Metamorph

by CallMeCal

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Metamorph

Metamorph

All is quiet on the marsh. A halfling man appears through the mist and looks to the ground. His quarry's trail is going cold, and will be lost soon. In an instant, the halfling's face turns to that of a wolf, and long claws grow from his fingers. A scent fills his nose, not that of the swamp. With a mighty leap, he clears the treacherous water of the marsh, and is soon back on the hunt.


An elvish woman sits patiently at a tavern, eavesdropping on a nearby conversation. The women at the table next to her are waiting for something. One mentions a delivery meant for them. Unknown to them, the nearby elf had already acquired said delivery, and eliminated the man taking it to them. From the dark corner where she sits, nobody notices the elf suddenly take the form of the man meant to deliver their package. Naturally as ever, the elf gives the two women what they seek, and follows them to their base of operations.

Creating a Metamorph

Metamorph ia a Hybrid Class of Monk and Druid, focusing on shapeshifting and natural weapons.

This a fairly advanced class, as far as complexity of play. You will need to keep track of many different forms and features if you wish to maximize your effectiveness as a Metamorph. It is not recommended for beginners.

Quick Build

You can make a Metamorph quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity, then Constitution. Second, choose the Outlander background.

Class Features

Hit Points

Hit Dice: 1d10 per Metamorph level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Metamorph level after 1st

Proficiencies

Armor: Light, Medium
Weapons: Simple Weapons
Tools: None
Saving Throws: Dexterity, Strength
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Nature, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) any simple weapon or (b) 10 darts
  • leather armor and an explorer's pack

If you are using starting wealth, you have 2d4 x 10 gp

The Metamorph
Level Prof
Bonus
Shifter
Claws
Features
1st +2 1d4 Shifter Claws, Wild Shape
2nd +2 1d4 Wild Defense, Chameleon
3rd +2 1d4 Shifter Path
4th +2 1d4 Ability Score Improvement
5th +3 1d6 Monstrous Shape, Multiattack
6th +3 1d6 Path Feature
7th +3 1d6 Blood Drinker, Magic Fang
8th +3 1d6 Ability Score Improvement
9th +4 1d6 Shifter's Tongue
10th +4 1d6 Civil Shape
11th +4 1d8 Path Feature
12th +4 1d8 Ability Score Improvement
13th +5 1d8 Shifter's Hide
14th +5 1d8 Purity of Body
15th +5 1d8 Giant Shape
16th +5 1d8 Ability Score Improvement
17th +6 1d10 Path Feature
18th +6 1d10 Timeless Body
19th +6 1d10 Ability Score Improvement
20th +6 1d10 Everyshape

Shifter Claws

  • Any time you can draw or stow a weapon, you can extend or retract claws from the ends of your fingers. These claws are natural weapons that you can use to make unarmed strikes, with a damage die as shown in the Shifter Claws column of the Metamorph table.

  • When you use your Wild Shape feature to take a form that has at least one natural attack, you can choose one of them. The chosen natural attack uses your Shifter Claws die in place of its normal damage die. For example, if you are level 17 and you take a form that has a Hooves attack with a damage die of 2d4, you can choose to replace that attack's 2d4 with 1d10.

  • You can use Dexterity instead of Strength for the attack and damage rolls of your natural weapons.

  • Immediately after taking the Attack action on your turn, you can make one attack with a natural weapon as a bonus action.

Wild Shape

Read carefully! This is the core feature of this class!

As a bonus action, you can magically assume the shape of a Beast that you have seen before. You can spend a number of hours Wild Shaped equal to your Metamorph level plus your Wisdom modifier (these hours do not have to be consecutive but they must be spent in 1 hour increments; you choose a form each time you transform) after which you must finish a short or long rest before you can use Wild Shape again.

At 1st level, your shape can't have a CR higher than 1/4 your Metamorph level, and it can't have a swimming or flying speed. At 3rd level, the max CR increases to 1/3 your Metamorph level, and you are permitted a swimming speed. At 6th level, you are permitted a flying speed.

You can revert to your normal form by using a bonus action on your turn. You automatically revert if you run out of hours of Wild Shape, fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast except as mentioned here. You retain your alignment, personality, hit dice, hit points, and Intelligence, Wisdom, and Charisma scores, and you use the average of your normal and your new form's Strength, Dexterity, and Constitution scores (for example, if your Dexterity score is 14 and your new form's Dexterity score is 10, you will have a Dexterity of 12 in that form; your new Constitution score does not affect your hit points). You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. You will have to recalculate the form's attack bonuses and saving throw DCs using your new Ability Scores and your Proficiency Bonus in place of the base creature's.

  • Your ability to speak or to take any action that requires hands is limited to the capabilities of your current form. Usually this will prevent you from using weapons and tools or casting spells (you need to be able to speak at least one language to perform verbal components, and hands that can use tools to perform somatic components).

  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses (such as darkvision) unless your new form also has that sense.

  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form until you gain the Shifter's Hide feature, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

  • When you transform, you can gain temporary hit points equal to the beast's maximum hit points. These temporary hit points last until you revert to your normal form, or until you use Wild Shape to take a new form. You must complete a short or long rest before doing this again.

Wild Defense

Beginning at 2nd level, while you are wearing no armor, not using a shield, and in a form without natural armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. While you are wearing light or medium armor or in a form with natural armor but not using a shield, you have a +1 bonus to your AC.

Chameleon

At 2nd level, you gain the ability to gradually alter your coloration to blend in to your surroundings. You can spend 1 minute standing still and allowing your coloration to shift until you are camouflaged against a static background (for example, a wall or a forest, but not a river or a crowd).

Once you are camouflaged in this way, you gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Shifter Path

At 3rd level, you choose a Path. Choose between Chimera, Verdant, Elementalist, or Draconic, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, and 17th.

Ability Score Improvement

At 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.

Monstrous Shape

Beginning at 5th level, you can use Wild Shape to take the shape of Monstrosities as though they were Beasts.

Multiattack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. In addition, whenever you take the Multiattack action on your turn, you can make one additional attack with a natural weapon as part of that action.

Magic Fang

Starting at 7th level, your natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

In addition, you gain the ability to extend and retract fangs in the same way you extend your Shifter Claws, gaining a Bite attack that counts as a natural weapon and uses your Shifter Claws damage die.

Blood Drinker

At 7th level, you gain the ability to heal yourself by drinking the blood of your enemies. Any time you use a Bite attack to deal damage to a living creature (or otherwise consume at least one ounce of fresh blood other than your own), you can regain a number of hit points equal to 1d10 plus your Metamorph level. You must complete a short or long rest before you can do this again.

Shifter's Tongue

At 9th level, you gain the ability to speak any language you know in any form you take. Additionally, you can speak in the native tongue of any form you take while in that form.

Civil Shape

Beginning at 10th level, you can use Wild Shape to take the shape of Humanoids. You can make yourself look like a specific individual you have seen before, or like a specific individual from your imagination, or just like a generic member of that race. Using Wild Shape this way changes your race to another humanoid race for as long as you are transformed; you lose all of your racial features and gain all the racial features of your new race. None of your other statistics change.

Shifter's Hide

Beginning at 13th level, whenever you choose to keep wearing a piece of equipment (other than a weapon or metal armor) when you use Wild Shape, that equipment changes with you to the appropriate size and shape to be worn by your new form. The equipment reverts to its normal size and shape when you revert to your normal form.

Purity of Body

At 14th level, your magical mastery over your body makes you immune to disease and poison.

Giant Shape

Beginning at 15th level, you can use Wild Shape to take the shape of Giants as though they were Beasts.

Timeless Body

Beginning at 18th level, the magical control that you wield over your body allows you to age more slowly. For every 10 years that pass, your body ages only 1 year, and you can't be aged magically.

Everyshape

At 20th level, you have unlimited hours of Wild Shape, and you can take the shape of any creatures other than Undead or Constructs as though they were Beasts.

Shifter Paths

Chimera

Chimerae mix various creatures into new shapes.

Minor Form

Beginning at 3rd level, as a bonus action you can take one of the following features of any creature whose form you could take with Wild Shape:

  • A natural weapon (such as a bite or claws).
  • A sense (such as darkvision or tremorsense).
  • A movement speed.
  • A special ability such as waterbreathing or elemental resistance.

Your appearance changes with this feature based on the creature you are taking it from, such as sprouting eagle's wings for a fly speed or growing a wolf snout for a bite attack.

You can only use this feature in your natural form. You can't use this feature to gain a flying speed until 6th level.

You can use Minor Form for a number of minutes equal to your Metamorph level plus your Wisdom modifier (these do not have to be consecutive, but they must be spent in one minute increments), after which you must complete a short or long rest before using this feature again.

Improved Minor Form

Beginning at 6th level, you can use Minor Form in any form, and you can take two features instead of one when in your natural form. They do not have to be from the same creature.

Greater Minor Form

Beginning at 11th level, when you use Minor Form, you can take three features in your natural form or two in any other form. They do not need to be from the same creature.

Final Form

Beginning at 17th level, when you use Wild Shape you can take two forms instead of one, combining them into a single form and gaining all the features of both. Wherever the two forms give conflicting features, choose one or the other (for example, if the forms are different size categories, choose one of the size categories).

Verdant

Verdants gain the ability to take plant shapes.

Plant Shape

At 3rd level you gain the ability to take the form of an ordinary plant as a bonus action, from a single flower to a massive oak tree (this transformation follows the same rules as Wild Shape; your Dexterity score becomes 0, and your Strength, Constitution, and temporary hit points in this form are at DM discretion based on the size and resilience of the plant you choose).

While in Plant Shape you are aware of your surroundings but can't move or take any actions other than to revert to your normal form as a bonus action.

You can use this feature a number of times equal to your Wisdom modifier; you regain expended uses when you finish a short or long rest.

Verdant Shape

Beginning at 6th level, you can use Wild Shape to take the shape of Plant creatures as though they were Beasts.

Improved Verdant Shape

Beginning at 11th level, your maximum CR for using Wild Shape to take Plant Creature shapes becomes 2 plus 1/3 your Metamorph level.

Greater Verdant Shape

Beginning at 17th level, your maximum CR for using Wild Shape to take Plant Creature shapes becomes 1/2 your Metamorph level.

Elementalist

Elementalists gain the ability to take Elemental shapes.

Elemental Claws

At 3rd level, you gain the ability to sheathe your Shifter Claws in elemental energy as a bonus action (or as part of the same bonus action while extending your claws). You can choose Lightning, Cold, Fire, or Acid each time you use this feature. Any time you deal damage with your Shifter Claws while they are sheathed in energy, they deal an additional 1d6 damage of the chosen elemental type. You can also use this feature while Wild Shaped, sheathing one natural weapon of your choice in elemental energy as a bonus action.

The energy lasts for one minute and then dissipates. You can use this feature a number of times equal to your Wisdom modifier; you regain all expended uses after finishing a short or long rest.

Elemental Shape

Beginning at 6th level, you can use Wild Shape to take the shape of Elemental creatures as though they were Beasts.

Improved Elemental Shape

Beginning at 11th level, your maximum CR for using Wild Shape to take Elemental Creature shapes becomes 2 plus 1/3 your Metamorph level.

Greater Elemental Shape

Beginning at 17th level, your maximum CR for using Wild Shape to take Elemental Creature shapes becomes 1/2 your Metamorph level.

Draconic

Draconics gain the ability to take dragon shapes.

Dragon Scales

Beginning at 3rd level, your skin sprouts a thin sheen of protective scales. These scales add +2 to your AC when in your natural form, not wearing armor, and not using a shield.

Dragon Shape

Beginning at 6th level, you can use Wild Shape to take the shape of Dragon creatures as though they were Beasts.

Improved Dragon Shape

Beginning at 11th level, your maximum CR for using Wild Shape to take Dragon Creature shapes becomes 2 plus 1/3 your Metamorph level.

Greater Dragon Shape

Beginning at 17th level, your maximum CR for using Wild Shape to take Dragon Creature shapes becomes 1/2 your Metamorph level.


Multiclassing

Prerequisites

To qualify for multiclassing into the Metamorph class, you must meet these prerequisites:
Wisdom 13 or higher, Dexterity 13 or higher.
No levels of Druid or Monk.
If you have any levels of Metamorph, you can't multiclass into Druid or Monk.

Proficiencies

When you multiclass into the Metamorph class, you gain the following proficiencies:
Light Armor, Medium Armor

Thanks for Reading!

Metamorph was inspired by the Shifter class from Pathfinder and Beast Boy from Teen Titans.

A special thank you to all the redditors on r/DnDHomebrew who helped me refine this!















©2020 Caleb Wichman


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