My Documents
Become a Patron!
Metamporph
\pagebreakNum # Metamorph
##### Metamorph | Level | Proficiency Bonus | Features | Shapes Known | Assimilations | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Shapechanger | 2 | — | | 2nd | +2 | Assimilation | 3 | 1 | — | | 3rd | +2 | Eccentric Forms, Mutate | 4 | 1 | ─ | | 4th | +2 | ASI, Practiced Forms | 5 | 1 | ─ | | 5th | +3 | Mimicry | 6 | 2 | ─ | | 6th | +3 | Face Changer | 7 | 2 | ─ | | 7th | +3 | New Tricks | 8 | 2 | ─ | | 8th | +3 | ASI | 9 | 2 | ─ | | 9th | +4 | Hybrid Forms | 10 | 2 | ─ | | 10th | +4 | Heightened Assimilation | 11 | 2 | ─ | | 11th | +4 | One of You | 12 | 3 | ─ | | 12th | +4 | ASI | 13 | 3 | ─ | | 13th | +5 | Rejuvenation | 14 | 3 | ─ | | 14th | +5 | Weird Anatomy | 15 | 3 | ─ | | 15th | +5 | Improved Heightened Assimilation | 16 | 3 | ─ | | 16th | +5 | ASI | 17 | 3 | ─ | | 17th | +6 | Master Shapechanger | 18 | 4 | ─ | | 18th | +6 | Improved New Tricks | 19 | 4 | ─ | | 19th | +6 | ASI | 20 | 4 | ─ | | 20th | +6 | Unbounded, Improved Weird Anatomy | 22 | 4 | ─ |
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:** 1d12 per Metamorph level **Hit Points at 1st level:** 12+ your Constitution modifier **Hit Points at Higher Levels:** 1d12 (or 7) + 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. \pagebreakNum ## 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 those of the form, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also may keep your Constitution if it is higher. Don't recalculate hit points if the form's Constitution is higher. Additionally, you use your hit points, rather than those of the form. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. 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. If the creature has any legendary actions, lair actions, spellcasting, or innate spellcasting, you can't use them, though you can use their at will spells. You do not gain the creature's languages unless listed in the form block, though you can use its telepathy if it has any. 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. 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. 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. * **Revert:** You immediately return to your true form if in an area of antimagic while in this form. ## 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. 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. ## Eccentric Forms (3rd level) You're no longer confined to small sets of living creature forms. Choose animals, plants, or objects when you gain this feature. If you choose animals, you can shapeshift into any beast of CR 1/8 or lower a number of times per day equal to your Constitution modifier. 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 a number of times per day equal to your Constitution modifier. 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 as for plants. ## Ability Score Increase (4th, 8th, 12th, 16th, 19th) \pagebreakNum ## 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 (rounded down), you can make 1 additional attack more than normal, but only the damage from the attack applies. ## Mimicry (5th level) You can make minor alterations to your vocal cords to allow you to copy other creatures with ease. You can mimic sounds and voices you have heard, such as a person whispering, a baby crying, or an animal chittering. 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. Your spellcasting ability modifier for this and any future Metamorph spells is Constitution. If you are a changeling, you can change your size from Medium to Small, and even give yourself the Powerful Build trait, through your racial trait or as part of an altered humanoid form from Alter Self. ## New Tricks (7th level, 18th level) You've learned how to temporarily take on relatively natural forms you don't know, and even to free- or force- others from the limits of their true forms. 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, and when affecting yourself, you can take on any form 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, 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. ## One of You (11th level) You have advantage on Deception, Persuasion, and Animal Handling checks against creatures of the same species or type of monster as a form you are in. ## 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. 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) 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. \pagebreakNum ## Metamorph Forms ##### Level 1
##### Animated Object: Flying Sword **No** Antimagic Susceptibility
**Revert**
##### Blights You can turn into a Twig Blight or a Vine Blight, and gain access to the Vine Blight at 3rd level. Transferable Traits: blindsight X*10 ft. (blind beyond this radius), X=your Metamorph level or 6, whichever is less.
##### Level 2
##### Animated Object: Animated Armor **No** Antimagic Susceptibility
**Revert**
Disadvantage on stealth checks.
Since it is humanoid in form, you can use many types of equipment without issue in this form.
##### Level 3
##### Azer (Race) **Type:** Elemental
**Natural armor** 14+Dex (max 2)
**Speed:** 30 feet
**Strength:** 15 or yours
**Damage Immunities:** fire, poison
**Condition Immunities:** poisoned
**Languages:** You gain Ignan
**Heated Body.** Whenever a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d10 fire damage.
**Heated Weapons.** When you hit with a metal melee weapon or an unarmed strike, the attack deals an extra 1d6 fire damage.
**Illumination.** You shed bright light in a 10 foot radius and dim light for an additional 10 feet. Transferable traits: Heated Body, Heated Weapons, Illumination
##### Level 4
##### Ankheg Transferable traits: darkvision 60 ft., tremorsense 10 ft., Natural Armor 14 (11 while prone); burrow 5 ft. (level 5+)
##### Level 5
##### Aarakocra (Race) **Speed:** 20 ft., fly 50 ft.
**Skills:** Perception+5
**Dive Attack:** (see stat block)
**Talons:** Your unarmed strikes deal a base of 1d4 slashing damage. Transferable traits: Dive Attack, Talons; fly 40 ft. (level 15+)
##### Level 6 ##### Level 7 ##### Level 8 ##### Level 9 ##### Level 10
##### Spectator **Languages:** Deep Speech Transferable traits: natural armor 12+Dex, darkvision 120 ft., hover; fly 30 ft. (hover) (level 15+)
##### Level 11 ##### Level 12 ##### Level 13 ##### Level 14 ##### Level 15 ##### Level 16 ##### Level 17 ##### Level 18 ##### Level 19 ##### Level 20
##### Angel: Deva **No** Change Shape Transferable Traits: resistance to radiant damage, darkvision 120 feet
\pagebreakNum
##### Behir **No** Swallow. Transferable traits: lightning resistance, climb 30 ft. 14+Dex natural armor
\pagebreakNum
\pagebreakNum https://www.deviantart.com/runeh42/art/Shapechanger-896896354 https://www.deviantart.com/jonhodgson/art/Children-of-Wyrms-285365355 https://www.deviantart.com/phill-art/art/Warforged-made-of-mimics-893257965 https://www.deviantart.com/yamita/art/Braxton-365831590