit points are lost, you dismiss or replace this active form. Each time you regenerate hit points by using hit dice, you can gain temporary hit points equal to your Constitution modifier multiplied by the number of hit dice rolled. Additionally, you have a burrowing speed equal to half your walking speed, rounded down. While burrowing you create a tunnel of sufficient size for a medium or smaller creature to walk down (5 by 5 ft.). If you so choose, you can instead collapse the tunnel as you go, which costs no extra movement and leaves disturbed earth and gravel in place of the tunnel. Furthermore, you have tremorsense to range of 30 ft. and are able to drag creatures that you have grappled into your tunnels even while collapsing them. This traps the grappled creature underground where they begin to suffocate.
The Metamorph
\pagebreakNum ## Other Information This section details the additional class information that is found in other chapters of the Player's Handbook. ### Starting Equipment When you create your character, you receive equipment based on a combination of your class and background. Alternatively, you can start with a number of gold pieces based on your class and spend them on items from the lists in The Player's Hanbook, Chapter 5. See the Starting Wealth by Class table to determine how much gold you have to spend. You decide how your character came by this starting equipment. It might have been an inheritance, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon, armor, and a backpack as part of military service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally look up the mantle and followed in an ancestor's adventurous footsteps.
> ##### Variant: Class Wealth and Background > Some DMs allow you to keep your background items when you roll for wealth. > > If that is the case, you get your class wealth and the money and items from your background.
##### Starting Wealth by Class | Class | Funds | |:----:|:-------------| | Metamorph | 4d4 x 10gp | ### Multiclassing Multiclassing allows you to gain levels in multiple classes. For full details, see the Player's Handbook, page 163. ##### Multiclassing Prequisites | Class | Ability Score Minimum | |:----:|:-------------| | Metamorph | Constitution 13 |
The Metamorph
\pagebreakNum # Appendix A: Forms Overview
This section provides a quick-reference for all of the available forms. It includes only what is useful for rapid double-checking of a form's effects and does not provide the details of the form. For the full form description, read the form's description in the Metamorph Forms section. Advanced forms are too complex to provide an overview of in this way. ##### Forms Overview | Name | Body Part | Action Type | Minor | Major | |:----|:----:|:----:|:----:|:--------:| | **Core Forms** | | | | | | Acid Spit | Mouth | Attack | 1d4 acid damage, thrown (20/60) | 1d6 acid damage, thrown (30/90) | | Aquatic Adaptations | Neck, Hands, Feet | Movement | breath air and water, swimming speed equal to walking speed | breath air and water, swimming speed equal to double walking speed, proficiency/expertise in swimming | | Bone Blade | Arm | Attack | 1d8 slashing damage | 1d10 slashing damage | | Bone Shield | Arm | — & Bonus Action | +2 AC, shield bash | +2 AC, shield bash (knocks prone) | | Camouflage Skin | Skin | — | proficiency/expertise in Dexterity (Stealth), adv. on Dexterity (Stealth) | proficiency/expertise in Dexterity (Stealth), adv. on Dexterity (Stealth), limited invisibility | | Evasive Reflexes | Eyes, Ears, Nose | Reaction | + proficiency bonus to AC or saving throw for single attack or saving throw | + proficiency bonus to AC or saving throws until start of next turn | | Nocturnal Eyes | Eyes | — | 60/+30 ft. darkvision | 90/+60 ft. superior darkvision | | Sprinter's Legs | Legs | Movement | +10 ft. walking speed | +15 ft. walking speed, + Con score longer/higher jumps | | Toughened Hide | Skin | — | unarmored AC equals 12 + Dex mod (max +2) | unarmored AC equals 12 + Dex mod | | Wing | Back | — | jump distance equal to walking speed | flying speed equal to walking speed | | **Arcane Forms** | | | | | | Arcane Shell | skin | — | proficiency bonus d6 temp hit points | proficiency bonus d6 temp hit points, environment dependent damage resistance for temp hit points | | Deafening Voice | Chest, Neck | Attack | Self (15 ft. cone), Con Save or 1d4 thunder damage and deafened | Self (15 ft. cone), Con Save or 2d4 thunder damage and deafened | | Electrical Discharge | Skin | Action | 10 ft. spehere/ 30 ft. line, Dex save or 2d4/3d4 lightning damage | 10 ft. spehere/ 30 ft. line, Dex save or 2d4/3d4 lightning damage and blinded | | Elemental Grasp | Arm | Attack | 1d6 damage of random type | 1d8 damage of random type | | Evil Eye | Eye | Attack | perceive holy/radiant/necrotic energy, range 60 ft., 1d6 necrotic or radiant damage | perceive holy/radiant/necrotic energy, range 120 ft., 1d8 necrotic or radiant damage | | Flaming Hand | Arm | — & Bonus Action & Attack | Light (20/40), change heat, 1d6 (hot) | Light (20/40), change heat, reach 10 ft., 1d6 (hot) or 3d6 (searing) fire damage plus 1d6 fire damage to self | | Freezing Steps | Legs, Feet | — or Action | Create difficult terrain; self (10 ft. sphere) (passive) or 20 ft. cube (action) | Range (60) |
The Metamorph
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##### Form Overview Cont. | Name | Body Part | Action Type | Minor | Major | |:----|:----:|:----:|:----:|:--------:| | **Arcane Forms Cont.** | | | | | | Incorporeal Shroud | Skin | Reaction & Bonus Action | no damage on successful save for half damage | no damage on successful, half of failed save for half damage, incorporeal | | Sickening Sight | Eye | — & Attack & Reaction | see living things, range 60 ft., Con save or 2d4 poison damage and poisoned or half damage | see living things, range 60 ft., Con save or 2d4 poison damage and poisoned (disadv. Con saves) or half damage, Con save or disadv. healing | | Telepathic Mind | Scalp | 60 ft. telepathy with creature with shared language that you can see | 60 ft. telepathy with creatures with shared language that you can see | | **Predatory Forms** | | | | | | Ballistic Tongue | Tongue, Mouth | Attack | 1d4 piercing damage, reach 20 ft., Str. save or pulled 10 ft. towards you | 1d6 piercing damage, reach 30 ft., Str. save or pulled 10 ft. towards you | | Barbed Forearm | Arm | Attack or Reaction | 1d6 piercing damage, Reach 5 ft., Thrown (20/60), opportunity attacks on approaching enemies | 1d8 piercing damage, Reach 5 ft., Thrown (30/90) | | Bone Pincer | Arm | Attack | form grapple, 1d6 bludgeoning damage | form grapple, 1d6 bludgeoning damage, grapple on hit | | Frightful Roar | Chest, Neck | Action | 30-foot sphere (self) all hostiles Wis. save or frightened for 1 minute | 30-foot sphere (self) all hostiles Wis. save or frightened for 1 minute and paralyzed until end of your next turn, injured, or not frightened | | Hunter's Nose | Nose | — | keen smell, can track using scent | keen smell, can track using scent, can make Wisdom (Perception) checks to sniff out creatures and odors | | Lunging Strike | Legs | Attack | +10 ft. movement on an attack, no enemy opportunity attacks | +10 ft. movement on an attack, +1d4 damage, no enemy opportunity attacks | | Poison Spray | Neck | Action | 30 ft. line Con save or 3d4 poison damage | 30 ft. line Con save or 3d4 poison damage and poisoned for 1 minute | | Poisonous Fangs | Teeth | Attack | 1d4 piercing damage, Con save or 1d4 poison damage and poisoned | 1d4 piercing damage, Con save or 2d4 poison damage and poisoned | | Poisonous Needle | Arm | Attack | 1 piercing damage, 2d4 poison damage,d poisoned for 1 minute | 1 piercing damage, either; 2d4 poison damage & poisoned for 1 minute, poisoned & lightly sleeping for 1d4 hours, or poisoned & paralyzed for 1 minute | | Sinew Whip | Arm | Attack | reach 10 ft., 1d6 slashing damage | reach 20 ft., 1d8 slashing damage | | **Survival Forms** | | | | | | Acidic Blood | Blood | — | Con mod acid damage retaliation against piercing and slashing damage. Attacking weapon deals -1 damage | Con mod acid damage retaliation against piercing and slashing damage. Attacking weapon deals -1 damage per attack, up to -3 | | Climbing Claws | Hands, Feet | Movement or Attack | climbing speed equal to walking speed, 1d4 slashing damage | climbing speed equal to walking speed, spider climb, 1d4 slashing damage | | TBD | — | — | — | — | | Exoskeleton | Skin | — | unarmored AC equals 16, disadv. Dexterity (stealth), weighs 25 lb | unarmored AC equals 18, weighs 25 lb | | Eye in the back of your Head | Head | — | 360 vision, proficiency/expertise in Wisdom (Perception) & passive Wisdom (Perception) | 360 vision, proficiency/expertise in Wisdom (Perception) & passive Wisdom (Perception), adv. on Wisdom (Perception) & passive Wisdom (Perception) checks | | Horns | Head | Movement and Attack | 20 ft. movement grants 1d6 piercing damage and Str save or knocked prone | 10 ft. movement grants 1d8 piercing damage and Str save or knocked prone | | Iron Stomach | Digestive Tract | — | Can consume unclean & uncooked food and drink, adv. against ingested poison, drugs and disease | Can consume unclean & uncooked food and drink, immune to ingested poison, drugs and disease | | TBD | — | — | — | — | | Regrowth | — | Action | spend a rapid metamorphosis to roll hit dice (max Con mod) | spend a rapid metamorphosis to roll hit dice (max Con mod), +1 free hit dice rolled whenever rolling hit dice (even by other means) | | Second Skin | Skin | Metamorphosis | 1 memorized appearance, 12 hours to create an appearance, can be learned multiple times | 2 memorized appearances, 8 hours to create an appearance, can be learned multiple times |
The Metamorph