Artificer: Metamorph
Metamorphs are strange warriors, augmenting their flesh with biological power. Some metamorphs appear as monstrous chimera, while some only unleash their unnatural form when rending their foes to pieces.
Tool Proficiency
You gain proficiency with leatherworker's tools. If you already have this proficiency, you gain proficiency with other type of artisan tool of your choice.
Metamorph Spell List
Artificer Level | Spell |
---|---|
1st | ensnaring strike, grease |
5th | alter self, dragon's breath |
9th | gaseous form, slow |
13th | greater invisibility, polymorph |
17th | enervation, reincarnate |
Grotesque Grafts
Starting at 3rd level, you learn to alter your form to imitate the beasts of legend. Whenever you finish a long rest, you can graft a monstrous organ onto yourself, choosing one from the list below. This lasts until you finish your next long rest. You can activate these effects as an action.
Bull Rush: You can move up to 15 feet horizontally to an unoccupied place you can see. If you end this movement within 5 feet of a creature, you can make a melee spell attack. On a hit, they take bludgeoning damage equal to 1d8 + your Intelligence modifier and must make a strength saving throw. On a failure, they are knocked prone.
Eyes of Medusa Choose a creature that can see you within 60 feet. It must make a Wisdom saving throw. On a failure, they take psychic damage equal to 1d6 + your Intelligence modifier and their speed is reduced by a number of feet equal to 5 times your Proficiency bonus.
Draconic Gland Make a ranged spell attack against a creature you can see within 90 feet of you. On a hit, they take fire, cold or lightning damage (your choice) equal to 1d10 + your Intelligence modifier and are pushed 10 feet away from you.
Frog Tongue Make a melee spell attack against a creature you can see within 30 feet of you. On a hit, they take piercing damage equal to 1d8 + your Intelligence modifier and are pulled a towards you up to a number of feet equal to 5 times your Proficiency bonus.
Tentacle Lash Make a melee spell attack against a creature you can see within 30 feet of you. On a hit, they take bludgeoning damage equal to 1d8 + your Intelligence modifier and are atrophied until the start of your next turn. While atrophied, they deduct 1d4 from any attack roll they make.
Each of these attack deals additional damage die when you reach certain levels in this class, becoming two die at 5th level, three die at 11th level and 4 die at 17th level.
Bio-Weapon
Also at 3rd level, you learn to coat weapons with your own flesh, bonding them to your very being. When you finish a long rest, touch up to two weapons. These weapons gain the following benefits:
- You become proficient with them, and can use your Intelligence modifier, instead of strength or dexterity for attack and damage rolls.
- You cannot be disarmed of them or your infusions against your will, and while they are within 60 feet of you, you can use a bonus action to pull one of these weapons or one of your infusions towards you and equip it, as they are pulled by stringy sinew.
Extra Attack
Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. You can replace one attack with an effect from Grotesque Grafts.
Improved Adaptations
Starting at 9th level, you learn to mold the flesh of you or your allies. When you finish a long rest, you can alter the form of a creature you touch, morphing them. They gain one of the following benefits:
- Their body, along with any equipment they are wearing or carrying, becomes slimy and pliable. They can move through any space as narrow as 1 inch without squeezing, and they can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
- They gain a flying speed equal to their walking speed. This only works in short bursts; they fall if they end your turn in the air and nothing else is holding them aloft.
- They gain a swimming speed equal to their walking speed, and can breathe underwater.
Additionally, you can have two effects from Grotesque Grafts at a time, instead of one.
Claw of Devolution
Starting at 15th level, your mastery of biology warps anyone you touch. When you damage a creature with your Grotesque Grafts, you can cast polymorph on them as part of the attack without expending a spell slot. When cast this way, it does not require concentration, lasts 1 minute and you can end the effect as a bonus action. You can use this feature three times, and regain all uses when you finish a long rest.
Additionally, you can use three effects from either Grotesque Grafts or Improved Adaptations, instead of the usual number. For Improved Adaptations, each effect can be chosen more than once and applied to different creatures.