Ranger Conclave - Metamorph

Rangers by nature are connected to the natural world, but the metamorph takes it one step beyond. While druids take on the entire form of beasts, rangers who follow the metamorph conclave instead mix aspects of different creatures together to create a chimeric form, taking on each of the most notable and powerful parts of a beast to perfectly adapt to situations as they arrive.

As metamorphs grow in level, they learn how to better adapt to the environment, eventually overcoming even time itself.

Metamorpher

You embrace the adaptative nature of the natural world when you join this conclave at 3rd level. Your form changes to be more animalistic. Choose one animal - you gain physical traits of features of that animal, such as fur, scales, horns, modified eye or head shape. These traits have no mechanical effect.

You also gain access to three Metamorphs, gaining a new one for each level you gain in this class. You can activate and change your active morphs as a bonus action, and can have a maximum number of morphs active equal to your proficiency bonus.

Each morph corresponds to a certain part of the body, and you can have only one morph active for each bodypart at a time.

Whenever you gain a new level in this class you can exchange one Morph you know for another from the Morphlist that you qualify for. The save DC for any Morphs that call for one is the same as your spell save DC.

You can suppress all your current active morphs as a bonus action. This can be reverted as a bonus action. While a morph is suppressed its effects are disabled.

Morphogenetic Touch

At 7th level your adaptations allow you to read people. As long as you are touching another creature you instinctively know if they are lying or telling the truth, without error.

In addition you can use your action while touching a creature (alive or dead) to gain the memories and internal thoughts of their last five minutes of awareness. A creature that is not dead or unconscious can make a constitution saving throw to negate this effect, though they can choose to fail it. At 13th level you gain five days of memories, and at 17th level you gain five years of memories. This aspect of Morphogenetic Touch can be used once per short rest.

Absorb Magic Item

At 7th level your adaptations allow you to pull magic items into your body and utilise their enchantment for your natural weapons and defenses. You can absorb a magic weapon as part of a short or long rest, at which point it rests inside of you. The effects of the magical weapon are transferred to any natural weapons you have. If the weapon requires attunement, it occupies an attunement slot as normal.

Even if you do not have a magical item absorbed, your natural weapons now also count as magic for the purposes of bypassing damage resistance and immunities.

You can also choose to absorb a piece of magical armour into yourself, granting the magic armour's full armour class and magical effects as if you were wearing it, while still appearing unarmoured. As with magical weapons, this takes an attunement slot if the armour normally requires attunement. This is still treated as wearing armour for the sake of fighting styles, but does not impose disadvantage on stealth checks.

If you unattune from an absorbed magic item it falls out of your body at your feet.

Bloodthirst

Your animal instincts drive you to greater feats of strength whenever you strike a creature that is injured. From 11th level whenever you successfully damage a creature that was not at maximum hit points with a natural weapon or a cantrip added by your Morphs, you add another dice of damage to the attack.

In addition, if a creature is not at maximum hit points you instinctively know where they are while they are within 30' of you. They cannot successfully hide their presence from you.

Adaptive Body

At 15th level your body naturally shifts in response to being attacked. After you take damage, you gain resistance to that damage type until a new damage type affects you, at which point the resistance is replaced by the new damage type.

If a single attack deals multiple damage types (such as piercing and poison damage) you choose which damage type to gain a resistance to.

Eternal Shifter

At 15th level you adapt to time itself. You no longer age naturally and cannot die of old age. You become immune to any spells or effects that would forcibly change your age, and you can action to change your appearance to appear as whatever age you wish, though limitations to your body for extremes of young or old may apply.

Mastermorph

Replaces Feral Senses

From 18th level you gain the ability to push your shifting abilities to their absolute limits. You may cast Shapechange, without requiring a material component, once per long rest. You may still use your Morphs as part of your Shapechange form, if you so choose, becoming a true chimera creature.

Lingering Shift

Replaces Foe Slayer

By shifting so much, a portion of the animalistic power remains in your body. Your Strength, Dexterity, and Constitution scores increase by 2, and their maximum score likewise increases by 2 (to a maximum of 30). This increase also applies to any forms you take via Mastermorph.

Morphlist

There are seven separate bodyparts available for a Metamorph to make use of - Arms, Body, Face, Heet, Hands, Head and Skin, and the list of Morphs is broken down accordingly.

Arms

Bear Arms

While you have this morph active your arms grow hairy and large, taking on the thick musculature of a bear. You have advantage on strength ability checks. In addition if you are grappling a creature you can use your bonus action to squeeze them in a bear hug, dealing 1d8 + your strength modifier in bludgeoning damage.

Flying Squirrel's Patagium

While you have this morph active a thin fold of skin extends between your arms and legs. You can choose to fall at a rate of 5 feet per round, and do not take any falling damage.

Gorilla Arms

While you have this morph active your arms and hands thicken to become those of an enormous ape. You gain a climb speed equal to your movement speed. Your unarmed strikes deal 1d8 bludgeoning damage.

Marilith's Extra Arms

Requires 9th level

While this morph is active you gain a second set of arms below your first. This allows you to hold additional weapons or items, and allowing you to use a second set of Hand morphs.

Octopus Tentacles

While you have this morph active your arms become long and flexible, no longer restricted by the shape of bones. You have advantage on ability checks made to grapple creatures and your reach with any held weapons, Hand morphs and attempts to grapple is increased to 10'.

Body

Albatross's Wings

Requires 9th Level

While this morph is active you grow a pair of large albatross wings from your back. You gain a fly speed of 60', so long as you have sufficient room to spread your wings.

Bombadier Beetle Boomgland

Requires 7th level

While this morph is active, a large bulbous gland filled with chemicals grows on your neck. You can use your bonus action to spit scalding chemical water at a creature within 15'. They must succeed on a dexterity saving throw or take 2d6 acid damage, taking half on a successful saving throw. Bombadier Beetle Boomgland can spit a number of times per long rest equal to your constitution modifier.

Fox Tail

Requires 5th level

While you have this morph active you embody the power of fox spirits, and a fox tail grows from your lower back. You can cast the Tasha's Hideous Laughter, Charm Person, Suggestion, and Confusion spells once each per long rest. You can also cast the Control Fire, Create Bonfire and Dancing Lights cantrips.

Kangaroo Tail

Requires 5th level

While this morph is active you grow a large powerful kangaroo tail. You have advantage on any Acrobatics checks and add your Constitution modifier to any Dexterity saving throws you make.

Owl's Wings

Requires 9th Level

While this morph is active you grow a pair of owl wings from your back. You gain a fly speed of 40' and your wings make no sound while flying.

Phoenix Heart

Requires 13th level

While this morph is active your body glows softly as the heart of a phoenix beats inside your chest. You heal 1d8 + your wisdom modifier hit points at the end of each of your turns, so long as you are below half health. In addition when reduced to 0 hit points you instantly regain hit points equal to half your maximum hit points. Once this aspect of Phoenix Heart has been used you cannot do so again until you have completed a long rest.

Scorpion Tail

While this morph is active a large scorpion tail grows from your lower back. You can use this as a natural weapon. It deals 1d4 piercing + 1d6 poison damage on a successful hit. Scorpion Tail is a Finesse weapon.

Turtle's Shell

Requires 7th level

While this morph is active you grow a large turtle shell which encompasses your torso. Your armour class is set to 17, unless it would otherwise be higher. When you take damage, you can use your Reaction to retreat inside your shell to reduce the damage taken by half.

Wyrm's Wings

Requires 9th level

While this morph is active you grow a pair of draconic wings from your back. These cannot be used for flight, but as a bonus action you can unleash a storm of wind. Creatures within 10' of you must succeed on a strength saving throw or be knocked prone. You can then move up to 15' without provoking opportunity attacks.

Face

Dog's Nose

While this morph is active your nose extends into a dog's muzzle. You have advantage on any Perception checks that rely on smell and on any survival checks to track or locate a creature.

Crocodile's Jaws

While this morph is active your mouth extends into large crocodile's jaws. You can use this as a natural weapon. It deals 1d10 piercing damage on a successful hit. Any creature hit by this is automatically grappled, and while they are grappled you cannot bite another creature.

Eagle's Eyes

While this morph is active your eyes shift into those of an eagle's. You have advantage on any Perception checks that rely on sight, and add your Wisdom modifier to Initiative checks so long as you can see.

Eyes of the Couatl

Requires 11th level

While this morph is active your eyes gain the magic of the celestial couatl. You have Truesight with a 60' range.

Raven's Cry

While this morph is active mouth and nose morph into that of a raven's beak. You can perfectly mimic any speech you have heard before with unerring accuracy, and have advantage on any Deception checks.

Rhino's Horn

While this morph is active a large Rhino horn grows from the centre of your face. You can use this as a natural weapon, which deals 1d8 piercing damage on a succesul hit. In addition, if you move at least 20' on your turn before making an attack and hit with your Rhino's Horn, you deal an additional 1d8 damage and force the target to make a strength saving throw or be knocked prone or 10' away (your choice).

Tiger's Eyes

Requires 5th level

While this morph is active your eyes become that of a tiger. You gain Darkvision out to 120'.

Feet

Cats Paws

While this morph is active your feet and legs shift into that of an agile and stealthy cat. You have advantage on Stealth checks and your footsteps make no noise. When falling 20' or less, you take no fall damage.

Cheetah's Legs

While this morph is active your legs change into the shape of a swift cheetah's. Your movement speed is increased by 15', and opportunity attacks against you have disadvantage.

Dolphin's Tail

Requires 7th level

While this morph is active your legs combine together into a single long tolphin's tail. You gain a swim speed of 60', however your walking speed is reduced to 5'. This morph also allows you to breathe underwater.

Springbok's Steps

While this morph is active your legs become that of a springbok. Your jump distance is tripled.

Lucky Rabbit's Feet

Requires 15th level

While this morph is active your legs and feet change to that of a rabbit, and you feel just a bit luckier. Whenever you make an attack roll, ability check, or saving throw, you may choose to roll an additional d20. You can use this ability after the original roll, but before the outcome is revealed. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can do this twice before requiring a long rest.

Hands

Crab Claws

While this morph is active your hands form into enormous crab claws. You can use this as a natural weapon. It deals 1d6 bludgeoning damage on a successful hit. While a creature is grappled by you, you can use your bonus action to automatically deal an additional 1d6 + your strength modifier damage.

Lemur's Fingers

While this morph is active your fingers extend and become more dextrous. You have advantage on Sleight of Hand checks and any tool usage that requires delicate fingers, such as thieves tools or jewelers tools.

Lion's Claws

While this morph is active your fingers extend into razor sharp claws. You can use this as a natural weapon. It deals 1d6 slashing damage on a successful hit. If you attack with one of your claws as part of the Attack action, you can also attack with the second claw as part of the same attack once per turn, assuming the hand is unoccupied. Lion claws are Finesse weapons.

Tanuki's Tricks

Requires 11th Level

While this morph is active, your hands change to resemble that of a tanuki. You can cast the Minor Illusion cantrip, and each of the following spells once per long rest: Disguise Self, Mirror Image, Hypnotic Pattern and Major Image. If you disable Tanuki's Tricks while a Concentration spell is actively, it instantly ends.

Any spells you cast with Tanuki's Tricks do not require material components.

Bat's Echolocation

While this morph is active your ears grow large into those of a bat's. You have Blindsight out to 10'. This is disabled if you are deafened.

Bull's Horns

While this morph is active a pair of bull horns grow from your head. You can use this as a natural weapon, which deals 1d6 piercing damage on a succesul hit. In addition, if you successfully deal damage then the creature bleeds from your goring strike, and takes an additional 1d4 piercing damage at the end of their next turn.

Hyena's Laugh

While this morph is active your neck muscles grow and thicken into that of a hyena's. You can use your action to unleash a mocking laughter. Hostile creatures who can hear you must succeed on a Wisdom saving throw or have disadvantage while attacking any creatures other than you for 1 minute. They may make a new saving throw at the end of each of their turns to end the effect early. Once they have successfully saved against the effect, they are immune to your laugh for 1 hour.

Rabbit's Ears

Requires 5th level

While this morph is active a pair of you have advantage on any Perception checks that rely on sound and on any arcana checks to identify a spell. You are also sensitive to the presence of magic, and can sense any within 15' as if under the Detect Magic spell.

Sphinx's Riddle

Requires 9th level

While this morph is active your head grows a large sphinx's mane commanding regal respect of those who observe it. You can use your action to ask a creature who can hear and understand you a riddle. They must succeed on a Charisma saving throw or spend their next turn answering your riddle, unable to take any other action, bonus action or reaction. They must then make an intelligence check against your save DC to successfully answer it. If they fail, they must continue to use their future turns until they answer it correctly. This lasts for 1 minute, at which point if they still haven't answered it they give up.

Each time the creature takes damage before they sucessfully answer the riddle they can make an additional charisma saving throw to end the effect early.

A Sphinx's Riddle can only be used once before requiring a short rest.

Skin

Chameleon's Skin

Requires 7th level

While this morph is active your skin becomes that of a colourshifting chameleon. When you take the Hide action, you can do so even without cover or anything to hide behind and have a +10 to your hide check as the chameleon skin blends into the surroundings.

Frog's Skin

Requires 5th level

While this morph is active your skin takes on a colourful amphibian texture. Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a Constitution saving throw or take 2d4 poison damage.

Hedgehog's Spines

While this morph is active your skin is covered in tiny piercing spines. When you take damage from a creature within 5' of you, you can use your reaction to burst the spikes out at all adjacent creatures, dealing 1d6 piercing damage on a failed dexterity saving throw.

Peacock's Plume

While this morph is active beautiful peacock feathers cover your body. The enticing and entrancing feathers grant you advantage on Persuasion and Performance checks.

Tarrasque's Reflective Hide

Requires 15th level

While this morph your skin hardens and thickens to copy that of the most potent beast in existence. Any time you are targeted by a Magic Missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the spell takes effect as normal. On a 6, you are unaffected, and the effect is reflected back at the caster as though it originated from you, turning the caster into the target. In addition, you have advantage on saving throws against spells or other magical effects.