Metamorph

Flesh and bone are malleable forms to be sculpted and shaped to one’s will. As a metamorph, you can transcend the limits of biology, able to meld objects to your body and grow bone or reform your flesh.

Metamorph Features
Wilder LevelFeature
1stMorphic Power, Metaform (2 traits), Unarmored Defense
7thRobust Form, Metaform (3 traits)
11thBody Meld, Metaform (4 traits)
17thWar Form, Metaform (5 traits)

Morphic Power

1st-level Metamorph feature

You warp flesh and bone through your psychic ability. Your manifesting ability is Constitution. You use your Constitution whenever a power refers to your manifesting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a channeler power you manifest and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus + your Constitution modifier

Power attack modifier = your proficiency bonus + your Constitution modifier

When you gain a new channeler power, you may select a power from the channeler power list or the following powers: accelerated healing, biomorphic skin, chameleon, decay, elastic body, energy cloak, living weapon, martial insight, molecular agitation, size alteration, and speed of thought.

At 1st level, you can select one of the powers above and add it to the list of powers you know. At 11th level, you may add another power from the list above.

Metaform

1st-level Metamorph feature

As a bonus action, you can alter your physical form, adopting a trait from the Metaform Table. Metaform traits that can make attacks count as simple weapons for you, and use your Strength modifier on attack and damage rolls with them. When you enter your metaform, you gain a number of temporary hit points equal to four times your level in this class. These hit points remain until you finish a long rest, enter your metaform again, or are depleted through damage. You can remain in your metaform for 10 minutes.

While in your metaform, you can take a bonus action to adopt a second trait, or use your action to replace one trait you’ve adopted with a different trait. When you reach certain levels in this class, you can adopt one additional trait: at 7th level (three traits), at 11th level (four traits), and at 17th level (five traits). If you expend a Psychic Burst die on your turn, you can enter your metaform and manifest all traits you are capable at once without an action.

When a metaform trait requires a target to make a saving throw, the save DC is equal to your power save DC.

You can take on trivial, cosmetic changes in your metaform as you will, such as growing body hair or scaly skin, red eyes, or nightmarish features, for instance.

Starting at 7th level, you gain the Multiattack action while in your metaform and attacks from your metaform traits count as magical for the purpose of overcoming damage resistance and immunity. You can make two attacks using your metaform traits, or one attack with a metaform trait and one attack with a weapon. Metaform attacks can only be used once per limb, such that you can only make one bite attack, but could make two claw attacks. You can make one additional attack with a metaform trait (up to three attacks) when you reach 17th level in this class.

Once you enter your metaform, you can’t do so again until you finish a short or long rest, unless you expend a Psychic Burst die to enter it again. When you reach 11th level, you can enter your metaform twice between rests.

Other Options
You aren’t limited to the options from the Metaform table. For instance you could grow a sharp beak instead of fangs and deal the same piercing damage, or you could create a myriad of gaping maws along an arm in place of claws. Metaform is intended to allow the metamorph the ability to create a thematic form.
The DM can develop and approve additional metaform options that fit within the scope of the framework presented below and that don’t duplicate psionic powers.

Metaform Table
LevelTraitEffects
1stAmphibiousYou can freely breathe air and water and gain a swimming speed equal to your walking speed.
 DarkvisionYou gain darkvision out to a range of 60 ft.
EnduranceYou increase your Constitution score to 16 if it’s not already higher, ignore the effects of exhaustion, and make Constitution ability checks with advantage..
 FangsYou grow long fangs allowing you to make a bite attack that deals 1d8 piercing damage on a hit. You have advantage with this attack against any creature that doesn’t have all its hit points.
Muscle MassYou increase your Strength score to 16 if it’s not already higher, can push, drag, and lift twice as much, and make Strength ability checks with advantage.
 Oily SkinYou become slippery. You have advantage on checks to escape grapples and restraints and can attempt to do so as a bonus action instead of an action.
ReflexesYou increase your Dexterity score to 16 if it’s not already higher, add half your proficiency bonus to Dexterity saving throws if you aren’t already proficient, and have advantage on Dexterity checks.
 Sharp NailsEach of your hands grows claws that deal 1d6 slashing damage on a hit. Once on each of your turns when you hit a target with this attack, you can make one additional attack with it.
 SpinesYou grow spines from your body that deal 1d8 piercing damage at the start your turn to a creature that you have grappled or been grappled by.
 Web WalkYou ignore movement restrictions caused by webbing. You also gain a climbing speed equal to your walking speed and can move along walls and ceilings while leaving your hands free.
5thBlindsightYou gain blindsight out to a range of 60 ft.
 Blood SiphonOnce each turn when you hit a creature with a metaform trait attack, you can regain hit points equal to half the damage dealt.
 Enhanced SightYou grow multiple eyes allowing you to see in any direction, gaining advantage on saving throws vs. blindness and on Perception checks. Foes gain no benefit from having an ally within 5 feet of you.
 HornsYou grow large horns allowing you to make a gore attack that deals 1d8 piercing damage on a hit. If you move at least 10 feet straight toward a target and hit with this attack on the same turn, the target takes an extra 1d8 piercing damage, is pushed up to 10 feet, and is knocked prone.
 TentaclesYou can transform your arms into tentacles that deal 1d6 bludgeoning damage on a hit and have the finesse property. On a hit, you can attempt to grapple the target without an action.
 Thick SkinYou increase your AC by 2 when not wearing armor.
 Venomous AttackOnce each round, when you hit a creature with a metaform trait, an unarmed strike, or a natural weapon it takes an extra 1d6 poison damage and must succeed on a Constitution saving throw or become poisoned until the end of its next turn.
 Web SpitAs an action you can spit webbing as a ranged weapon attack with range 30/90 ft. A Large or smaller creature hit by this web is restrained. As an action it can make a Strength saving throw, breaking free on a success. The webbing can also be destroyed, having AC 10, 5 + twice your proficiency bonus hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.
11thParalytic AttackOnce each round, when you hit a creature with a metaform trait, unarmed strike, or natural weapon it must succeed on a Constitution saving throw or become paralyzed until the end of its next turn.
 Serpent FormYou replace your legs with a long serpent tail and trunk. You can make a constrict attack that deals 1d8 bludgeoning damage on a hit, and can attempt to grapple its target without an action. Until the grapple ends the target is restrained. You also can’t be knocked prone.
 Tail SpikesYou grow a tail filled with dozens of needle-like spikes. You can shoot these spikes by making a ranged weapon attack with range 100/200 ft. On a hit the target takes 1d8 piercing damage. When making a Multiattack, you can use this trait to attack more than once.
 WingsYou grow wings, gaining a flying speed of 60 feet.
17thAcidic BreathAs an action you can expel acid in a 15-foot cone. Each creature within the cone must make a Dexterity saving throw, taking 6d8 acid damage on a failed save or half as much damage on a successful one.
 AmorphousYou can move through a space as narrow as 1 inch wide without squeezing.
 Extra ArmsYou grow two extra humanoid arms and become multidextrous. You can also use any melee weapon while fighting with two weapons, including those with the two-handed property.

Unarmored Defense

1st-level Metamorph feature

While you are not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.

Robust Form

7th-level Metamorph feature

You gain proficiency in Strength and Constitution saving throws. If you already have one of these proficiencies, you instead gain proficiency in Dexterity saving throws.

In addition, at the start of each of your turns you can revert to your normal form if you are petrified or your form is changed, but can’t take a bonus action during this turn. If you were in your metaform before being afflicted, you revert to your metaform instead.

Body Meld

11th-level Metamorph feature

You can absorb small objects into your body. You can’t absorb more than one fourth of your mass. Items absorbed by you don’t function as a worn item would, for example, you can’t benefit from a ring of protection while it’s melded into your body. You can absorb any suitable object as a bonus action.

You can also use a bonus action to immediately bring any absorbed item to hand, or even don it. For example, you could have boots of elvenkind absorbed, and with your bonus action retrieve and don them. You can absorb one object and retrieve one object as part of the same bonus action.

You can also partially absorb weapons or makeshift-implements to act as weapons, grafting them to your limbs. These grafted weapons function as normal weapons of their type, but grafted weapons can’t be disarmed. You are proficient with any grafted weapon. A grafted weapon is considered magical so long as it remains grafted to you.

War Form

17th-level Metamorph feature

While in your metaform, you gain a +2 bonus to Strength, to a maximum of 22, and at the start of each of your turns, you gain 5 temporary hit points.