Metamorph (3.5e Class)

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Rating: Not rated
(Rate this class)
Status: Mostly complete, a couple sections not done.
Editing: Constructive editing on the starting package and the sample NPC are welcome, other than that, no touching.


The gift of mutable flesh is rare among any race, but occasionally a child is born with this extraordinary power. Those who bear the gift and learn to master it have the potential to become combatants of unimaginable strength - metamorphs.

Making a Metamorph[edit]

Metamorphs are the ultimate shapechangers, rivaling even doppelgangers. They can work well in any situation as long as they can pick the correct form, though they rely completely on shapechanging to do battle. Having allies who can supplement the metamorph's mutable fighting style with their own strengths makes a metamorph's life much easier.

Abilities: The mental abilities are the most important to a metamorph, given that they can adopt the physical traits of their alternate forms. Intelligence, Wisdom and Charisma are all excellent choices for a metamorph. Constitution is important as well when the metamorph has taken a weaker form.

Races: Any member of any race born with the power can become a metamorph. This power is exceptionally rare, however, so few of these ultimate shapechangers exist.

Alignment: Any. Metamorphs are limited only by their own decisions; they can range from law-abiding heroes to destructive villains.

Starting Gold: 3d4 x 10 gp (75 gp).

Starting Age: Complex

Table: The Metamorph

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 Shift, Humanoid Form
2nd +2 +3 +0 +3 Creature Lore
3rd +3 +3 +1 +3 Animal Form
4th +4 +4 +1 +4 Vermin Form
5th +5 +4 +1 +4 Giant Form, Mutable Adaptation
6th +6 +5 +2 +5 Shapechanger Affinity
7th +7 +5 +2 +5 Plant Form
8th +8 +6 +2 +6 Ooze Form, Mutable Adaptation
9th +9 +6 +3 +6 Practiced Shapechanger
10th +10 +7 +3 +7 Mutable Adaptation
11th +11 +7 +3 +7 Monstrous Humanoid Form
12th +12 +8 +4 +8 Creature Knowledge
13th +13 +8 +4 +8 Magical Beast Form, Mutable Adaptation
14th +14 +9 +4 +9 Reflexive Shapechanging
15th +15 +9 +5 +9 Fey Form
16th +16 +10 +5 +10 Aberration Form, Mutable Adaptation
17th +17 +10 +5 +10 Outsider Form
18th +18 +11 +6 +11 Dragon Form, Expert Shapechanger
19th +19 +11 +6 +11 False Undead Form, Mutable Adaptation
20th +20 +12 +6 +12 False Construct Form, Perfect Shapechanger

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all) (Int), Listen (Wis), Perform (Cha), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str).


Class Features[edit]

Metamorphs use their mutable flesh to assume all kinds of forms for infiltration and battle. All of the following are class features of the metamorph.

Shapechange: The metamorph's prized ability is that of shapechanging. A metamorph can, using a full-round action, change into the form of any creature (not limited by Hit Dice) whose type she has unlocked (see Table: The Metamorph for details about when forms are unlocked). She may change shape a number of times equal to twice her metamorph level per day and may stay in a form for as long as she wishes. Changing back to her normal form from an alternate one does not count as a use of Shapechange. The metamorph retains her normal Hit Dice, Constitution, Intelligence, Wisdom and Charisma, but takes on the Strength, Dexterity, natural armor, communicative abilities and racial traits (including spell-like, supernatural and extraordinary abilities) of the form she assumes. There are special rules for the False Undead and False Construct Forms - when in the form of an undead creature, the metamorph does not gain undead qualities (immunity to critical hits, etc.) even though spells such as detect undead will point to her being an undead creature. Likewise, she does not gain the construct immunities when in that form, though she does assume the natural armor of whatever construct she is emulating. When emulating an outsider form, she is always considered to have the Native subtype.

Creature Lore: At second level, the metamorph has a rudimentary knowledge of creatures due to her shapechanging. She can always take 10 on a Knowledge skill check to identify a creature. This becomes Creature Knowledge at twelfth level, allowing the metamorph to take 20 on all creature-identifying Knowledge checks.

Mutable Adaptation: The metamorph's knowledge of how creatures work gives her an almost supernatural understanding of their traits and qualities. At each level that she gains a Mutable Adaptation, she may choose to either grant a trait of one type (dragons' sleep immunity, oozes' blindsight, etc.) to all forms she assumes, including her natural form.

Practiced Shapechanger: At ninth level, the metamorph has improved her shapechanging speed substantially. She can now use Shapechange as a standard action instead of a full-round action.

Reflexive Shapechanger: At fourteenth level, the metamorph has learned to react to attacks by shapechanging. When attacked by an opponent, she can choose to attempt a DC 25 Reflex save - if it is successful, she uses Shapechange as a reaction, leaving her in her new form at the beginning of the next round.

Expert Shapechanger: Upon reaching eighteenth level, the metamorph's shapechanging speed has reached a whole new level. She may now use Shapechange as a move action instead of a standard action.

Perfect Shapechanger: At twentieth level, the metamorph has reached the pinnacle of shapechanging. She no longer has a limit to how often she can use Shapechange per day, and she gains the Shapechanger subtype.

Epic Metamorph[edit]

Metamorphs attain all the power they ever need during their normal level progression, leaving no need for epic levels.

Human Metamorph Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a Metamorph[edit]

Religion: Metamorphs are a religiously diverse lot, their prayers going to any deity out there. A single metamorph may worship any deity without being considered odd by others.

Other Classes: All classes can benefit from having a metamorph in their party. The only ones that may resent them are druids, who envy the near-unlimited potential of a metamorph's Shapechange.

Combat: Metamorphs work well as either combatants or infiltrators, and do both exceedingly well.

Advancement: Metamorphs almost exclusively stay within the metamorph class, making the most of their innate talent. Rare ones may take levels in druid or ranger to gain more understanding of creatures and their workings.

Metamorphs in the World[edit]

"You thought I was just an ordinary halfling? How would you like to be fighting a purple worm instead?"
—Jeris Elfan, halfling metamorph

Metamorphs can do anything, ranging from specialized infiltrators for a kingdom to merciless bandits who pillage and plunder everything in their path.

Daily Life: A metamorph's day is unpredictable, based solely on the individual's desires. Many enjoy using their alternate forms to get a different perspective on the world, though evil metamorphs may use their powers to steal or intimidate.

Notables: Jeris Elfan, a halfling metamorph known for taking the form of a purple worm to drive off people that bother him.

Arietta the Wild, a human metamorph who was raised by monsters and takes on their forms in a quest to keep the wilds safe from civilization's encroachment.

Organizations: Metamorphs have no organizations, each one fending for themselves. Indeed, metamorphs often see their own as their greatest foes and rivals, knowing that their powers' secrets could be used against them.

NPC Reactions: Metamorphs are often taken for simple commoners by those who are unaware of their gifts. Those who know of a metamorph's talents will run the gamut of reactions, depending on their past interactions with metamorphs.

Metamorph Lore[edit]

Characters with ranks in Knowledge (nature) can research metamorphs to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (nature)
DC Result
5 Metamorphs are figures of legend who can transform into beasts.
10 Metamorphs do in fact exist, taking on any forms they wish.
15 More experienced metamorphs are able to take the forms of magical beasts, fey and even outsiders from beyond the Material Plane.
20 At the pinnacle of their powers, metamorphs can partially emulate the forms of undead and constructs.

Metamorphs in the Game[edit]

Metamorphs can be anyone in a d20 game, from a thief who uses his gray ooze form to slither into a vault to a hermit who enjoys flying through the air as a roc.

Adaptation: It's possible to alter the metamorph into a Wild Shape-focused druid, eliminating the divine spells in order to focus on shapechanging.

Sample Encounter: Arietta the Wild has been attacking loggers who are trying to harvest a thick forest. The PCs have been hired to dispatch this dangerous metamorph by any means necessary so that the forest can be logged.

EL Something-or-other Coming eventually when I think of something.

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