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## School of Polymorphism *"A scholarly magic-user capable of manipulating the structures of reality."* - Player Handbook. ### Polymorphism Savant Beginning when you select this school at 2nd level, the time you must spend to copy a transmutation spell into your spellbook is halved. ### Primal Shaping Starting at 2nd level when you choose this school, you can temporarily alter the physical form of a creature into another. You learn the *primal savagery* ^XGtE,^ ^pg.163^ cantrip, which counts as a wizard cantrip for you, and does not count against your number of cantrips known. When you cast a transmutation spell from the wizard spell list on a creature, you must roll on the **Metamorph** table and the creature gains the resulting effect for the duration of the spell. A creature can only have two effects on them at once. Once you reach 5th level, you select twenty effects from the Metamorph table and roll from that pool of effects. When you finish a long rest, you may reselect any amount of effects up to your new maximum. This becomes twelve effects at 9th level, ten at 11th, eight at 13th, six at 15th, and four at 17th. ### Experimental Form Starting at 6th level, you can use your action to expend a spell slot and transform your familiar, from a *find familiar* spell, into a new form. The form is as beast with either the head or limbs (wings and tail included) of another beast. You must have seen both beasts before and must be CR 1 or lower. The familiar stays in the experimental form for a number of hours equal to half your wizard level (rounded down), returning to its original form at the end of the duration. Otherwise, the familiar automatically reverts if it drops to 0 hit points, dies, or if you lose concentration (as if you were concentrating on a spell). You can revert the transformation as a bonus action on your turn. While the familiar is transformed, the following rules apply: - The familiar's game statistics are replaced by the statistics of the first beast, but they retain their alignment, personality, and Intelligence, Wisdom, and Charisma scores. They also retain all of their skill and saving throw proficiencies, in addition to gaining those of the first beast. If the first beast has same proficiency bonus as the previous creature, it uses the first beast's proficiency bonus instead. The creature then loses the attack actions and speed(s) of the first beast. It then gains the attack actions, any speed(s), senses, and traits of the second creature. - When the familiar is transformed, it assumes the first beast's hit points and Hit Dice. When it revert to normal, the familiar returns to the number of hit points it had before it transformed. If the familiar reverted back due to damage, any excess damage is dealt to its original form. - The transformed familiar can't cast spells. The familiar may still talk, if it had the capability beforehand, but it is creepy and unnatural. Any action that requires hands is limited to the capabilities of the second beast's traits. - When the familiar is transformed, it gains the *Hybrid Nature* trait. The familiar counts as a beast and monstrosity. It can be affected by an effect if it works on either of its creature types. - The transformed familiar is still considered a familiar and retains all of the traits and effects it and its master had through the *find familiar* spell. - You choose whether the familiar's equipment falls to the ground in their space, merges into the new form, or is worn by the new form. Worn equipment functions as normal, but does not change size to fit the new creature. You can cast *primal savagery* as an action through your familiar while they are transformed this way. Once you use this feature, you can't use it again until you finish a long rest. ### Monstrous Metamorphosis Beginning at 10th level, with your research on combining beasts, you feel prepared to further testing. Your Experimental Form feature can now replace one beast choice with either an aberration, monstrosity, ooze, or plant creature you have seen before that is CR 1 or lower. Additionally, the familiar's Hit Dice are doubled for the duration of the transformation. ### Fleshwright Starting at 14th level, ***Meld Flesh.*** ___ targets two adjacent creatures, who must each make a DC X Constitution saving throw. If both fail, they meld into one gestalt entity, shedding any armour they were wearing. The gestalt entity is Medium and has hit points equal to the sum of their hit points, has ability scores equal to the higher of each score, and inherits any conditions of the targets. The new entity is treated as an individual in combat, but can take any action that either original target could take. At the end of each round, the two targets can make DC X Constitution saving throws to revert to their original forms (still sans armour), but both targets must succeed in order to end the effect. Otherwise, the effect ends after [time period].
Wizard: School of Polymorphism | /u/Eiti3
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# Metamorph | d100 | | Effect | |:---:|:-:|:--| | 1-2 || **Skeletal Armor.** You gain a natural armor. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. | | 3-4 || **Defensive Barbs.** Whenever you take damage from a melee attack, the attacker takes piercing damage equal to your Constitution modifier (minimum 1). | | 5-6 || **Horn Growths.** You gain a +1 to ability checks and saving throws to escape a grapple. If you do, the attacker takes piercing damage equal to your Constitution modifier. | | 7-8 || **Bulging Eyes.** You gain a +1 to your passive perception. | | 9-10 || **Unhinging Jaw.** You gain advantage on Charisma (Intimidation) checks and disadvantage on Charisma (Persuasion) checks. | | 11-12 || **Webbed Flesh.** You gain a swimming speed equal to your walking speed. | | 13-14 || **Eyestalks.** You gain a +1 to search actions. | | 15-16 || **Tumor Growths.** You no longer need to eat or drink. | | 17-18 || **Elongated Body.** You grow three feet and become unhealthily skinny. You have reach. | | 19-20 || **Terror Fangs.** You gain a natural weapon for an unarmed strike. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier. | | 21-22 || **Extra Finger.** You gain a +1 to Dexterity (Sleight of Hand) checks. | | 23-24 || **Extended Tongue.** You gain advantage on Wisdom (Perception) checks based on smells. | | 25-26 || **Amphibious Gills.** You can breathe under water normally. | | 27-28 || **Twisted Form.** You gain advantage to Dexterity Saving Throws. | | 29-30 || **Jointed Whiskers.** You gain a 5 foot Tremorsense. | | 31-32 || **Spinal Tail.** Your tail can't utilize items or carry more than 5 pounds. | | 33-34 || **Stomach Mouth.** You can eat and talk through the mouth in your stomach. | | 35-36 || **Slime Sweat.** You have advantage on ability checks and saving throws to escape a grapple. | | 37-38 || **Head Boil.** You have advantage on saving throws to be charmed. | | 39-40 || **Eye-Covered Flesh.** You gain advantage on saving throws against the blind condition. | | 41-42 || **Tentacle Arm.** You gain a +1 to Strength checks to grapple a creature with that arm. | | 43-44 || **Bioluminescent Blood.** You shed 5 feet dim light around you. | | 45-46 || **Hollow Frame.** Your jump distances are doubled. | | 47-48 || **Volatile Organs.** You deal your Hit Die in necrotic damage to each creature within 10 feet of you when you take a critical strike. | | d100 || Effect | |:---:|-|:---| | 49-50 || **Scale Hide.** You gain a +1 to your AC. | | 51-52 || **Split Arms.** Your extra hands can't utilize items or carry more than 5 pounds if the other hand is. | | 53-54 || **Forked Tongue.** You gain +1 to Charisma (Deception) checks. | | 55-56 || **Clawed Hands.** You gain a natural weapon for an unarmed strike. If you hit with it, you deal slashing damage equal to 1d4 + your Strength modifier. | | 57-58 || **Fused Pincers.** Your hands become pincers and can no longer utilize items, but become natural weapons for an unarmed strike. If you hit with it, you deal bludgeoning damage equal to 1d4 + your Strength modifier, and the creature is automatically grappled. | | 59-60 || **Cyclopean Eye.** You gain the effects of *detect magic*. | | 61-62 || **Overgrown Arm.** You gain +1 to Strength checks and Strength based attacks with that arm. | | 63-64 || **Adhesive Skin.** You have advantage on ability checks to grapple and hold an item while being disarmed. | | 65-66 || **Jointed Legs.** You gain an additional 5 feet movement to your walking speed. | | 67-68 || **Oil Secretion.** You gain a +1 to your Dexterity Saving Throws. | | 69-70 || **Spiked Tendrils.** You gain a natural weapon for an unarmed strike. If you hit with it, you deal piercing damage equal to 1d4 + your Dexterity modifier. | | 71-72 || **Cystic Stench.** You have a 5 foot radius of difficult terrain around you. | | 73-74 || **Shifting Skin.** You can change your appearance as a bonus action, as if affected by *alter self*. | | 75-76 || **Amorphous Form.** You can squeeze through spaces two sizes smaller than you. | | 77-78 || **Extra Arms.** Your extra hands can't utilize items or carry more than 5 pounds. | | 79-80 || **Lattice Flesh.** If you haven't taken damage since last round, you can spend a Hit Die to regain hit points. | | 81-82 || **Probing Antennae.** You gain a +1 to Wisdom (Perception) checks based on smells. | | 83-84 || **Chameleon Scales.** You gain a +1 to Dexterity (Stealth) checks. | | 85-86 || **Hand Mouth.** You can eat and talk through the mouth in your hand.| | 87-88 || **Expanding Vocal Sac.** You can speak twice as loud. | | 89-90 || **Proboscis Arm.** You gain a natural weapon for an unarmed strike. If you hit with it, you deal 1 piercing damage and expend one of the creature's Hit Die. You then regain the resulted amount. | | 91-100 || **Roll twice.** *(not an effect)* |