Morthal's Player Companion

by ilikegoodfood

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Morthal's Player Companion

by u/ilovegoodfood

Credits

Everything in this book is presented by myself, u/ilovegoodfood. Most of it is also made by myself, with much help from my friends, although I freely admit to taking reference from other places, homebrews, game systems and the like.

I will attempt to reference sources of inspiration in the relevant sections, giving credit where credit is due, as well as here.

Chapter 1: Races

The creation of balanced homebrew races would be a much harder feat if it weren't for comparison tools created by our community.

I have used the Detect Balance system to ensure that they are as balanced as practicably possible.

Feats

While many of the feats are entirely my own creation, there is no denying that they have been inspired by the Wardrow Feat Compendium by /u/Wardrow.

This compendium was the first homebrew feat collection that I started using, and has served me very well. Unfortunately, it appears to suffer from wild power fluctuations, presumably as a result of it itself being a compendium.

I do not know where these have been collected from.

PART 1

Creating a Character

Chapter 1: Races

The uncountable multiverses of Dungeons and Dragons, both official and player made, are crammed with variation. Different races, cultures and languages all vie for attention and notice amidst the great cities and kingdoms, the small villages and on the wondering paths of the wilderness.

Choosing a Race

The races included here are as varied in forms as they are in intents. Not all of them will fit in the same world as each other, much less the same continent or party.

As with any homebrew content the most important part of choosing a race is discussion with your DM. They may not wish to allow a particular race from this collection, or they may wish to make sure you understand the potential consequences of choosing one of the more exotic creatures.

To make this easier for players and DMs alike, the races here will be roughly split into categories based on their likeness both to existing races and to each other.

Common Races

These races are drawn directly from or inspired by the vast fantasy works at our fingertips. They are the humanoid creatures, the dwarves and elves and other races or subraces that you would typically expect to see in a fantasy role playing setting. It may include additional subraces for existing races in the Player's Handbook, or peoples that have simply been overlooked in favor of more widely known races.

They should be the easiest to include in a campaign, requiring minimal effort by either the DM or player.

Common Races
Race Subraces
Elf Jungle Elf

Anthropomorphic Races

These races are personifications of animal species, real or otherwise. This concept was widely popularized among children's novels, notably including the Redwall novels by Brian Jacques, and, more recently, computer games such as Armello.

While they could be included fairly easily in a typical campaign, they are also useful as a set, for the purpose of recreating the feel of such stories.

Anthropomorphic Races
Race Subraces
Erina
Ratfolk Sewer Dweller, Wilderness Dweller

Exotic Races

These creatures are born of wild magics and twisted nightmares. They exist on a par with the typical races in terms of intelligence, tool use and society, but they are radically different to the typical player race. Including them in a game may require considerable consideration by the DM, detailed incorporation in the world and discussion with players.

Exotic Races
Race Subraces
Children of the Sands

Common Races

Elf: Jungle Elf

Elf Traits

Your character inherits all of the traits of the Elves, found in the Player's Handbook on pages 21-24.

Jungle Elf

Deep within the Jungles of the tropics, far from the demands of civilization, live a race of elves that used to be considered Wood Elves. These people traveled deep into the dense underbrush, to form tribes of their own, to live according to the laws of the wild.

The jungle elves are a diminutive race of fey climbers, with long, powerful fingers and prehensile, monkey-like feel. Their bark-brown skin is mottled with the myriad greens and oranges of the jungle flora and their bodies are painted in bright pigments drawn from the many lurid flowers around them.

Size. Jungle Elves are smaller than their brethren, ranging between 4 and 5 feet tall and have extremely slight builds. Your size is small.

Speed. Your base walking speed is 25 feet.

Ability Score Improvement. Your Wisdom Score increases by 1.

Adapted to the Trees. You have a climbing speed of 30 feet.

Inherently Stealthy. You have proficiency in the Stealth skill.

Fey Veil. Your people have always had a knack for going unseen. You know and can cast the Pass without Trace spell once with this trait, without the required material components, and regain the ability to do so when you finish a long rest.

Isolationists by Choice

The tribal communities that the Jungle Elves form are extremely small and close-knit. They value their traditions and customs and, perhaps most of all, their privacy in the depths of the thinly inhabited jungle.

Contact between tribes is exceptionally limited, much less willing contact with outsiders. Those who do leave their original communities are henceforth termed the Dead. The name originated from the fact that most who become separated from their community in the jungles, die, or never return.

These Dead, while never allowed to return to the community from whence they came, are welcome and respected guests of not only the original tribe, but also of any other tribe they may encounter. Never allowed to stay for more than a few days, they are, none-the-less , valued for their ability to freely travel between the tribes, facilitating trades, carrying news and negotiating temporary peace treaties and alliances.

Theses Dead are also the only members of their society that may wish to venture out into the broader world.

Anthropomorphic Races

Erina

"Here it is." The small librarian adjusted his spectacles with a paw and flipped open the book.

"According to this..." his words trailed away, the spines that covered his body rustled in alarm, rising slightly. "Oh my."

He carefully closed the book, not allowing the contents to be seen by his guest. Still looking shaken, he called quietly into the dimly lit passages of the underground warren turned library, "Can someone fetch Lore-Master Orrin please?

The Hedgehogfolks, more properly known as the Erina, are usually solitary creatures, fond of exploring and managing their small territories to the best of their abilities, monitoring the ebb and flow of the seasons, the growth cycles of the plants and the movement of the animals.

Through their contemplations and study of nature, they amass wisdom, which they guard with great care, only to be shared out with a trusted few or in times of dire need.

Beyond their masterfully hidden libraries, they have very few interactions with the other races of the multiverses, prefering to remain hidden from the world.

Gatherers of Knowledge

Since the dawn of the world, the Erina have been observers. They love to learn, not by interfering in the natural processes of the world, but by watching them cycle, repeat and vary time and time again.

It is this trait that holds sway in the folktales of the other races. The ever wise Erina are little more than myth to most, but to the great scholars of the world, the scientists, mages and archeologists, the adventurers who value and gather knowledge, they are an invaluable and hidden ally.

Remote Burrows and Great Log Piles

Much like their more primitive cousins, the Erina like to settle in well insulated log piles, filled in with leaves and earth. These mounds, in the few cases where Erina form large settlements of libraries, grow to enormous size, often carefully managed and extended by the Erina themselves, aided by the beats of the wilds.

Few ever get to see these remote outposts, and even those who do may not recognize them for the structures that they are. After all, a hill in the woods, with the odd buried tree trunk sticking out of it, is nothing out of the ordinary, until, that is, you find the concealed entrances and the maze of tunnels, chambers and the wealth of knowledge thought lost that hide beneath the inconspicuous surface.

Erina Names

The erina are given names at birth, which they keep throughout their lives. These names are extremely similar to the adult names of the elves. The erina do not change their names throughout life and do not have any sort of family or second name.

Very occasionally, an erina who works in one of the libraryies may take the library name as a second name.

Keepers of Order and Knowledge

On the few occasions that they are recognized by common folk, the Erina are treated with utmost reverence. The folktales surrounding them tell of good, lawful beings that, while they may appear stern and disinterested, are kind and shrewd and wise.

Erina Traits

Your erina character has an assortment of inborn abilities, part and parcel of erina nature.

Ability Score Increase. Your Wisdom score increases by 2 and you Intelligence score increases by 1, to a maximum of 20.

Age. Erina mature at the same rate to humans, but don't live as long. On average, they live about 70 years.

Alignment. Most Erina are lawful good, seeking to learn from, understand and coexist with most other races. Their solitary nature occasionally leads to selfishness, or worse, the belief that nature should be protected from the other races by any means.

Size. Erina stand between 3 and 4 feet tall and average about 50 pounds. Your size is small.

Speed. Your base walking speed is 25 feet.

Darkvision. Accustomed to life in underground burrows and foraging during the night, 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 darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Naturally Observant. You have proficiency in Wisdom (Perception). If you gain proficiency from another source, you instead gain expertise in Wisdom (Perception). You may also add you proficiency bonus to your passive Wisdom (Perception).

Naturally Stealthy. You can attempt to hide even if you are obscured only by a creature that is at least one size larger than you.

Defensive Spines. Your body is covered in defensive spines. When you take the dodge action, you curl up into a ball , spines erect. In addition to the benefits normally gained by performing the dodge action, any creature that makes a melee attack against you, including grapple attempts, suffer 1d4 piercing damage, even if they miss.

Languages. You can speak, read and write Common, Sylvan and one extra language of your choice. They tend to learn languages associated with their primary field or race of study.

Mousefolk

The rotund farmer straightened up from his crops, leaning slightly on his pitchfork. He cocked his head to one side and squinted into the tall grasses and other underbrush that marked the edge of his small plot of land.

Something was bothering him, but he wasn't sure what it was. The grasses looked the same as always, swaying slightly in the breeze. He couldn't perceive greater detail at this distance.

Uncertainly, he began to slowly make his way back towards the small house of dried grasses that nestled between the distant rocks.

His ear flicked reflexively as something large moved through the grasses, mere moments after he had turned his back. With unexpected speed, he shot off across the neatly tended vegetable patches, dodging from side to side at random.

It wasn't until he had reached his home and barred the door behind him, that he peered out towards his pursuer. A bird hopped harmless about his freshly dug plot, looking for worms.

The diminutive and vulnerable Mousefolk live simple lives, among simple, familial groups. Lacking any natural weaponry, or the fierce reputation of the Ratfolk, they prefer to avoid conflict whenever and wherever possible.

If they are challenged directly, their first recourse is often to flee, relying on their speed, small size and flexibility to out pace or out maneuver any aggressors.

It is extremely rare to find Mousefolk in more martial positions or trades, and rarer still to find them among the ranks of an adventuring party.

Poor eyesight

Mousefolk have naturally poor eyesight, a factor that contributes in no small part to their skittish nature. To compensate, they have excellent hearing, allowing them to detect potential predators or threats even when a sight-focused animal may not have been able to.

Simple folk

Mousefolk aren't known for their bravery or epic tales. Rather they are known as hard-working, peaceful people who grow crops and gather nuts and berries around small settlements. These settlements are only ever lightly defended, and are usually found in peaceful sections of wilderness, outside of the reach or notice of more major powers.

Finding such a village is often taken by adventurers as a sign that they have found a safe area to rest and recuperate, long undisturbed by evil or violence.

Mousefolk Names

Mousefolk are given names at birth based on the local plant life. Which name is given to which child is often arbitrary, or loosely based on the immediate physical appearance.

As Mousefolk grow, they occasionally change their names to a plant that more closely resembles their personality traits. The more varied their life and the more frequently they change their personalities based on those experiences, the more frequently they change their names to match.

Child Names: Apple, Blackberry, Cherry, Daisy, Dandelion, Marigold, Plum, Oat, Wheat

Adult Names: Bramble (Aggressive), Nightshade (Adept Spellcaster or Alchemist) Plum (Sweet), Thistle (Easily Angered)

Mousefolk Traits

Your erina character has an assortment of inborn abilities, part and parcel of mousefolk nature.

Ability Score Increase. Your Dexterity Score increases by 2 and your ... , to a maximum of 20.

Age.

Alignment.

Size. ... Your size is small.

Speed. Your base walking speed is 30 feet.

Ratfolk

Shae's slender ears perked up in alarm, rotating this way and that. The guards were entering the building!

Shae carefully lowered her slender paw into the bag, placing the stolen goods inside as quietly as she could. Wrapping her short claws around the neck of the bag, she leaped down from the stack of crates just as the beam of light from the guards' lantern swept over the area, landing lightly on her soft paws.

Before the clumsy humans had a chance to find her, she dashed for the rear entrance, her small cloaked form blending into the darkness, she climbed over crates and squeezed between barrels.

Slipping through the door into the the back alley, Shae paused to inspect her haul. It was less than she had hoped, but it would sell well on the black market. Smiling to herself, she slipped through a nearby grate and into the maze of sewer passages.

Ratfolk are an ancient race of rodents that have lived in the wilderness and grasslands for as long as the grasses themselves have grown.

Seeking little more than the security of their own communities and a plentiful supply of food, their societies tend to remain small and simple, often overlooked entirely by the larger folk.

When their worlds do collide, the ratfolk tend to mimic their more primitive cousins, retreating to the hidden spaces, sewers and back alleys of humanoid settlements, from where they take what they want. This gives them a reputation for thievery and lawlessness that they well deserve, especially since they make for excellent thieves and spies.

Descended from Wilderness

The ratfolk are almost as widespread as their primitive cousins, the common rat. Just like the common rat, they can be found in any environment that offers sufficient shelter, preferably underground, and food.

Forests, grasslands, plains, even swamps and marshes, can house ratfolk communities, although they'll rarely be seen by passers by. Adept in both stealth and survival, they scavenge from larger predators, steal from goblin encampments and occasionally hide small farms between the trees So long as they keep their tracks covered, they are safe from repercussions.

Sewer Dwellers

When they do settle among other races, they prefer to stay out of the limelight, maintaining their communities in the dark, hidden spaces made by the larger settlement.

These groups often live or spend time in the sewers and aqueducts or, if any ruins exist under the town, in the forgotten tunnels of whoever lived here before. Sheltered in the dark depths of the earth, as they like to be, they will just as likely steal what they need from the larger folk as buy it.

Talking Vermin

Just as rats are often seen as vermin, so are ratfolk.

Their disregard of laws, love of dark spaces and tendency to steal from the other races in a settlement all contribute to their unfavorable image.

The situation is further exacerbated by the high rates of ratfolk in criminal organizations, itself a result of their sneaky reputation.

Ratfolk Names

Ratfolk earn their names over the course of their childhoods. These names tend to reflect their notable characteristics, feats and actions and are not devidid in any way between the age or gender of the individual.

These names tend to differ significantly between the Sewer Dweller and Wilderness Dweller Populations.

Sewer Dweller Names: Basher, One-Paw, Ripper, Shadow, Shanker, Short-Tail, Snatcher, Stalker, Taker, White-Eye

Wilderness Dweller Names: Ber, Djet, Ennet, Half-Ear, Long-Tail, Nife, Popi, Sayva, Seeker, White-Fur

Ratfolk Traits

Your Ratfolk character has an assortment of inborn abilities, part and parcel of being a ratfolk.

Ability Score Increase. Your Dexterity score increases by 2.

Age. Ratfolk mature extremely quickly, reaching maturity in as little as 3 or 4 years, but they also don't live very long. On average, they live about 30 years.

Alignment. Most ratfolk are true neutral, serving only themselves and their own interests.

Size. Ratfolk stand between 3 and 4 feet and average about 40 pounds. Your size is small.

Speed. Your base walking speed is 25 feet. You also have an innate climbing speed of 35 feet.

Darkvision. Accustomed to life in underground burrows and foraging during the night, 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 darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Naturally Stealthy. You can attempt to hide even if you are obscured only by a creature that is at least one size larger than you.

Languages. You can speak, read and write Common and one extra language of your choice. Ratfolk typically learn the languages of other peoples they live near, often burrowing words or phrases to create their own lingo that is indecipherable to others.

Subrace. Two main subraces of ratfolk populate the worlds of D&D: sewer dwellers and wilderness dwellers. Choose one of these subraces.

Sewer Dweller

Sewer dwellers are larger and more powerfully built than their wild counterparts, but just as they are stronger, they are also better at hiding among the shallows and alleys of civilization.

Ability Score Increase. Your Strength score increases by 1.

Extremely Stealthy. You gain proficiency in Dexterity (Stealth).

Ratfolk Resilience. You have advantage on saving throws against poison and you are resistant to poison damage.

Wilderness Dweller

Wilderness dwellers are familiar with the ebb and flow of the seasons, the growth of the plants and the roaming of the animals. While less capable in a straight up brawl, they are far better equipped to survive in the wilds.

Ability Score Increase. Your Wisdom score increases by 1.

One with Nature. You gain proficiency in Wisdom (Survival) and Intelligence (Nature).

Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with small or smaller beasts.

Exotic Races

Children of the Sands

Kurish waited patiently beneath the sands, waiting for the faint vibrations to draw closer. They belonged to something small, not so small as to be unworthy, but not so large as to be a potential threat. It's footfalls drifted closer and Kurish tensed himself, waiting for it to come to exactly the right point.

The vibrations stopped and Kurish rushed forth from the sand, filling the air with sparkling silicate particles. Golden carapace glistening in the desert sun his pincers clamped down on the unfortunate lizard, the stinger struck home, deep into the side of Kurish's pray. Green poison oozed forth, the moment passed and the Scorpion and lizard both disappeared back into the churning sands.

Cunning predators and silent sentinels of the unclaimed desert, the Children of the Sands seek prosperity by might, to be strong enough, fast enough and knowledgeable enough to secure and hold their home territories. Their desire for power, be it indirect, martial or arcane, often drives these creatures beyond their homes for periods, choosing to explore and learn, interacting with the other races of the world. In many places they are seen as aberrations, hunted and driven out, but in some corners of the world, or among some small group of similarly unusual folk, they find a way to expand their understanding and increase their own abilities.

Arcane Origins

While the Giant Scorpions from which the Children of the Sands originate are as ancient as the sands themselves, it from magic that these intelligent beasts are truly born. In some cases this is so strongly apparent that some scholars of the multiverse argue that they should be classed as monstrosities instead of beasts.

Regardless of how these creatures are classified, they are undeniably intelligent. Capable of speech, reading and even writing in addition to complex combat techniques and the arcane arts.

In addition to their sapient capabilities, they are known to leave the deserts from time to time, to seek out new experiences, skills and knowledge so as to better understand the world and the peoples in it, so that they may better protect their homelands.

Desert Guardians

In many regards, these creatures are still giant scorpions. Only truly at home in the burning sands, they claim the unclaimable, ever shifting dunes, as their own, and they will do whatever they must to defend their homelands from intruders, magical, beastial or otherwise.

While not dangerous to a well meaning traveler, the Children of the Sands are known to take vengeance upon those who harm the deserts, including hunters, prospectors, settlers and soldiers. This has lead to a reputation of violence and viscousness.

Bestial Reputation

Competent natural predators and guardians of their homeland, the Children of the Sands have a reputation for violence and visciousness against even the most trivial of offenses.

This has lead to many races misinterpreting their actions as those of a simple wild beast. The Children of the Sands are often met with violence and distrust, driven from populated areas by fire and pitchfork.

To see one of these carapaced creatures roaming freely in a town or city is a rarity beyond even the small number of their race.

Simple Society

Do not hunt in my sands, do not hide in my sands, do not bring trouble to my sands, do not despoil my sands, for here, in my sands, I am an Emperor, a god.

These simple, self enforced rules are all that prevent conflict in the blistering heat of the desert sun. With advances in communication, memory, knowledge, the arcane arts, science and even the adaptation of a more nuanced body plan, come many new complexities and causes for strife.

The desert was never meant to feed such a large creature and all the meats it offers are insufficient to feed the complex minds that now shift beneath its surface. Aided by their articulated pincers, which allow them to reach around their own bodies and grasp fine objects, even on their own backs, they have mastered fire and tools.

With fire comes cooking and an omnivorous lifestyle, a bounty in nourishment that was previously unavailable, but still, the limits of the desert hold sway, and skirmishes over food, fuel and territory are a commonality in the churning sands they call home.

Children of the Sands Names

Whether a result of some unexplained cognitive bias, of the way that their native tongue translates to common or an idiosyncrasy of their speech, all names used by Children of the Sands have simple commonalities dependent on gender.

Almost all male names start with a "K" and almost all female names start with a "V".

Furthermore, when the Children of the Sands mature, they all tend to start dragging the vowels in their names, doubling any that are not the last letter.

Male Child Names

Kalore, Kameral, Kare, Kas, Khon, Kimathum, Kovell, Kralsk, Kurish, Kynneril

Male Adult Names

Kaaloore, Kaameeraal, Kaare, Kaas, Khoon, Kiimaathuum, Kooveell, Kraalsk, Kuuriish, Kynneeriil

Female Child Names

Varogh, Vashner, Veldin, Venth, Ventyr, Vish, Vler, Vortrana, Vraran, Vuren

Female Adult Names

Vaaroogh, Vaashneer, Veeldiin, Veenth, Veentyr, Viish, Vleer, Voortraana, Vraaraan, Vuureen

Family Names

In place of a family name, Children of the Sands use the name of local geological features, cities or roads to define themselves. As such, unrelated creatures from the same region will all share the same family name.

Children of the Sands Traits

Your Child of the Sands has a number of features in common with all other Children of the Sands.

Ability Score Improvement. Increase an ability score of your choice by 2.

Age. Children of the Sands reach maturity in as little as 13 years and live to roughly a century.

Alignment. Children of the Sands are usually Lawful Neutral, but their alignments can vary wildly.

Size. Children of the Sands vary in both height and length, but are typically between 5 and 6 ft. long. Regardless of where you fall on this scale your size is Medium.

Speed. Your base walking speed is 30 feet.

Specialized Senses. You have blindsight to a range of 60 feet, but you are considered blind beyond this range. You also have tremorsense to a range of 10ft.

Inhuman. Your creature type is monstrosity instead of humanoid.

Predatory Burrower. You have a burrowing speed of 30 ft. Hard materials, such as stone, count as difficult terrain and artificial structures, such as foundations, floors and walls, require a skill check to break. If you are not above ground at the end of your turn, roll dice equal to your total hit dice. You loose hit points equal to one quarter of the result. If your hit points are reduced to 0 in this way, you fall unconscious for 1d4 hours. At the end of this time, if you are still buried, you die.

Natural Weapon. You have a powerful stinger as a natural weapon. You are proficient with this weapon, it has the finesse property and it deals 1d4 piercing damage plus 1d4 poison damage on a hit. It can be used both to perform melee attacks, even when out of ammunition, and ranged attacks. You naturally posses 10 ammunition and you regenerate 5 ammunition per short rest or all 10 ammunition per long rest.

Natural Weapon
Name Damage Properties
Stinger 1d4 piercing plus 1d4 poison Ammunition (30/120), finesse

Short Breath. Children of the Sand are completely unable to close the air holes on their backs. Instead of holding their breath, they count as being out of breath if they end their turn in a location that they cannot breath, such as being submerged in water or in a vacuum. See Suffocating on page 183 of the Player's HandBook.

Languages. You can speak the ancient language of the Scorpions and you can speak, read and write common. Speaking humanoid languages is difficult to the point that most Children of the Sands avoid doing so unless necessary.

Chapter 2: Classes

The lifestyles of the an Adventurer are as varied as the worlds they inhabit and the races they represent. Your class is both a profession and a result of the way you approach the world.

This section includes all of the classes that I have created and which I feel are ready for public use or larger scale testing. As with races, classes are an embedded component of the world. Both player's and DMs will have personal preferences for how a class is designed, the nature of its abilities and the way they are distributed and presented.

When considering a class listed here, make sure to read it through carefully, examine similar classes and compare their power levels, and if you are not sure about the effect of a particular ability, attempt to calculate or approximate the effect.

New Classes
Class Description Hit Dice Primary Ability Saving Throw Proficiencies Armor and Weapon Proficiencies
Metamorph d10 Constitution Constitution & Intelligence Light armor, shields, simple weapons

Barbarian: Primal Paths

The following Subclasses are for the Barbarian Class, found on pages 46-50 of the Player's Handbook.

Bard: Bard Colleges

The following Subclasses are for the Bard Class, found on pages 51-55 of the Player's Handbook.

Cleric: Divine Domains

The following Subclasses are for the Cleric Class, found on pages 56-63 of the Player's Handbook.

Druid: Druid Circles

The following Subclasses are for the Druid Class, found on pages 64-69 of the Player's Handbook.

Fighter: Martial Archetypes

The following Subclasses are for the Fighter Class, found on pages 70-75 of the Player's Handbook.

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 arms. 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.

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
Level Proficiency Bonus Features Forms Known Rapid Metamorphoses
1st +2 Metamorphosis (2 forms), Rapid Metamorphosis 2 2
2nd +2 Reflexive Metamorphosis 2 2
3rd +2 Specialized Forms 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack 3 3
6th +3 Suppress Forms 3 4
7th +3 Specialization Feature 4 4
8th +3 Ability Score Improvement 4 4
9th +4 Improved Design 4 4
10th +4 Faster Metamorphosis 4 5
11th +4 Specialization Feature 4 5
12th +4 Ability Score Improvement 4 5
13th +5 Extra Attack (2) 5 5
14th +5 Specialization Feature 5 5
15th +5 Metamorphosis (3 forms) 5 9
16th +5 Ability Score Improvement 5 9
17th +6 Expert Design 5 9
18th +6 Advanced Forms 6 9
19th +6 Ability Score Improvement 6 9
20th +6 Metamorphosis (4 forms) 6 9

Metamorphosis

You have learned to untangle and reshape your body to suit your needs and wishes, inducing both rapid and long-term metamorphosis.

Forms

Creating a metamorphosis and maintaining that new bodily organ or limb exerts strain on the body of the metamorph.

From 1st level your are only able to maintain a single form at any given time. The number of forms you can have active at any given time increases to two simultaneous forms at 15th level and three simultaneous forms at 20th level.

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. You learn additional forms of your choice at higher levels, as shown in the Forms Known column of the Metamorph table.

Each time you learn a new form, you can also replace one of your previous forms with another form that you do not yet know.

Changing Form

A form lasts until dispelled as an action or until you replace it with a new form.

To adopt a form you must either maintain concentration for a 1 hour long ritual, which can be part of a short rest, or expend a rapid metamorphosis as an action.

You cannot adopt a new form or dismiss a form if you are under the influence of a magic-negating effect, such as the antimagic field spell, but changing form is not a spell; it cannot be blocked with counterspell or removed with dispel magic, moonbeam, remove curse or any other similar effect.

Metamorphosis Ability

Constitution is your metamorphosis ability. Your abilities comes from your body and its reserves of energy. You use your Constitution whenever a form refers to your Metamorphosis ability. In addition you use your Constitution modifier when setting the saving throw DC for an effect imposed by a form and calculating the damage dealt by a form. You have proficiency in the use of any form you might adopt and any form that requires you to make an attack roll or allows you to force a saving throw on a target, are considered natural weapons.

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

If you perform a number of metamorphoses, counting both ritual and rapid metamorphosis, greater than the number of rapid metamorphoses you can perform per long rest, you need to consume an extra day's worth of food before completing your next long rest.

Rapid Metamorphosis

Starting at 1st level, you are able to expend your body's natural reserves to induce metamorphosis over an extremely short timespan.

You can perform a number of rapid metamorphoses as shown in the Metamorph table. You regain all expended rapid metamorphoses after you complete a long rest.

Reflexive Metamorphosis

From 2nd level, when you first enter initiative, you immediately gain temporary hit points equal to 1d4 + your Constitution modifier. You can also immediately perform one rapid metamorphosis.

After you gain temporary hit points from this feature, you must finish a short or long rest before you can do so again.

Specialized Forms

At 3rd 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, but before the forms. Your choice grants you features at 3rd level and again at 7th, 11th and 14th levels.

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 number of attacks increases to three when you reach 13th level.

Suppress Forms

At 6th level you have learned to temporarily suppress and hide morphs. By maintaining concentration for a 10 minute long ritual, which can be part of a short rest, or spending a rapid metamorphosis as an action you can suppress the effects of any number of your active forms for the next hour.

The visible signs of the forms as well as any mechanical benefits are suspended until the hour ends or you recall them as an action. You can also recall them in place of the instant morph gained from the reflexive metamorphosis class feature. In either case, resuming your forms does not cost a rapid metamorphosis point or count against the number of metamorphoses you have performed in a day.

Improved Design

By 9th 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.

Faster Metamorphosis

At 10th 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 a rapid metamorphosis can be performed as a bonus action instead of an action.

Expert Design

By 17th 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 metamorph form, you score a critical hit on a 19 or 20 and you can roll one of the damage dice from your morph an additional time.

If the metamorph form imposes a saving throw on a target and that target rolls a natural 1, roll the damage dice twice, as if it was a critical hit.

If your morph positively affects your AC, you become immune to critical hits.

Advanced Forms

At 18th 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, included in the Forms Known column of the Metamorph table, detailed at the end of the class description.

You can never know more than one advanced form and you cannot change your selection after making it.

Specialized Forms

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 3rd level, you gain access to the arcane forms detailed in the forms section at the end of the class description.

Arcane Metamorphosis

At 7th level, you have gained greater proficiency in utilizing natural magic when you metamorphosis.

The damage dealt by any of your forms is considered magical for the purpose of overcoming immunities and resistance to nonmagical damage and magical damage dealt by your forms bypasses damage immunity. If the damage bypasses a damage immunity in this way, the creature is still considered resistant to it.

Arcane Reflexes

At 11th level, your body has become so magically attuned that you can sense when a spell is being cast on you or in an area that you occupy.

You can spend 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.

This effect works 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.

Magic Absorption

At 14th level, you have gained the ability to redirect harmful magic that is cast against you.

When you take damage from a spell, you can spend your reaction and a rapid metamorphosis to gain resistance to the damage type of that spell. You can choose to do so after the DM has informed you that the spell will damage you, but before you know how much damage you will receive. You will always know the damage type or types to be dealt against you before you make the decision, and, if the spell deals more than one damage type to you, you can choose which one you wish to become resistant to.

While you have resistance to a damage type from this class feature, you can spend your bonus action to make a ranged form attack against a creature that you can see up to a range of 60 ft. On a hit, they suffer an amount of damage, of the type that you are resistant to, equal to your Constitution Modifier.

Resistance gained in this way lasts for one minute, or until you use this class feature again.

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 3rd level, you gain access to the predatory forms detailed in the forms section at the end of the class description.

Fighting Style

At 7th 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 weapon attacks.

Defense

While you are wearing armor or using a morph that positively affects your AC, you gain a +1 bonus to your AC.

Dueling

When you are wielding a melee weapon or a form that can make melee attacks and no other weapon, you gain a +2 bonus to damage rolls with that melee weapon or melee form attacks.

Two-Weapon Fighting

When you engage in two-weapon fighting, which can include one or two melee arm-dependant morphs that can make melee attacks, you can add your ability modifier to the damage of the second attack.

Horrifying Form

At 11th level you learn how to alter the appearance of your metamorph forms without reducing their functionality.

When a hostile creature starts its turn within 30 ft. of you and is able to see you, they must make a Wisdom saving throw against your Form save DC or be frightened of you for 1 minute.

A frightened creature must immediately spend its reaction to move up to its full movement speed to get as far away from you as it can. It can spend its action to reroll the Wisdom saving throw.

If the creature succeeds on the Wisdom saving throw or the frightened condition ends for them, they are immune to this effect for the next 8 hours.

Greater Weapon Forms

At 14th level, all forms that deal damage to a creature, have their damage dice size increased by 2.

The damage dice sizes scale as follows:

1d4 < 1d6 < 1d8 < 1d10 < 1d12

When combined with two simultaneous arm-dependant forms that can make melee weapon attacks, it negates the dice size decrease but does not grant any other increase.

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 through 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 3rd level, you gain access to the survival forms detailed in the forms section at the end of the class description.

Freedom of Movement

At 7th 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 11th level you have learned to force your body to perform rapid regeneration.

As a bonus action you can spend 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.

Reflexive Alteration

At 14th level you have learned to morph your body out of the way of oncoming attacks.

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.

Metamorph Forms

These forms are available for any metamorph to learn.

Acidic Spit

You grow a thick grey coating of protective tissue over your lips, tongue and the inside of your tongue. 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 ft. On a hit, you deal 1d4 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. 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. On a hit, this blade deals 1d8 slashing damage.

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.

Bone Club (Arm)

You grow a hard bone casing over one of your arms and hands, turning it into a club.

While this form is active, you can make melee Form attacks with this form. On a hit, you deal 1d6 bludgeoning damage and, if the target is a creature, it must make a Strength saving Throw against your Form save DC. On a failed save, it is knocked prone. Additionally, you cannot use this hand to manipulate objects.

Arm-Dependant Weapon Forms

If you are able to maintain more than one form, you can use two arm-dependant weapon forms, one on each arm, which can include two uses of the same form, expending a metamorphosis as normal for each arm.

If you do so, the damage die of the weapons are reduced by 1 dice size. The damage dice sizes scale as follows:

1d4 < 1d6 < 1d8 < 1d10 < 1d12

If a weapon's dice size is reduced below 1d4, use 1d2.

Forms that are considered Arm-Dependant Weapon Forms have "(Arm)" next to their names and list "Arm" in the Body Part column of the Forms Overview table, found in Appendix A: Metamorph Forms Quick Reference.

If a form is not marked in this way, then it can be used in conjunction with any other form, even if they both use the same body part or parts.

Bone Shield (Arm)

You grow a bone shield from one of your arms. The shield acts exactly the same as any normal shield (see the Player's Handbook page 145).

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 attack.

Additionally, you can make melee Form attacks with this form. On a hit you deal bludgeoning damage equal to your Constitution modifier.

Only one instance of this form can be maintained at any given time.

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 have proficiency in Dexterity (Stealth). If you already have proficiency in this skill, double your proficiency bonus. Additionally, you are able to take the hide action even if you are only lightly obscured, even if you are being directly observed.

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 morph 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.

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.

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 two wide pupils.

While this form is active, you have superior vision in dark and dim conditions. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

If you already have darkvision from your race, its range increases by 30 ft.

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 15 ft. and you are able to perform a long jump after moving only 5 ft. Additionally, the maximum length and height of both standing and long jumps are increased by a number of feet equal to your Constitution modifier.

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 10 + your Dexterity modifier + your Constitution modifier.

You can use a shield and still gain this benefit.

Arcane Forms

These forms are only available to metamorphs who have chosen the arcane 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 are successfully attacked by a creature and you recieve slashing or piercing damage, the attacker suffers acid damage equal to your Constitution modifier as your blood sprays over them.

If the weapon they attacked with is not enchanted, it suffers a -1 penalty to damage until repaired with the appropriate tools or with the mending cantrip. This damage reduction effects natural weapons, remaining until the affected creature completes a long rest.

Deafening Voice

Your voice box and throat expand noticeably to accommodate larger volumes of air.

While this form is active, you can speak in any volume up to three times louder than normal.

As a Form attack, you can perform a deafening scream, maximizing the output of your voice and directing it as a weapon.

All creatures in a 15 ft. cone that originates from yourself and that can hear you must make a Constitution saving throw against your Form save DC. On a failed saving throw, they suffer 1d6 thunder damage and are deafened until the end of their next turn.

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.

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 faint light in a 10 ft. radius. Additionally, you can spend an action to discharge the stored electrical energy into your surroundings. All creatures in a 5 ft. sphere, centered on yourself, must make a Dexterity saving throw against your Form save DC. On a failed save, they suffer 3d4 lightning damage and, if they can see you, are blinded until the end of your next turn, or, on a successful save, they suffer half as much damage.

If a creature fails its saving throw, the energy arcs to all other creatures within 5 ft. of it, provided that the adjacent creature is not the metamorph who used this skill or that it has not already made a saving throw against this effect. These adjacent creatures must make a Dexterity saving throw against your Form save DC. On a failed save, it suffers 2d4 lightning damage, or, on a successful save, they suffer half damage. This chaining effect occurs only from the initially affected creatures that failed their saving throws.

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 2d4 damage of one of the following types:

Acid, Cold, Fire, Lightning, Poison or Thunder.

Roll a d6 to determine the damage type on each successful attack.

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 that is contested by their 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 ft. You can make ranged Form attacks with this form. On a hit, you deal 1d8 necrotic or radiant damage. The damage type is of the players choice at the time they make the attack roll.

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 acting as a flickering, glowing glove.

Hot: The flames produce an uncomfortable amount of heat, but do not harm you. Any flammable object that you touch 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: 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. Any flammable object you touch 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 ft. radius and dim light for a further 20 ft.

To change the intensity of the flames, you must expend a bonus action.

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 10 ft. of you temporarily becomes nonmagical difficult terrain. You are immune to the difficult terrain caused by ice and you can spend your reaction to thaw the ground for the duration of another creature's turn.

Additionally, you can, as an action, freeze a 20 ft. cube of terrain that is entirely within 60 ft. of you. 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 that was in the area when it first became frozen has its movement speed reduced to 0 ft. until the end of their next turn.

Incorporeal Shroud

You regrow the outer layers of your body with a shimmering blue energy.

While this form is active, you can, as a bonus action, force your body and all of your equipment, into an incorporeal state for the remainder of your turn.

While incorporeal, 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. If the entity is a creature, it also suffer 1d10 force damage. This damage does not include your Constitution modifier.

Phantom Limb

You grow a translucent phantom arm from magical energy. This arm is connected to your shoulder or back at all times, is visible to other creatures and obviously some kind of arcane effect.

While this form is active, you can use this hand to manipulate objects, but you cannot use it to use a shield or attack.

You can also use the arm to block incoming attacks. When a creature that you can see makes an attack roll against you you can spend your reaction to interpose your phantom limb. The phantom limb blocks damage from the attack equal to your Constitution modifier.

Addition, you can make melee Form attacks with this form. On a hit, you deal 1d6 force damage and, if the target is a creature, its movement speed is reduced by 10 ft.

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. This effect does not penetrate through invisibility or illusions.

Additionally, you can, as an attack, manipulate this energy remotely, up to a range of 60 ft. The target creature must make a Constitution saving throw against your Form save DC. On a failed save, they suffer 1d4 poison damage and are poisoned for 1d4 rounds, or, on a successful save, they suffer 1d4 poison damage but are not poisoned (see Appendix A: Conditions in the Player's Handbook, page 292).

Furthermore, you can spend your reaction to force a creature that is being healed and that you can see, 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 made at disadvantage.

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 tendons at the back of your mouth and throat. The tongue rests curled up inside your mouth.

While this form is active, you can make thrown Form attacks, with this form, to a range of 30 ft. On a hit, you deal 1d6 piercing damage and the target, if it is a creature, must make a Strength saving throw against your Form save DC. On a failed save, the creature is pulled in a straight line towards you until it is either within 5 ft. of you or it collides with an intervening object.

Barbed Forearm (Arm)

You grow a series of elongated barbs along the skin of one of your arms.

While this form is active, you can make melee or thrown Form attacks with this form, to a reach of 5 ft. or a range of 30/120 ft. 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, up to a range of 30 ft.

Grasping Claw (Arm)

You regrow one of your arms into a powerful claw that can grasp and crush your prey. This cumbersome new limb is too bulky and slow to effectively attack with, but it can crush almost anything you can grasp in it.

While this form is active, you can, as an action, grapple a creature in this claw. The grappling checks that you make with this form to grapple another creature, or keep another creature grappled, are made as normal for any other grappling situation (see the Player's Handbook, page 195), except that you can add your Constitution modifier (minimum 0) to your rolls.

If the target creature is still grappled by you on your following turn, you can, as an action, deal 1d12 bludgeoning damage to that creature. For each consecutive turn that you deal this damage to the creature, the damage increases by an additional 1d12.

Additionally, while you have a creature grappled in this way, you can move, dragging it with you, without a penalty to your movement speed unless it is at least one size larger than you.

You cannot use this hand to manipulate objects.

Lunging Strike

You regrow the muscles around your legs, increasing their size significantly.

While this form is active, if you take the attack action on your turn with a melee attack roll, you are able to make one of those attacks against a creature up to 10 ft. beyond your normal reach. When you do so, you rapidly surge forwards in a straight line towards the target creature, stopping when you are within reach to make the melee attack. This lunge does not use your movement speed and does not provoke attacks of opportunity.

This strike can be made across nonmagical difficult terrain without penalty and can include a jump over a gap of 5 ft.

Mighty Roar

You expand your chest and lungs, reforming your ribs to accommodate the additional expansion.

While this form is active, you can spend your action to perform a mighty roar. All hostile creatures within 30 ft. of you must immediately spend their reaction to move their full movement distance away from you. Additionally, all hostile creatures within 60 ft. of you must make a Wisdom saving throw against your Form save DC. On a failed save, they have disadvantage against any target other than you for 1 minute.

A creature is immune to both effects if it can't see or hear you or if it can't be frightened.

Paralytic 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 melee Form attacks with this form. 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 is paralyzed for 1 minute. At the end of each of its turns, a creature paralyzed in this way can repeat its Constitution saving throw.

If you are able to lay your hand, palm in contact, against the skin of a creature that is unaware of your hostile intentions, the attack roll made with this form is an automatic critical hit.

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 2d4 poison damage and are poisoned for 1d4 rounds, or, on a successful save, they suffer half as much damage and are not poisoned.

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 (see Appendix A: Conditions in the Player's Handbook, page 292) until the end of its next turn.

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 ft. On a hit, you deal 1d6 slashing damage.

Tentacle (Arm)

You regrow one of your arms into an elongated tentacle.

While this form is active, you can make melee Form attacks with this form, up to a reach of 10 ft. On a hit you deal 1d4 bludgeoning damage and, if the target is a creature, it must make a Strength or Dexterity saving throw, creature's choice, against your Form save DC. On a failed save, the creature is grappled by you. While a creature is grappled by you in this way, you cannot use the tentacle to attack another creature without losing grasp of the grappled creature, but you can continue to attack the grappled creature without losing grip of it.

You can use this tentacle to manipulate objects, but you cannot use it to use a shield or weapon.

Survival Forms

These forms are only available to metamorphs who have chosen the survival specialization at 3rd level.

Blood Spray

You grow a new series of prominent blood vessels in and around your mouth, extending down your neck, accompanied by a small poison gland.

While this form is active, you can, as an action, roll 1 hit dice. Instead of regaining hit points, you suffer poison damage equal to the amount rolled. All creatures in a 30 ft. cone, originating from yourself, must make a Dexterity saving throw against your Form save DC. On a failed save, they suffer the same amount of poison damage that you took and become frightened of you for 1 minute, or, on a successful save, they suffer half damage and are not frightened of you.

Additionally, all hostile creatures within a 10 ft. sphere, centered on yourself, that were not within the cone, must make a Wisdom saving throw against your Form save DC. On a failed save, they are frightened of you for 1 minute, or, on a successful save, they are not frightened.

A frightened creature must immediately spend its reaction to move up to its full movement speed to get as far away from you as it can. It can spend its action to reroll the Wisdom saving throw, at disadvantage if it is still covered in blood, if it can see a creature that is covered in blood as a result of this form or if you are in line of sight.

If the creature succeeds on the Wisdom saving throw or the frightened condition ends for them, they are immune to this effect for the next 8 hours.

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 by 10 ft.

You can also make melee Form attacks with this form. On a hit, you deal 1d4 slashing damage.

Dislocatable Joints

You alter the structure of your joints and the surrounding tissue, making them appear thin and elongated.

While this form is active, you can add your Constitution modifier to any roll you make to escape a grapple.

Additionally, you are able to dislocated your joints while moving around. If you do this, your movement speed is halved and you are able to squeeze through any space that a creature one size smaller than you could fit through, so long as it is larger than your height divided by four, rounded up.

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, your walking speed is reduced by 5 ft and you have disadvantage on Dexterity (Stealth) checks. Additionally, your unarmored defense is calculated as 16 + your Constitution modifier.

You can use a shield and still gain this benefit.

This exoskeleton is noticeably heavy, weighing 25 lb.

Eye in the back of your Head

You grow an additional eye in the back of your head.

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, you instead gain expertise in those skills.

Additionally, should any creature that you can see take the hide action while in initiative, even if behind any non-full cover, and its Dexterity (Stealth) check is lower than you passive perception, it is not hidden from you.

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 ft. in a straight line to a creature and take the attack action against it, first make an additional attack with your horns. On a hit, the target suffers 1d6 piercing damage and must make a Strength or Dexterity saving throw, creature's choice, against your Form save DC. On a failed save, the creature is knocked prone.

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.

Poisonous Skin

You regrow your sweat glands, repurposing them for poison production.

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, must make a Constitution saving throw against your Form save DC. On a failed save, they are poisoned for the next 1d4 rounds.

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 expend an action to regenerate hit points equal to 1d10 plus your Constitution modifier. Upon regaining hit points from this form, the form is dispelled.

The hit points regenerated increase by 1d10 when you reach 5th level (2d10), 11th level (3d10) and 17th level (4d10).

Second Skin

When you first activate this morph, you create an appearance and voice of a another humanoid. This humanoid can be of any race but cannot be more than 1 inch taller or shorter than yourself. You are not recreating an appearance that you have previously seen, this form is entirely new.

Each time you activate this morph thereafter, you regrow the outermost edges of your body, adopting the pre-selected appearance.

Each instance of this morph in your Morphs Known list can only hold a single appearance. If you wish, you can know this morph multiple times, each with a different appearance. Alternatively, you can spend 24 hours to unlearn an appearance and design a new one. While this process is in progress, you cannot use this morph and it must remain known to you.

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.

Advanced Arcane Forms

These forms are only available to metamorphs who have chosen the arcane specialization at 3rd 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 spend 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.

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.

Advanced Predatory Forms

These forms are only available to metamorphs who have chosen the predatory specialization at 3rd 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.

Advanced Survival Forms

These forms are only available to metamorphs who have chosen the survival specialization at 3rd 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, it 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 attack of opportunity against a creature within 5 ft. of you 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. Furthermore this unarmed attack does not count as a monk weapon for the purposes of martial arts.

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 remain until they are either replaced by new ones, you dismiss or replace this active form or until you complete another long rest.

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 (see the Player's Handbook, page 198). Temporary hit points gained by rolling hit dice act as normal, being lost after a short rest or upon replacement.

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 (see the Player's Handbook, page 183).

Monk

The following Subclasses are for the Monk Class, found on pages 76-81 of the Player's Handbook.

Paladin: Sacred Oaths

The following Subclasses are for the Paladin Class, found on pages 82-88 of the Player's Handbook

Oath of the Hand

The Oath of the Hand sets a paladin upon a path of direct and irrevocable action. It binds them to the furtherment of their lord's ideals and plans in whatever form these might take.

Tenants of the Hand

The exact vow made is far more like a bargain than most paladins. A Hand doesn't need to perform regular acts of worship for worship's sake, or to even like the lord they serve. Their bond is a contract, sealed in actions, not words, and it is one that grants power to both the devotee and their lord, for as long as it is upheld.

Action. Don't say, do. Let your actions and the effects of those actions broadcast your faith for all to see.

Determination. The world itself is full of challenges, of successes and failures, even before you consider the menagerie of other-planar, or even other-worldly, powers at play. Do not let them stop you. Do not succumb to defeat. Learn, grow, master.

Patience. Understand yourself. Understand your bounds and how they relate to those around you. If you cannot yet achieve it, if you know this as a fact, then wait, patiently, for in time you may see this great obstacle as a mere inconvenience.

Success. To succeed in your vow is to live, to grow stronger. If they must be tiny victories, so be it, so long as you are achieving. To you and your fellow hands, victory is life.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Hand Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Hand Spells
Paladin Level Spells
3rd hellish rebuke, inflict wounds
5th crown of madness, darkness
9th bestow curse, dispel magic
13th blight, dimension door
17th contagion, dominate person

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Emissary of the Lord. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you gain a +1 bonus to your charisma modifier for 1 minute.

Hand's Zeal As a reaction to being influenced by any of the following conditions, you can invoke your divine will to overcome the condition, using your Channel Divinity: Frightened, paralyzed, petrified, poisoned and stunned.

Aura of Perseverance

Starting at 7th level, you and friendly creatures that have half of their hit points, or fewer, remaining have all incoming damage reduced by half your Charisma modifier, rounded up (minimum 1).

At 18th level, the range of this aura increases to 30 feet.

Driven Strikes

Starting at 15th level, you manifest your will as a physical force in combat. When you hit a target with a melee attack, your attack deals an additional 2d4 force damage and you score a critical hit on a roll of 19 or 20.

Lord's Dawn

At 20th level, you become an unstoppable force, an avatar of your lord's will. You gain the following benefits for 1 minute:

  • You have resistance to all damage.
  • Each time you make an attack roll, the force of your will erupts from your weapon in a 15 foot cone. All creatures of your choice within the cone suffer double your driven strikes damage. On a hit, you do not then deal the driven strikes damage to the target you hit.
  • Your movement speed increases by 10 feet and cannot be reduced.

Once you use this feature, you can’t use it again until you finish a long rest.

Ranger: Ranger Archetypes

The following Subclasses are for the UA Revised Ranger Class, found on Wizards of the Coast's Unearthed Arcana Column (Direct Link).

They are made either in the style of the Ranger archetypes in Xanathar's Guide to Everything, which are slightly weaker in combat but have more interesting utility options and are also suitable for both types of Ranger, or in the style of the UARanger's ranger conclaves, which are much more strictly combat focused. They should be usable with either ranger, although they may appear slightly stronger than the ranger archetypes found in the Player's Handbook.

Rogue: Rogish Archetypes

The following Subclasses are for the Rogue Class, found on pages 94-98 of the Player's Handbook.

Sorcerer: Sorcerous Origins

The following Subclasses are for the Sorcerer Class, found on pages 99-104 of the Player's Handbook.

Warlock: Otherworldy PAtrons

The following Subclasses are for the Warlock Class, found on pages 105-111 of the Player's Handbook.

Wizard: Arcane Traditions

The following Subclasses are for the Wizard Class, found on pages 112-119 of the Player's Handbook.

Chapter 3: Personality and Background

Character Details

Height and Weight

The height and weight table for the races included in this document is found here. It can be used to roll for random height and weight, or as a guide to the race's typical height and weight and the ratio between them.

Random Height and Weight (Common Races)
Race Base Height Height Modifier Base Weight Weight Modifier
Elf: Jungle Elf 3'8" +2d8 50 lb. x (1d4) lb.
Random Height and Weight (Anthropomorphic Races Races)
Race Base Height Height Modifier Base Weight Weight Modifier
Erina 3'8" +2d4 70 lb. + (1d4) lb.
Ratfolk 2'11" +2d4 35 lb. x 1 lb.

Children of the Sands

The dice roll given in the Length Modifier column determines the character's extra length (in inches) beyond the base length. That same number, multiplied by the Height Modifier and Weight Modifier columns, determines the character's extra height (in inches) and weight (in pounds) beyond the base height and weight respectively.

Random Height, Leangth and Weight
Base Height Height Modifier Base Length Lenght Modifier Base Weight Weight Modifier
0'9" x 0.125" 4'8" +4d6 64 lb. x 6 lb.
Example Size

Kurish is a young Child of the Sands who rolled only a 7 for length.

He is 0'9" tall (0'9" + (0.125 x 7)" rounded down), 5'3" long (4'8" + 7") and weighs 106lb (64lb + (7 x 6)lb).

Languages

Some of the races included in this document have their own minor languages. These languages are listed here.

Language Typical Speakers Script
Scorpion Tongue Children of the Sands

Chapter 4: Equipment

Starting Equipment

The table of random starting wealth for the classes included in this document is found here.

Starting Wealth by Class
Class Funds
Metamorph 4d4 x 10gp

Weapons

The weapon a character uses can tell you almost as much about them, their values and their culture as the clothes they wear or the language they speak.

For a detailed guide on how to create custom weaponry for your players or characters, as well as a detailed list of weapons based on cultural groups and regions around the world, please see Base Weapon Design - Guide and Compendium (Version 2.2).

As a 34 page collection, it is best kept distinct from this core document.

Magic Items

Magical items, artifacts and weapons are a mainstay of the fantasy genre. Many such items are unique pieces of craftsmanship that have clearly defined properties based on how they were made or enchanted. Others are a result of the use of magical tools in their crafting, magical materials in their structure or ancient forms of workmanship that drift between known and mere myth.

The swords of great kings, etched with marking no one remembers how to read. The shield of an angel, emblazoned with power drawn directly from the heavens. A set of dice that change the nature of the world when rolled, made from the bones of an ancient evil.

These items make for powerful, iconic and interesting components of a campaign, character or life.

This section is dedicated to those items, detailing both systematic enchantments and unique, prescribed enchantments.

Masterworks

Everyone has heard tale of at least one, a craftsman who can forge legends. Be they whimsical, serious, secretive or helpful, these master crafters channel natural magics, often tied to their race and culture, imbuing every object they make with a token of their being.

A masterwork enchantment provides a systemic effect based on the type of item that is being forged. The rarity of these magical items is based on the type of masterwork applied, any magical materials it is forged from and what enchantments are then placed upon it.

While they can be combined in any number of ways, the cost of and difficulty in making such items increases with accordance to their complexity and power.

Masterworks labeled as '(Official)' have been extrapolated from the Magic Items in the Dungeon Masters Guide and attempt to accurately represent those items. Masterworks without the label are designed by myself, but aim to fit into the lore and culture of their respective races.

The masterworks are presented in alphabetical order.

Dwarven Masterwork

Dwarfs are renown for their sturdiness. A Stout, strong race of people who built great stone cities, full of bold, stoic personalities and protected by the thickest, armor and broadest axes. Their masterworks reflect their stoic nature.

Masterwork Dwarven Armor (Official)

Masterwork Dwarven Armor grants +2 AC. In addition, if an effect moves the wearer against their will along the ground, they can use their reaction to reduce the distance they are moved by up to 10 feet.

Equipment Type Rarity
Medium Armor (not hide) Very Rare
Heavy Armor Very Rare
Masterwork Dwarven Weapons

Masterwork Dwarven Weapons gain +2 to hit and damage rolls and have the Thrown(20/60) property.

Equipment Type Rarity
Axes, Hammers Rare

Elven Masterwork

The skill of the elven crafters, with their extended lifetimes available to dedicate to their craft, is unrivalled and as deeply magical as the elves themselves.

Masterwork Elven Armor (Official)

Masterwork Elven Armor grants +1 AC and the wearer counts as proficient in the armor's use even if they are not.

Equipment Type Rarity
Light Armor Rare
Medium Armor Rare
Heavy Armor Rare
Masterwork Elven Weapons

Masterwork Elven Weapons gain +1 to hit and damage rolls and are finesse weapons.

Equipment Type Rarity
Weapons Rare

Materials

Fantastic materials have been a staple of the fantasy and science fiction genres since their inception. Often with impossible properties, spell imbued in metal or bone, or just a rarity and splendor that make them valuable icons. These materials are much sought after for the creation of weapons, armor and finery.

A magical material provides a systemic effect based on the type of item that is being forged. The rarity of these magical items is based on the type of magical material used, any masterwork crafting used to forge it and what enchantments are then placed upon it.

While they can be combined in any number of ways, the cost of and difficulty in making such items increases with accordance to their complexity and power.

Materials labeled as '(Official)' have been extrapolated from the Magic Items in the Dungeon Masters Guide and attempt to accurately represent those items. Materials without the label are designed by myself, but aim to fit into the lore and culture of their respective races.

The materials are presented in alphabetical order.

Adamantine (Official)

Adamantine is a deep purple metal found in the underdark. Favored by the Drow and Duergar, it's extreme hardness makes it invaluable for military use.

Armor reinforced with Adamantine protects the wearer from critical hits. Critical hits against the wearer are instead treated as normal hits.

Weapons made from Adamantine gain +1 to hit and damage rolls. The damage they deal is nonmagical damage but it also bypasses some damage resistances (specified by the resistance).

Equipment Type Rarity
Medium Armor (not hide) Uncommon
Heavy Armor Uncommon
Weapons Uncommon

Dragon Scale (Official)

Dragon Scales are a rare and wondrous material. Shed from living dragons, or hewn from their corpses, it is hard to get, requires master craftsman to utilize effectively and is rich in elemental magic.

Armor made from Dragon Scales grants +1 AC, advantage on saving throws against a Dragon's Frightful Presence and breath weapons and resistance to the damage type associated with that dragon.

Equipment Type Rarity
Light Armor Very Rare
Medium Armor Very Rare
Heavy Armor Very Rare

Mithral (Official)

Mithral is a light, flexible metal favored by the Dwarves. It is mined from deep ore veins that are most commonly found in bedrock.

Armor made from Mithral is thin enough to be worn under normal clothing and if the armor would normally impose disadvantage on Dexterity (stealth) checks or have a minimum Strength requirement, the mithral version does not.

Equipment Type Rarity
Medium Armor (not hide) Uncommon
Heavy Armor Uncommon

Chapter 5: Customization Options

Multiclassing

Prerequisites

The ability score prerequisites for classes included in this document are listed here.

Multiclassing Prerequisites
Class Ability Score Minimum
Metamorph Constitution 13

Feats

Blade Master

Through focused training, you have come to master bladed weapons, such as the; shortsword, longsword, scimitar, rapier, and greatsword. While wielding a bladed weapon, you gain the following benefits:

  • You gain a +1 bonus to attack rolls you make with bladed weapons.
  • You may enter a defensive stance as a reaction on your turn. This grants you a +1 AC bonus until the beginning of your next turn.
  • When you make an opportunity attack with a bladed weapon, you have advantage.

Bloodcrazed

The metallic tang, the deep red color, the taste of death on the air. These things drive you like a powerful drug, forcing you into a killing frenzy. Once per long rest, you may enter a bloodfrenzy that lasts for 1 minute:

  • If you are hit by a creature that you can see, you may use your reaction to gain advantage on your next attack against that creature until the end of your next turn.
  • If you kill a creature, you may immediately use your bonus action to move up to your movement speed and make a single additional attack against another creature.
  • When you drop to zero hit points, you may immediately make one attack against a hostile creature, before falling unconscious. If you kill the creature, you instead drop to one hit point. You may only benefit from this effect once per bloodfrenzy.
Credits

While many of these feats are entirely my own creation, there is no denying that they have been inspired by the Wardrow Feat Compendium by /u/Wardrow. This compendium was the first homebrew feat collection that I started using, and has served me very well. Unfortunately, it appears to suffer from wild power fluctuations, presumably as a result of it itself being a compendium.

Bulwark

Prerequisite: Proficiency with shields or heavy armor

You have trained in the low stance favored by shield walls and heavy infantry. While using a shield or wearing heavy armor, you gain the following benefits:

  • At the start of your turn, you may take the brace action for free, which lasts until the start of your next turn. While braced, your speed is 0 and any effect that causes you to move without using your movement moves you only half the distance, rounded down to the nearest 5 ft. Furthermore, you gain a +1 bonus to AC and you may spend your reaction to impose disadvantage on an attack made against you.

Careful Fighter

Avoiding harm has always been more important to you than ending a fight quickly, leading you to train extensively in defensive techniques. You the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When you take the attack action on your turn, you may choose to adopt an extremely cautious fighting style. Your first attack is made at disadvantage and the next attack made against you is made at disadvantage, until the beginning of your next turn.

Chromatic Spellcaster

Prerequisite: The ability to cast at least one spell

Long experiments into the nature of elemental spellcasting has lead to you making an exciting breakthrough in the field. You gain the following benefits:

  • Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
  • When you cast a spell that deals damage, you can infuse it with elemental energy. The damage type of the spell changes to a random damage type from the following list, determined by rolling a d6; acid, cold, fire, lightning, poison or thunder.

You can use this feature a number of times equal to your spellcasting ability score. You regain used charges of this ability after you complete a long rest.

Creative Fighter

A sharp intellect and sharper reflexes make you a cunning opponent, even when you aren't equipped for a fight. You gain the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • You gain a +1 bonus to attack rolls made with improvised weapons.
  • You may use your Dexterity instead of Strength when you attack with an improvised weapon.
  • The damage dice of an improvised weapon is a d6, instead of a d4.

Deceptive Fighter

The search for an opening, the back and forth blows, testing the defenses of an opponent. You have learned to manipulate this careful exchange to your advantage. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When a creature within 5 feet makes a melee attack against you, you can use your reaction to create an opening in your defenses. You allow the attack to hit you and make a melee weapon attack at advantage against the creature who attacked you, after the attack is resolved.

Elementally Attuned

Prerequisite: The ability to cast at least one spell

When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, poison, thunder. Then choose one of your classes that grants you spellcasting.

  • All spells that deal damage of the chosen type are added to that class' spell-list for you. The spell must only deal that damage type, thus spells with a variable damage type, such as chromatic spray, cannot be gained through this feat.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Enhanced Draconic Bloodline

Prerequisite: Sorcerer with the Draconic Bloodline Sorcerer's Origin

Through detailed study of your Draconic Bloodline and the application of sorcerery, you have managed to become a little more Dragon. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You gain the Draconic Breath Weapon of the Dragonborn, once per short rest.

You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape and damage type of the exhalation.

Draconic Ancestry
Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Dex. save)
White Cold 15 ft. cone (Dex. save)

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save. and half as much damage on a successful one. The damage increases to 3d6 at 6th level. 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can't use it again until you complete a long rest.

Expert

Be it through careful study, frequent use or even just an innate talent, you have come to posses full mastery of a particular skill. You gain the following benefits:

  • Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Graceful Power

Recognizing that combat includes a mixture of power and grace, you have come to adopt a more fluid style of fighting. You gain the following benefits:

  • You gain Proficiency in Dexterity (Acrobatics).
  • Attack rolls that use Strength gain a bonus equal to half of your Dexterity modifier, rounded up.

The bonus to the attack roll does not change the nature of the attack. If you are using Strength as the primary attribute, it is still a Strength attack. For example, you do not gain the benefits of sneak attack with a Strength weapon by way of this feat.

Mind-Caster

Prerequisite: The ability to cast at least one spell

Over endless hours of practice you have learned to cast spells without the proper verbal or somatic components. You can cast a spell with the following benefits a number of times equal to your spellcasting ability:

  • When casting a spell that has verbal and/or somatic components, you cast the spell without performing the verbal and/or somatic components.
  • A creature near you cannot observe you casting a spell with their passive perception, unless the spell also has material components and you do not have a spellcasting focus.
  • If a creature attempts to observe you casting a spell, they have disadvantage on their Wisdom (Perception) skill check.

You regain uses of this feature after you complete a long rest.

Monstrous Shapeshifter

Prerequisite: Druid

You have always had a deep affinity for the veracious and clever monstrosities of the world. You gain the following benefits:

  • You can adopt the form of monstrosities using beast form, given that all other restrictions still apply and the CR of the monstrosity is lower than your allowed maximum CR for those features.

Mutable Magic

Prerequisite: The ability to cast at least one spell

During your time as a spellcaster you have noticed that the forms and spells you know aren't as immutable as arcane literature would suggest. You gain the following benefits:

  • You have a number of Sorcery Points equal to your proficiency bonus. You may never have more than your maximum number of sorcery points at any given time. You regain all spent sorcery points after a long rest.
  • You gain the ability to twist your spells in a specific way. You gain one of the Metamagic options available to a sorcerer (Player's Handbook, page 102). This Metamagic cannot be exchanged for another. You can use only one Metamagic option on a spell when you cast it, unless otherwise stated by the Metamagic.

Powerful Grace

Recognizing that combat includes a mixture of power and grace, you have come to adopt a more balanced fighting style. You gain the following benefits:

  • You gain proficiency in Strength (Athletics).
  • Damage rolls that use Dexterity gain a bonus equal to half of your Strength modifier, rounded up.

The bonus to the damage roll does not change the nature of the attack. If you are using Dexterity as the primary attribute, it is still a Dexterity attack. For example, you do not gain the benefits of rage on a Dexterity weapon attack by way of this feat.

Thrown Weapons Master

Your skill and precision with thrown weapons makes any throwable object a deadly weapon. Your training grants you the following benefits:

  • You gain a +1 bonus to ranged attack rolls you make with weapons that have the thrown property.
  • If you have a free hand, you can draw and throw a weapon with both the thrown and light properties as part of the attack.
  • The minimum damage dice of a thrown weapon is a d6.

Racial Feats

For official information of racial feats, see Xanathar's Guide, pages 73-75.

If your DM allows the use of Feats from Chapter 6 of the PHB and the use of the Racial Feats on page 73 of Xanathars Guide to Everything, the following racial Feats are available to you, depending on your race.

I also highly recommend using Expanded Racial Feats by /u/Anathemys. The Searing Radiance feat included here is a rebalanced version of Expanded Racial Feats' feat of the same name.

Racial Feats
Race Feat
Aasimar (DMG) Searing Radiance
Children of the Sands Proficient Burrower
Children of the Sands Venomous Sting
Elf (Jungle) Verdant Pathways

The feats are presented below in alphabetical order.

Proficient Burrower

Prerequisite: Children of the Sands

You have always found burrowing through the earth to your liking. Through extensive repetition, you have come to an improved technique for burrowing. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • Increase your burrowing speed by 10 ft.

Searing Radiance

Originally from Expanded Racial Feats
Original Detect Balance value: 6, new value 11

Prerequisite: Aasimar (DMG)

Your celestial nature burns with holy fire, shining forth from your form. You gain the following benefits:

  • Increase your charisma score by 1, to a maximum of 20.
  • You learn either the sacred flame or the word of radiance cantrip. Charisma is your spellcasting ability for this cantrip.
  • You learn either the searing smite or the guiding bolt spell and may cast it without expending a spell slot. You regain the ability to cast this spell in this way when you finish a long rest. Charisma is your spellcasting ability for this spell.

Venomous Sting

Prerequisite: Children of the Sands

Your body is stronger and your venom more potent than your kin. You gain the following benefits:

  • Increase your Strength, Dexterity or Constitution by 1, to a maximum of 20.
  • Creatures damaged by your stinger must make a Constitution saving throw, DC 8 plus your Constitution modifier plus your proficiency bonus. On a failed save, they are poisoned until the end of your next round.
  • You have advantage on saving throws against being poisoned.

Verdant Pathways

Prerequisite: Elf (jungle)

A lifetime spent navigating the dense undergrowth of the jungles has granted you an eye for the pathways that wind through the undergrowth. You gain the following benefits:

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
  • Moving through nonmagical difficult terrain in wooded areas costs you no extra movement.
  • Nonmagical difficult terrain in wooded areas doesn't slow your group's travel.

PART 2

Playing the Game

Chapter 6: Smooth Combat Variant

The rules detailed here are intended to improve the feel of combat. Some variant rules are expanded upon in order to make combat more detailed, while others are simplified or bypassed entirely to make half-casters play more smoothly. They are intended to be used as a set, but certain parts can be used in isolation or excluded at the DMs discretion.

Changes to Combat

The contents of this section are associated with Chapter 9: Combat in the Player's Handbook, starting on page 189, and Chapter 8: Running the Game, Combat, starting on page 247 of the Dungeon Master's Guide.

The Order of Combat

Ambush

Rule. If all creatures in a group would be surprised by an attack, and the attackers have pre-planned the ambush, the attackers gain an ambush round. During an ambush round all of the defendants are surprised for the duration of that round and the ambushers may break up their turns however they please, including taking their turn in parts, with other characters acting in-between those parts, irrespective of their own initiatives. This mimics simultaneous action by the party.

You should only allow players to make use of this feature if the characters have planned to use it and have discussed the details of the plan, including the trigger or cue for beginning the ambush.

Reasons. There are many situations that, due to the randomness of initiative rolls, become impossible. A particular plan may have hinged on some actions coming before others, but the party cannot guarantee this will be the case. By introducing an Ambush round to the game system, you enable true, pre-designed ambushes to exist within your games.

Example. The rogue begins combat by firing their bow across the street at the enemy. The fighter then charges out of concealment and takes the attack action against an opponent. At this point, the wizard casts darkness over the enemies. Since he is now obscured from them, the rogue uses his bonus action to take the hide action and his movement to change location. The fighter, who is also obscured in the darkness, uses his remaining movement to safely back away from the enemies.

In this example, there are several interactions that would not be possible in a surprise round. For example, if your wizard had rolled highest on initiative, the darkness spell would have been cast first, obscuring the enemies from the attacks of both the rogue and the fighter. Furthermore, both the rogue and fighter split their turns in order to take actions both before and after the darkness was cast.

Your Turn

Drawing and Sheathing Weapons and Shields (Optional)

Rule. Players can draw and ready any number of weapons or items upon first entering initiative and as part of the 'Other Activity on Your Turn' (see page 190 of the Player's Handbook), instead of only one.

Reasons. Only being able to draw one piece of equipment at a time seriously delays combat readiness for character wielding two weapons, or a shield and a weapon.

Example: A rogue may draw both their shortswords in one go, without expending an action or bonus action.

Use an Object (Optional)

Potions

Rule. When drinking a potion that is stowed in an easy to reach location, you may drink the potion as a bonus action instead of an action.

When feeding a potion to an unconscious creature, you must pass a DC 10 Intelligence (Medicine) skill check, or spill the potion. The DM may also require skill checks for force feeding potions to conscious creatures, such as a bound prisoner. The type and DC of the check used in this situation is up to the DM's discretion and may be contested by the creature being force fed the potion, also at the DM's discretion.

Easy to Reach Locations

Characters have belt pouches, sashes, external pockets and any other number of ways to keep useful items within easy reach.

A DM should apply some simple reasoning as to how many and what type of items it is reasonable for a player to carry in this way and should be aware that a pickpocket may find one of these items when searching for an unguarded coin purse.

Actions in Combat

Engage

Rule. If you are wielding a weapon with at least 10 foot reach you can use your reaction, when a hostile creature first moves within the reach of your weapon, to engage that creature with your weapon. Make an attack roll against the target. On a hit, you deal no damage and the target's movement speed is immediately reduced to 0 until the end of their turn.

Reasons. Longer reach weapons are an enormous advantage in real world combat, allowing you to keep opponents at a safe distance and still threaten them. This rule introduces a representation of that to the Dungeons and Dragons system, which currently has none.

Example. A goblin rushes towards your fighter, who intercepts the charging goblin with his halberd. The goblin is forced to stop his charge 10 feet from the fighter, lest he be impaled.

Exposure

Rule. There are two levels of exposure. Partial exposure grants a -2 penalty to AC. Full exposure, which shouldn't be used against the players, applies a -5 penalty to AC.

The target is partially exposed to ranged attacks that pass through the three tiles directly behind it. The target is partially exposed to melee attackers, if it is engaged by at least two melee combatants that are spaced out by 120 degrees or more around the target.

When a hostile creature moves into melee with the target, the target may choose to turn and face that creature, or angle that would include that target.

Reasons. The optional flanking rules (See page 251 of the Dungeon Master's Guide) increase the 'to hit' chance against a flanked creature by an average of 3.5 for all attackers. This is not only very strong, but it also feels even stronger than it actually is during play.

The experience of the players when using flanking can very quickly become one of a fight being too easy when flanking, but too hard otherwise. Furthermore, when multiple hostile creatures flank the players, it can very quickly turn an easy or medium difficulty fight into a very bad situation that the player can do very little about. For these reasons, I have designed the Exposure system, which invokes negative cover in place of advantage.

Types of Exposure

In addition to the two levels of exposure, there are also two main types of exposure.

Tactical Exposure

Rule. The target is partially exposed to ranged attacks that pass through the three tiles directly behind it. The target is partially exposed to melee attackers, if it is engaged by at least two melee combatants that are spaced out by 120 degrees or more around the target.

Reasons. The 120 degree ruling corresponds well with the average human field of vision, typically 114 degrees. Anything beyond this angle is your peripheral vision, which extends to 194 degrees, 97 degrees to each side.

Trying to fight opponents in your peripheral vision is much more difficult than being able to focus the best parts of your eyesight on the enemies' movements.

Furthermore, while very little can be done to evade projectiles, you can do even less about it if you can't see it, thus projectiles from behind benefit from partial exposure.

Environmental Exposure

Rule. A target is partially exposed to ranged attackers if they are in a location with no visual noise or available cover (none within 30 feet of the target).

Reasons. In historical defensive architecture, land was often cleared for a significant radius, typically a bowshot from the defender's side, around the defenses. This would include the removal of trees and stumps, leveling the terrain and ensuring the space is as uniform as reasonably possible.

Not only did this prevent the enemy from taking any kind of cover, but it also reduced visible noise, confounding factors in the environment that may it harder to spot, track and fire on an enemy. If trapped in such a location, the target is partially exposed to ranged attackers.

Example. A small group of raiders rushes across the cleared ground surrounding the temporary fort. Just as they reach half-way, the defender's notice the assaulting force and open fire. The raiders suffer from environmental exposure to those attacks.

Full Exposure

Rule. Do not use this casually. Unless dealing with large scale combat, do not use it at all.

Reasons. Full exposure is an incredibly strong penalty that should be used exceedingly rarely. As such, it may never even be used in your game.

Example. This represents being trapped in a well planned, carefully organized situation, between a huge number of assailants, such as an army being enveloped in a shield wall and crushed by a perfectly executed assault. It may also apply to the outer courtyard of a fortified castle that is siege ready, allowing arrows, oil, stones and other projectiles to be rained down on the target from every angle with impunity.

It's Alive!

It's very easy to treat hostile NPCs in a combat encounter as mindless combatants. Most of the time however, this is not the case.

Whether the creature be a natural animal, such as a wild boar, or a humanoid, such as a bandit or goblin, they have their own motivations, instincts and personalities.

While some bandits may fight to the death, the majority are liable to surrender or flee if it becomes clear they are outmatched, preferring to save their own lives.

This needs to be considered both when planning encounters and during the encounter itself.

For example, Sarah is playing Grogthor the Goliath Barbarian. After ripping of the head of the bandit captain in a bloody display of strength, you may wish to grant Grogthor a free Charisma (Intimidation) skill check. Depending on how Sarah rolled as well as the general situation, some or all of the bandits may surrender, flee or simply become frightened of Grogthor.

This simple roll encourages the players to fight as their characters and rewards them accordingly. It also helps to make the hostile NPCs, and the encounter as a whole, more immersive.

Smooth Spellcasting (Optional)

The contents of this section are associated with Chapter 10: Spellcasting in the Player's Handbook, starting on page 201.

The following minor rule changes perform better as a set, which is why this section, instead of the individual rules, has been marked as optional. Using these rules together as well as the optional 'Drawing and Sheathing Weapons and Shields' rule and the change to 'Use an Object' for potions, should greatly increase the flow of combat for all characters, but especially half and three-quarters spellcasters.

Components

Somatic (S)

Rule. Only full casters require an empty hand to perform the somatic components of a spell. Partial use of the hand is sufficient.

Reasons. The requirement to have an empty hand, aside from the spellcaster's spellcasting focus or the spell's material components, whichever is applicable, to cast a spell that has Somatic components can be extremely limiting to half and three-quarter casters, due to their heavy use of weapons.

Example. If the spell has a material component, then the spellcaster must sheath their weapon, as a free action, draw the material component or spellcasting focus as an action or bonus action, DM allowing, cast the spell and then wait until the following turn to sheath the material component or spellcasting focus, as a free action, and then re-draw their weapon as an action or bonus action, DM allowing. This effectively makes casting that spell a two turn process, greatly limiting its value and breaking up the flow of combat.

If the spell has a casting time of a reaction, then the spellcaster must preemptively empty their hand and draw the spell's material components or their spellcasting focus, taking both their free action and action or bonus action, DM allowing, just to have the option to use the spell.

Alternative Spellcasting Focuses

The discussion of arcane focuses draws on Chapter 5: Equipement, starting on page 143 of the Player's Handbopk, and Components: Material (M), found on page 203.

There are three different types of spellcasting focus in the game, each with slightly different requirements.

Arcane Focus

Rule. For the arcane focus use the spellcasting focus rules as written in the Player's Handbook.

Reasons. In the Player's Handbook, all arcane focuses require the use of at least one hand. Arcane focuses are used by Sorcerers, Warlocks and Wizards in place of a spell's material components, where able. Generally, these classes are heavily focused on spellcasting. As such, the requirement for an arcane focus to be held in a hand is not limiting to their core function.

Druidic Focus

Rule. Instead of requiring the use of a hand, a druidic focus can instead be worn in contact with their skin. Rangers may also use druidic focuses, as by default they don't have access to any spellcasting focus.

Reasons. Druidic focuses are exclusively used by Druids. Whilst much of the time in combat, a druid relies upon spellcasting or beast shape, they often get into situations where they are left fighting with their trusty scimitar or shillelagh enhanced quarterstaff. In these situations, the requirement to be holding their druidic focus results in significant slow-downs, restricting their freedom to combine martial and arcane actions (see Components, Somatic (S) above).

Eaxample. Some examples of hands free druidic focuses include; a flower necklace, a bone headdress or a wooden ring.

Tattoos of Holy Symbols

If you are allowing the use of tattoos of holy symbols as spellcasting focuses in your world, as a DM, you must remain aware that NPCs in your world may recognize this as a viable spellcasting focus. As such, in situations where a character is disarmed, such as a diplomatic mission or being kidnapped, NPCs will take steps to prevent the use of the tattoo as a spellcasting focus.

This may be as simple as covering it with cloth or a metal shackle, or it may result in more drastic measures, such as the tattoo being cut from the skin or the limb the tattoo is on being removed outright. Furthermore, kidnappers who are aware of this may perform a strip search to verify that the spellcaster is not concealing a tattooed holy symbol that they could later reveal and use.

Should your players express interest in using a tattoo as their holy symbol, you, the DM, should explain the potential ramifications of their choice.

Holy Symbols

Rule. A holy symbol that is used as a spellcasting focus must directly relate to that character's faith and be on display on their personage.

Reasons. Clerics and Paladins are able to use a symbol of their faith as a spellcasting focus. Both classes rely heavily on a balanced mixture of arcane and martial actions. As such they suffer the most from the rules as written in the Player's Handbook. Incidentally, the Player's Handbook allows the use of a symbol of their faith presented on their shield to be used as a spellcasting focus, which already circumvents sch restrictions.

It is important to remember that the Player's Handbook specifically requires such a holy symbol to be on display for it to be used as a spellcasting focus. An item such as a necklace must be worn above your armor, rings loose their effectiveness if worn under gloves or gauntlets and placing layers of clothing over embroideries or tattoos will prevent their use as a spellcasting focus. The simplest solution remains the use of an engraving on your armor, weapon or shield.

Example Some examples of the forms holy symbols can take are as follows; a wide variety of engravings on armor, weapons or jewelry, stitched designs on clothing, including gloves, masks and other external garments, or even tattoos can all be used as holy symbols.

Statuses and Injuries

Status effects and loss of health are easy to dismiss as just another statistic. These effects are serious considerations for the characters, even if not the players, and will have visible and behavioral consequences for them.

When a character is suffering from the poisoned condition, for instance, they may look pale to others, move more erratically and be less steady on their feet. They may also talk less, or appear short tempered, due to their discomfort.

The same is true for lost hit points. If a character has suffered multiple serious blows and is extremely low on hit points, this will be perceptible to other characters and NPCs and may warrant unique interactions. For example, after being seriously wounded in a fight the party returns to tavern to rest, without first healing. Upon arrival, they may be greeted with concern for their wellbeing from the barkeep and other patrons, or suspicion and even rejection for their uncouth appearance.

Being specific with the fluff descriptions that you used during combat, and remembering them for repeat use afterwards, can greatly improve the feeling of authenticity this brings to the table. If you previously described a character as having a gash across their left arm, then this same gash should be the focus of later attention.

PART 3

The Rules of Magic

Chapter 7: Spells

Bard Spells

Cleric Spells

Cantrips (0 Level)

Animate Crawling Claw

Druid Spells

Paladin Spells

Ranger Spells

Sorcerer Spells

Warlock Spells

Wizard Spells

Cantrips (0 Level)

Animate Crawling Claw

Spell Descriptions

The spells are presented in alphabetical order.

Animate Crawling Claw

Necromancy Cantrip

Casting Time: 1 minute
Range: 60 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues part of the target with a foul mimicry of life, raising it's hands as a pair of crawling claws (the DM has the creature's game statistics).

On each of your turns, you can use a bonus action to mentally command the crawling claws created with this spell if the creature is within 60 feet of you (if you control multiple crawling claws, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the crawling claws will take and where they will move during their next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the crawling claws only defend themselves against hostile creatures. Once given an order, the crawling claws continues to follow it until their task is complete.

The crawling claws are under your control for 24 hours, after which they stops obeying any command you've given them. To maintain control of the crawling claws for another 24 hours, you must cast this spell on the crawling claws again before the current 24-hour period ends. This use of the spell reasserts your control over up to two creatures you have animated with this spell, rather than animating a new one.

You can only control two crawling claws in this way. The number of crawling claws you can control with this cantrip increases by 2 at 5th level (4), 11th level (6) and 17th level (8)

Appendix A: Metamorph Forms Quick Reference

This section provides a quick-reference for all of the available metamorph 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 of the Metamorph Class.

Advanced forms are too complex to provide an overview of in this way.

Forms Overview
Name Body Part Action Type Effect Properties
Core Metamorph Forms
Acid Spit Mouth Attack 1d4 acid damage Thrown (20/60)
Aquatic Adaptations Neck, Hands, Feet Movement swimming speed equal to walking speed
Bone Blade Arm Attack 1d8 slashing damage
Bone Club Arm Attack 1d6 bludgeoning damage and knocked prone
Bone Shield Arm +2 to AC
Camouflage Skin Skin proficiency in Dexterity (Stealth)
Evasive Reflexes Eyes, Ears, Nose Reaction + proficiency bonus to AC
Nocturnal Eyes Eyes 60 ft. or +30 ft. darkvision
Sprinter's Legs Legs Movement +15 ft. walking speed
Toughened Hide Skin unarmored AC equals 10 + Dex mod + Con mod
Arcane Metamorph Forms
Acidic Blood Blood Con mod acid damage retaliation against piercing and slashing damage. Attacking weapon deals -1 damage
Deafening Voice Chest, Neck Attack 1d6 thunder damage and deafened Self (15 ft. cone)
Electrical Discharge Skin Action 3d4 lightning damage Chains (2d4 lightning damage)
Elemental Grasp Arm Attack 2d4 damage Random damage type
Evil Eye Eye Attack 1d8 necrotic or radiant damage Range (60)
Flaming Hand Arm Attack 1d6 (hot) or 3d6 (searing) fire damage Light (20/40)
Freezing Steps Legs, Feet — or Action Create difficult terrain; self (10 ft. sphere) (passive) or 20 ft. cube (action) Range (60)
Incorporeal Shroud Skin Bonus Action move through objects and creatures
Phantom Limb Back — , Attack or Reaction extra arm (passive), 1d6 force damage (attack) or damage reduced by Con mod (reaction)
Sickening Sight Eye Attack or Reaction 1d4 poison damage and poisoned (attack) or healing rolled at disadvantage (reaction) Range (60)
Forms Overview cont.
Name Body Part Action Type Effect Properties
Predatory Metamorph Forms
Ballistic Tongue Tongue, Mouth Attack 1d6 piercing damage and pulls target to you Thrown (30/30)
Barbed Forearm Arm Attack or Reaction 1d6 piercing damage Thrown (30/120)
Grasping Claw Arm Action + Con mod to grappling skill checks (make and maintain grapple), +1d12 bludgeoning damage Damage increases each round
Lunging Strike Legs Attack +10 ft. movement on an attack No attacks of opportunity
Might Roar Chest, Neck Action hostiles have disadvantage against other targets
Paralytic Needle Arm Attack 1 piercing damage and paralyzed
Poison Spray Neck Action 2d4 poison damage and poisoned
Poisonous Fangs Teeth Attack 1d4 piercing damage plus 1d4 poison damage and poisoned
Sinew Whip Arm Attack 1d6 slashing damage Reach
Tentacle Arm Attack 1d4 bludgeoning damage and grappled Reach
Survival Metamorph Forms
Blood Spray Mouth, Neck Action 1 hit dice as poison damage and frightened Self (30 ft. cone and 10 ft. sphere)
Climbing Claws Hands, Feet Movement or Attack climbing speed equal to walking speed or 1d4 slashing damage
Dislocatable Joints Skeleton, Joints + Con mod to grappling skill checks (avoid and escape grapple), can fit through small spaces
Exoskeleton Skin -5 ft. walking speed, unarmored AC equals 16 + Con mod Weight (25)
Eye in the back of your Head Head proficiency in Wisdom (Perception) and passive Wisdom (Perception)
Horns Head Movement and Attack 1d6 piercing damage and knocked prone
Iron Stomach Digestive Tract Can consume unclean food and drink, advantage against consumed poison, drugs and disease
Poisonous Skin Skin poisons attackers who make contact
Regrowth Action Heal 1d10 + Con mod
Second Skin Skin Metamorphosis Secondary appearance Can be learned multiple times

Expand

Your Gaming

Experience

Morthal's Player Companion provides sets of custom rules, expanded class options, Feats, Spells, Magic Items and references to other guides all by u/ilovegoodfood and friends.

The contents of this book are intended to be balanced, easy to use and free. Use what you will, tweak to suit your own needs and most of all, enjoy.

More Credits

Special thanks to my nameless friends for their patience, input and the years of gameplay we have shared.

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