Metamorph

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Metamporph

Metamorph

Metamorph
Level Proficiency Bonus Features Shapes Known Assimilations Domain Shapes
1st +2 Shapechanger 2 1
2nd +2 Assimilation 3 1 1
3rd +2 Eccentric Forms, Mutate 4 1 1
4th +2 ASI, Practiced Forms 5 1 2
5th +3 Fast Shift, Mimicry 6 2 2
6th +3 Face Changer 7 2 2
7th +3 New Tricks 8 2 2
8th +3 ASI 9 2 3
9th +4 Hybrid Forms 10 2 3
10th +4 Heightened Assimilation 11 2 3
11th +4 Magical Strikes 12 3 3
12th +4 ASI 13 3 4
13th +5 Rejuvenation 14 3 4
14th +5 Weird Anatomy 15 3 4
15th +5 Improved Heightened Assimilation 16 3 4
16th +5 ASI 17 3 5
17th +6 Master Shapechanger 18 4 5
18th +6 Improved New Tricks 19 4 5
19th +6 ASI 20 4 6
20th +6 Unbounded, Improved Weird Anatomy 21 4 6

Maybe you're a freak of nature, a mutant lycanthrope, a magical experiment, the child of a succubus or doppleganger, a reincarnated fey, or a mimic in disguise. Maybe you eat magical creatures to gain their power. Maybe you started life as one thing, and slowly metamorphosed into different creatures over time. Maybe every morning you burst violently out of your chrysallis looking like something else. Maybe you're learning a rare and well guarded magical art. Whatever the case, you're not bound to one body. But whatever you may look like at any given time, this is you.

Metamorphs don't necessarily share anything in common with each other besides shape shifting abilities. Think about your character's origin and how they got their powers.

Quick Build

First, make Constitution your highest ability score. Second, make Charisma your next highest score if you want to focus on social interaction and subterfuge, or Dexterity if you want to make use of the natural armor of your forms at higher levels. Choose the Hermit, Outlander, Criminal, or Charlatan background.

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 modifer

Proficiencies

Armor: none
Weapons: Simple weapons Saving Throws: Constitution, Charisma
Skills: Choose 2 from Acrobatics, Animal Handling, Athletics, Deception, Intimidation, Medicine, Nature, Perception, Stealth, and Survival.

Metamorph Spells

Your casting ability for Metamorph spells is Constitution. For you, these spells require no components or concentration, can be cast while shapeshifted, and have a range of self.

Shapechanger (1st level)

You aren't confined to a single body like most people. Starting at 1st level, you learn 2 level 1 shapes of your choice from the Metamoprh shapes list. You learn additional shapes at higher levels, as shown in the Shapes Known column. Whenever you learn a new shape, it must be of a level equal to or less than your Metamorph level. You cannot change which shapes you have previously learned.

You have the shapechanger subtype. As an action, you can shapeshift from the form you are currently in to another form you know, or back into your true form. Your gear is worn by the new form if possible or falls to the ground, your choice.

Your game statistics are replaced by the form's, but you retain your alignment, personality, features that can be used in the form's anatomy, and mental ability scores. You may keep your Constitution if it is higher. Don't recalculate hit points. Additionally, you use your hit points, rather than the form's. You retain your proficiencies and gain those of the creature, except for its saving throw proficiencies. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. Use your proficiency bonus rather than its bonus. If the creature has any legendary actions, lair actions, limited use per rest or day traits, spellcasting, or innate spellcasting, you can't use them. You do not gain the creature's languages unless listed in the form block, though you can use its telepathy. You do not gain immunity to the charmed, exhaustion, or frightened conditions, even if the stat block lists it.

You can't cast spells while not in your true form, unless the form has the Race tag. Your ability to speak or take any action that requires hands is limited to the capabilities of your new form. Transforming is a mentally stimulating process that breaks your concentration on any spells.

If your form's stat block includes weapons, consider the attack to be based off of a natural weapon instead. Similarly, consider armor to be natural armor. You can use your proficiency bonus in place of its own, and if it uses saving throws, you can calculate the DC as 8+your proficiency bonus+your true form's Constitution modifier.

If inside an area of no magic, you revert to your true form if your current form has the Revert tag. Otherwise, you are stuck in your current form until you leave are in an area with magic again. You cannot change shape in an area of no magic.

If you use the Recharge ability of a form, you only get to roll the recharge die of that ability while in that form, though it also recharges at the end of a long rest.

If the form is immune to a condition already affecting you, the effect is suppressed and its duration paused while in that form.

Additionally, if targeted by any magical effect that would change your form, you retain your Intelligence, Wisdom, Charisma, alignment, and personality.

Some forms have special tags, explained here:

  • No X: You use the statistics of the form except for those traits listed here.
  • Race: You keep your statistics, except racial traits inappropriate to the new body, and gain the listed traits instead of referencing a stat block. You can cast spells in this form.
  • Revert: You immediately return to your true form if in an area of antimagic while in this form.
  • Speechless: This form is incapable of speech.

Metamorphic Domain

At 1st level, you may choose a Metamorphic Domain if you wish, but do not have to. Doing so limits you to shapes available to that domain, but grants you bonus forms at certain levels as shown in the Domain Forms column of the Metamorph progression table. You can use any forms marked with your domain's letter or the Basic tag. Domain choices are as follows:

  • Artificial (A). You can manipulate your body into inorganic shapes.
  • Blessed (B). Your abilities are the result of a blessing or celestial magic.
  • Copycat (C). You are adept at taking on mortal and amorphous forms.
  • Eldritch (E). Bathed in weird magic from beyond reality, your forms are all strange and alien.
  • Gothic Curse (C). Your abilities stem from an affliction, such as unusual lycanthropy or baneful dark magic.
  • Monstrous (M). You can become a fierce creature of legend and fear.
  • Primal (P). You are imbued with natural power or fey magic, allowing you to assume the forms of creatures of the wild.
  • Unholy (U). Your gift is dark, a gift of fiends or a connection to powers of evil.

Assimilation (2nd level)

Starting at 2nd level, you begin to be able to adopt useful aspects of your favored forms while in your true form. Whenever you finish a long rest, you can prepare a number of Transferable Traits from forms you know equal to your the number shown in the Assimilations column for your Metamorph level. Skills a form has are each transferable traits.

As an action, you activate or deactivate 1 or more assimilated traits, which take effect on your true form. You count as being in your true form while assimilating, but any effect that would force you into your true form ends your deactivates your assimilations.

Any assimilations you have active are brought about by visible changes in your body, essentially equivalent to minor aspects of shapeshifting. For example, assimilated bulette armor will appear as large chitinous plates upon your body, while an ankheg's burrowing speed requires you to manifest massive claws or mandibles.

Mutate (3rd level)

Starting at 3rd level, you are no longer bound to your species. Whenever you take a long rest, you can "mutate" into a different species, losing all your racial traits (including ASI's, but not including languages or skills) and picking a new race. You gain all the traits of the new race, except skills or languages. Alternatively you can pick the same race, choosing different options or a new appearance.

Doing so takes a heavy toll on you, giving you a level of exhaustion.

Generalist (3rd level)

You're no longer confined to small sets of living creature forms. Choose animals, plants, objects, or size shifting when you gain this feature.

If you choose animals, you can shapeshift into any beast form of CR 1/8 or less. At 5th level in this class, you can go up to CR 1/4. At 7th level, you can go up to CR 1/2. At 9th level, you can go up to CR 1.

If you choose plants, you can shapeshift into any Medium or smaller non-creature, non magical plant or fungus. In plant form, your speed is 0, you cannot take any actions, bonus actions, or reactions except to shapeshift, and you retain your senses. At 5th level, you can turn into a Large plant. At 7th level, you can turn into a Huge plant. At 9th level, you can turn into a Gargantuan plant. The same rules apply for objects.

If you chose size shifting, you can cast Enlarge/Reduce a number of times per long rest equal to your Constitution modifier (minimum of once). At 5th level, you can do so as a bonus action.

Ability Score Increase (4th, 8th, 12th, 16th, 19th)

Practiced Forms (4th level)

Starting at 4th level, you learn how to put more basic forms you know to better use. When you make an attack in a form of a level equal to or less than your Metamorph level divided by 3, you can make 1 attack more than normal, but only the damage from the attack applies.

Fast Shift

Starting at 5th level, you can shapeshift as a bonus action or an action.

Mimicry (5th level)

You can alter your vocal cords, allowing you to copy noises. You can mimic sounds and voices you have heard. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check against your Charisma (Deception) check.

Face Changer (6th level)

You can cast Alter Self a number of times per long rest equal to your Constitution modifier (minimum of once). For you, it does not require concentration, but you can only have one of its effects active at a time.

If you are a changeling, you can change your size from Medium to Small and back and even give yourself the Powerful Build trait through your racial trait.

New Tricks (7th level, 18th level)

You've learned to temporarily assume simple forms you don't know. Starting at 7th level, you can cast Polymorph once per long rest.

At 18th level, you can cast Polymorph a number of times equal to your Constitution modifier between long rests (minimum of once), and can alternatively use any creature with a CR of 1 or less, not just beasts.

Hybrid Forms (9th level)

Starting at 9th level, you can have the best of both worlds. When you transform into a form you know other than your true form, you can enter a hybrid form. You retain any physical statistics of your true form that you wish to, such as special senses and speeds, and can use the better of your physical scores and those of the form. You use the form's size if it is larger. Otherwise, you choose between the form's size and your own. Additionally, you can use equipment, provided your hybrid form is of an appropriate size and general structure to use it. Armor won't fit if your hybrid form has very nonhumanoid proportions or extra limbs.

Heightened Assimilation (10th level, 15th level)

Starting at 10th level, you begin to master the art of incorporating traits from your forms into each other. You can activate 1 assimilated trait as a time in a form that doesn't have that trait.

At 15th level, this increases to 2 traits.

Magical Strikes (11th level)

Your forms' attacks and any attacks from natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical damage.

Rejuvenation (13th level)

The strength of all your forms flows through you. When an effect would be suppressed due to your entering a form with immunity to it, the effect ends instead.

Additionally, you can patch over weaknesses and wounds with surface level bodily modifications. By concentrating (as if on a spell) and using your action to focus on your body over the course of 1 minute, you can give yourself a number of temporary hit points equal to your Metamorph level.

Weird Anatomy (14th level, 20th level)

You are unchained from the bounds of normal biology. You become immune to poison and disease, and age at half the normal rate. Additionally, you can alter your body fluidly in unnerving ways while in your true form. You gain a 40 foot movement speed of each of the following types in your true form: walking, climbing, crawling, and swimming. Additionally, by gliding, you become immune to falling damage so long as you are conscious and not restrained.

You have advantage on checks to escape grapples, cannot be swallowed against your will, and can fit through spaces up to 2 sizes smaller than you without squeezing.

At 20th level, these benefits apply in other forms as well.

Master Shapechanger (level 17)

You learn the Shapechange spell, and can cast it once per long rest.

Unbounded (level 20)

You have achieved physical transcendance, perhaps at the cost of being anything recognizeably humanoid anymore. You become immune to exhaustion, the grappled, paralyzed, and petrified conditions, the negative effects of the prone condition, and the effects of old age. You stop aging, and can perfectly control your age as though it were just another set of forms.

Whenever you change form, you can make the form 1 size smaller than usual, 1 size larger than usual, or the usual size.

All of your forms count as your true form for all purposes besides Metamorph abilities that refer to your true form. You count as any creature types of your choice at a time, individually chosen per spell or effect.

Metamorph Forms

General Transferable Traits

The following traits are transferable traits for you if a form has the trait. A damage immunity grants you the tranferable trait of resistance to that damage type, if available at your level.

Available at any level: walking speed, swimming speed, a non-physical damage resistance (each counts as a separate trait) (can be taken if the creature is immune to the damage type, any skill proficiency (each counts as a separate trait), darkvision out to the creature's darkvision range

Available at 3rd level: climbing speed

Available at 5th level: telepathy X where X is the lesser of 10*your Metamorph level or the creature's telepathy radius, immunity to prone, burrow 5 ft. if the creature has a burrow speed

Available at 7th level: tremorsense

Available at 10th level: flying speed equal to the lesser of 30 ft. or the creature's, immunity to grappled (not when caused by another condition, such as restrained), blindsight with echolocation or blind beyond this radius

Available at 15th level: blindsight, flying speed (with hover, if the creature has it), nonmagical physical resistance (each of which counts as a separate trait) (can be taken if the creature has resistance or immunity to the physical damage type in any regard, but retains any disadvantages, such as being bypassed by silver or cold iron)

Level 1
  • Aarakocra (Basic)
  • Blights (Twig & Needle) (C, P)
  • Bullywug (Basic)
Level 2
  • Darkmantle (E)
Level 3
  • Animated Object: Animated Armor (A)
  • Animated Object: Flying Sword (A, B)
  • Animated Object: Rug of Smothering (A)
  • Blight: Vine (C, P)
  • Bugbear (Basic)
  • Centaur (C, M, P)
  • Demon: Dretch (U)
Level 4
  • Ankheg (M)
  • Azer (P)
  • Carrion Crawler (C, M)
  • Demon: Quasit (U)
Level 5
  • Basilisk (M)
Level 6
  • Demon: Shadow (U)
  • Devil: Bearded (U)
Level 7
  • Chuul (E)
Level 8
  • Devil: Barbed (U)
Level 9
  • Couatl (B)
Level 10
  • Cambion (U)
  • Spectator (E)
Level 11
  • Aboleth (E)
  • Banshee (C, U)
  • Bulette (M)
  • Chimera (M)
  • Demon: Vrock (U)
Level 12
Level 13
  • Demon: Barlgura (U)
Level 14
Level 15
  • Devil: Chain (U)
Level 16
  • Cyclops (M)
Level 17
  • Demon: Hezrou (U)
Level 18
  • Devil: Bone (U)
Level 19
  • Angel: Deva (B)
  • Demon: Glabrezu (U)
Level 20
  • Demon: Yochlol (U)
  • Devil: Horned (U)
Aarakocra (lv 1)

Add cannot fly while wearing medium or heavy armor.
Transferable traits: Dive Attack, Talons

Aboleth (lv 11)

Languages: Deep Speech
No Probing Telepathy, disease from tentacle attack, Enslave
At 17th level, you can use Probing Telepathy in aboleth form, but creatures contacted by your telepathy know this risk before communicating back to you.
Transferable traits: natural armor 17, Amphibeous, Mucous Cloud

Angel: Deva (lv 19)

No Change Shape
Languages: Celestial
You can use Healing Touch once per long rest while in Deva form.

Animated Object: Animated Armor (lv 3)

No Antimagic Susceptibility, psychic damage immunity
Revert, Speechless
Add Disadvantage on stealth checks.
Speechless
Add Does not need to breathe.
Since it is humanoid in form, you can use many types of equipment without issue in this form.

Animated Object: Flying Sword (lv 3)

No Antimagic Susceptibility, psychic damage immunity
Add Does not need to breathe.
Revert, Speechless

Animated Object: Rug of Smothering (lv 3)

No psychic damage immunity, Antimagic Susceptibility, Damage Transfer
Add Does not need to breathe.
Revert, Speechless

Ankheg (lv 4)

Speechless
Transferable traits: darkvision 60 ft., tremorsense 10 ft., Natural Armor 14 (11 while prone); burrow 5 ft. (level 5+)

Azer (lv 4)

Languages: Ignan
Transferable traits: Heated Body, Heated Weapons, Illumination, natural armor 14+Dex (max 2)

Banshee (lv 11)

No Detect Life, Wail
Add "Does not need to breathe"

Basilisk (lv 5)

The effects of Petrifying Gaze automatically end on a target at the end of the restrained creature's turn.
Speechless

Beholder: Spectator (lv 10)

Languages: Deep Speech
No Create Food and Water
Transferable traits: natural armor 12+Dex

Blights: Twig & Needle (lv 1)

You can turn into a Twig Blight or a Needle Blight.
Speechless

Blight: Vine (lv 3)

Speechless
Entangling Vines ends early if you leave Vine Blight form.

Bugbear (lv 3)

At 7th level, you gain access to the Bugbear Chieftan stat block.
Transferable Traits: Surprise Attack; Heart of Hruggek (7th level)

Bulette (lv 11)

Transferable Traits: Standing Leap

Bullywug (lv 1)

Transferable Traits: Amphibious, Speak with Frogs and Toads, Swamp Camouflage, Standing Leap

Cambion (lv 10)

Language: Abyssal, Infernal
No Feindish Charm
Do not recalculate the AC bonus from Fiendish Blessing, even if your Charisma is different.

Carrion Crawler (lv 4)

Transferable Traits: Keen smell, natural armor 12+Dex; Spider Climb (5th level)

Centaur (lv 3)

Languages: Sylvan Transferable Traits: Charge (melee weapon attacks, damage matches type)

Chimera (lv 11)

Languages: Draconic

Transferable traits: natural armor 14

Couatl (lv 9)

Switch immunity to nonmagical physical damage to resistance.
No Truesight, Change Shape, poison from bite
Add Darkvision 120 ft., which works in magical darkness, blindsight 120 ft.
Languages Celestial

Transferable Traits: natural armor 14+Dex

Chuul (lv 7)

Languages: Deep Speech, but can't speak

Transferable Traits: Amphibeous and swim 30 ft., natural armor 16

Cyclops (lv 16)

Languages: Giant
Transferable Traits: natural armor 14

Darkmantle (lv 2)

No blindsight until 10th level
Add darkvision 60 ft based on its echolocation trait

Demon: Barlgura (lv 13)

Languages: Abyssal

Transferable traits: natural armor 13+Dex(max 2), Reckless, Running Leap

Demon: Dretch (lv 3)

Languages: Abyssal

You can use the Fetid Cloud ability once per day in Dretch form.

You also gain access to the Manes as a form.

Transferable Traits: natural armor 11+Dex, cold resistance, fire resistance, lightning resistance, poison resistance and advantage on saves against poison, darkvision 60 ft.

Demon: Glabrezu (lv 19)

No Truesight, Innate Spellcasting
Add Darkvision 120 ft, which works in magical darkness, blindsight 120 ft.
Languages: Abyssal
Transferable Traits: natural armor 15+Dex (max 2)

Demon: Hezrou (lv 17)

Languages: Abyssal
Transferable Traits: AC 13+Dex(max 3), Stench

Demon: Quasit (lv 4)

No Invisibility
Languages: Abyssal
You can use the quasit's Scare feature once per long rest while in this form.

Demon: Shadow (lv 6)

Languages: Abyssal
Transferable Traits: Shadow Stealth (level 10+), Incorporeal Movement (level 17+),

Demon: Vrock (lv 11)

Languages: Abyssal
You can use Stunning Screech once per day while in Vrock form.
Transferable Traits: natural armor 13+Dex (max 2)

Demon: Yochlol (lv 20)

No at will Detect Thoughts
Transferable Traits: natural armor 13+Dex (max 2), Spider Climb, Web Walker

Devil: Barbed (lv 8)

Languages: Infernal
Transferable Traits: natural armor 12+Dex (max 3), Barbed Hide, darkvision 120 ft. & Devil's Sight (level 10+)

Devil: Bearded (lv 6)

Languages: Infernal
No wounding property of glaive attack
Transferable Traits: Steadfast, natural armor 11+Dex; darkvision 120 ft. plus Devil's Sight (level 10+)

Devil: Bone (lv 18)

Languages: Infernal
Transferable Traits: natural armor 16+Dex (max 3), darkvision 120 ft. plus Devil's Sight (level 10+)

Devil: Chain (lv 15)

Languages: Infernal
Transferable Traits: natural armor 14+Dex (max 2), darkvision 120 ft. and devil's sight (level 10+)

Devil: Horned (lv 20)

No wounding property of tail attack. Transferable Traits: natural armor 15+Dex (max 3), darkvision 120 ft. plus Devil's Sight

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