# The Changer Class
The changer class is one that represents the magic users normally refered to as the Karantum. Those users of magic are different to druid, wizard and clerics in how the main way they use they're magic makes them more resemble a monk or a warrior. They infuse magic into they're bodies so they can perform physically incredible feats. Additionally they have they're own schools of the different ways you can use said magic.
## Lore and Roleplay
### The Fall of The Karantum
The Karantum are mostly a dead orginisation from multiple factors, mostly from how their traditions limited their interaction with the outside world and gaining new members so overtime their numbers dwindled greatly. There's still some stories and other things about them that exist to this day but most modern day users of this magic aren't a part of the old organisation and if they are they've lived a very, very long time. 

So when you do make a Changer do remember that they can't simply learn or gain the magic from how most ways you would learn about this magic have been destroyed.
### The Mystery of The Karantum
The Karantum are easily the rarest of all the magic users, even including sorcerer, so barely anyone knows anything about them. For this reason anyone who does know something about them most likely has some sort of connection to them in some way or another but even so the few people who do know about the karantum most likely only know a small amount of information.
### Modern Day Changers and Origins of Power
While the Karantum died out there magic has lived on but it do so in a way that still meant they died out. Currently Changers today are either naturally born with mutations and the magical ability of enhancements, someone who's maintained the Karantum's traditions and beliefs to this day or someone who gained their powers from the group of changers known as predators. These different origins of the Karantum's power are what seperate each Changer groups and are used as subclasses
### Mutations
To use this magic the Changers use their body the same way a wizard would use components for a spell with how you must mutate your own body in order to use the Karantum's magic. 

During these mutations the Changers develop unique physical traits which can range from things like enhanced strength from stronger muscles and better climbing ability from a tail to better vision from multiple eyes and enhanced regeneration from a lizard like resilience. Overall mutations can vary but all of them change your physical body in some way or another. Most Karantum choose the schools in which they specalise in based on the type of mutations they develop.

### Mutational Quirks
Mutations come with mixed overall effects and can cause someone's physical appearance to be strange to most. Here are some examples of quirks you could have on your character by rolling 2d10 and taking both quirks

| roll of d10 | Quirk |
|:----:|:-------------|
| 1 | you have completely clear eyes  |
| 2 | you grow a abnormally large amount of body hair |
| 3 | your skin isn't normal human skin but instead scaled or maybe even a thick hide |
| 4 | your growth is stunted making you appear younger than you are |
| 5 | you have multiple tongues |
| 6 | your bones are much more flexible than normal allowing you to move your body like you're liquid |
| 7 | your body heat is abnormally high or low |
| 8 | you have a tail or if you already have one you gain an extra one |
| 9 | you have a wet dog like nose |
| 10 | you have webbed hands and feet


<img src='https://i.pinimg.com/originals/9c/36/7f/9c367fa55818d540c45384ba3bb9d1c0.jpg' style='position:absolute;bottom:70px;right:100px;width:250px' />


Art Credit: Wizards of the Coast




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<div class='classTable wide'>
##### The Changer
| Level | Proficiency Bonus | Features | Mutations | Enhancement Points | Enhancement Point Limit |
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 | Unarmoured Defence, Mutations, Magical Enhancements, Karant | 2 | Con | 1 | 
| 2nd | +2 | Physical Prowess | 2 | Con | 2|
| 3rd | +2 | Origin of Power | 2 | 2 + Con | 2 | 
| 4th | +2 | Ability Score Improvement | 3 | Con | 3 | 
| 5th | +3 | Extra Attack | 3 | Con | 3 |
</div>
## Class Features
As a changer you gain the following abilities
### Hit Points
#### Hit Dice
1d10 per changer level 
#### Hit points at First Level
10 + your constitution modifier
#### Hit points after First Level
1d10 (or 6) + your Constitution modifier per Changer level after 1st
### Proficiencies
#### Saving Throws
You gain proficiency in strength and constitution saving throws
#### Weapon Proficiencies
All simple weapons except light crossbows
#### Armor Proficeiencies
Shields
#### Tools
None
#### Skills
Choose two from acrobatics, athletics, medicine, perception, sleight of hand and stealth.
### Equipment
You start with the following equipment, in addition to the equipment granted by your background
- one simple melee weapon of your choice
- (A) a sling with 20 shots or (B) 5 javelins
- an explorer's pack

###### Alternately you could begin with a starting wealth of 2d4 x 10

<div class='descriptive'>
##### Karantum Staff
The Karantum have a specialised staff they use which is specialised for use with two hands. The Karantum staff is a type simple melee weapon that has the same properties as a quarterstaff but the versatile damage dice is changed from a d8 to a d10 when used by someone with levels in the Changer class.
</div>

##### Quick Build
You can make a changer by following the following steps. Firstly put constitution as your main stat. Secondly put strength and dexterity as your secondary or tertiary stats, the one which is your seccondary and the one which is your tertiary stat depends on your choice.
### Unarmoured Defence
Starting at level 1, your body is durable enough to where you don't need to wear armour to protect yourself. While you are not wearing armour your AC can be calculated as 10 + your strength modifier + your dexterity modifier, your AC can't be increased above 20 by ability scores alone. Additionally you can absorb a magic shield's increase to AC if you aren't wielding a shield giving your unarmoured AC the same magical abilities the shield has, this only gives you the magical benefits and not the nonmagical benefits the shield has.
### Karant
Starting at level 1, the Karantum developed a secret language which is designed in such a way that anyone who is a changer can read it and understand it completely after seeing it spoken or read only once and with only a few words. This said a Changer who hasn't read or seen this won't know it.
### Mutations
Starting at level 1, you gain mutations which you use for your magic but also offer extra physical benefits. You gain 2 at level 1 and then another one at level 3. 


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### Magical Enhancements
Starting at level 1, you gain the ability to expend enhancement points to perform alterations to your body as long as you don't wear any armor as that would obstruct your body and magic, if you do don armour any previous enhancement duration effects are instantly removed. If the enhancements require a saving throw the DC is equal to 8 + your constitution modifier + your proficiency bonus. All enhancements require one full action unless specified otherwise
#### Enhancement points
All enhancements use enhancement points when you use them and the amount you have is determined by your changer level and constitution modifier. To calculate the number of enhancement points you have multiple your changer level by your constitution modifier, if your constitution modiifer is higher than 5 then treat it as 5 for the amount of points you know. You also gain 2 extra points at 3rd, 11th, 17th and 20th level.
#### Enhancements Known
The number of enhancements you know are equal to your constitution modifier + your changer level.
#### Enhancement Point Limit
There is a limit to the number of points you can exert on anything which is shown on the class table. You can't learn enhancements which have a minimum point usage that is higher than your enhancemet point limit
#### Enhancement Schools
Karantum have 4 schools divided up into the different ways you can use their magic. The schools are the school of Power (based around the enhancement of your strength and speed), the school of Adaptation (which is based around changes to our preexisting physical traits), the school of Evolution (which is based around giving us completely new body parts and traits that we didn't have before, mostly copying abilities from different species) and the school of morphing (which is based around changing the direct chemical and physical state of the body.)
### Physical Prowess
Starting at level 2, your mutations and magic cause your natural abilities to increase in effectiveness and power.
- You can add half your constitution modifier (rounded up) to all strength, constitution and dexterity saving throws and skill checks except for initative rolls.
- You have a immunity to all diseases
- Whenever you make a strength or dexterity attack roll you can add hafl your constitution modifier (rounded down) to the roll.
- Your long jump distance increases by an amount equal to your constitution modifier and your high jump distance increases by an amount equal to half your constitution modifier (rounded up)
- When calculating your carrying capacity you can increase it by an amount equal to your constitution modifier times 15. This also means your lifting capacity is increased by an amount equal to double that. If you have any feature which multiplies your carrying capacity you multiply the bonus from this as well
- You can last an extra number of days equal to your constitution modifier without food or water

### Origin of Power
Starting at 3rd level your origin of your magical abilities affects your abilities and is shown with your archetype with choices being the gifted, the predator and the remnant. 
### Ability Score Improvement
When you reach 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. 
### Extra Attack
Starting at level 5, you can attack twice, instead of just once, when you take the attack action.
## Origins of Power
### The Gifted
The gifted are changers who are born with mutations and the ability to manipulate the magic of the Karantum. The reason for these at birth abilities can be on purpose or random and often times the gifted are born with strange appearances.
#### Magical Recovery
Starting at level 3, your innate magical proficiency with this magic allows you to regain a number of enhancement points equal to half your Changer level (rounded up) when you finish a short rest. You can't use this feature again until you finish a long rest.
### Inbred Mutations
Starting at 6th level, you gained mutations at birth which causes you to have more mutations than other changers. You gain one extra mutations at this level and then one extra mutation at level 14.
### Innate Magic
Starting at 10th level, the innate type of magical ability the Changers have allows them to perform minor levels of magic naturally. You gain a number of spell points equal to half your constitution modifier (rounded up) + half your proficiency bonus (rounded down), you gain these points back on a short or long rest but these points can only be used to cast spells of 1st level or lower. This increases to 2nd level or lower at level 14.






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### The Predator
In a attempt to keep the order alive even as the traditional Karantum kept reserved a group of Changers left and form the group now known as the predator. They used their magic in the universal language of combat to spread knowledge of their magic as much as possible but in the modern day they have failed with most predators being just spellswords and soldiers and many not even knowing the Karantum of the past.
#### Weapon Training
Starting at level 3, you have branched off into more modern weapons that most Changers wouldn't use. You have proficiency with martial weapons, light crossbows and you can treat all weapons as natural weapons for enhancements and mutations.

Additionally, you can enhance your weapon strikes with your magic. When you hit someone with a weapon attack you can expend enhancement points to deal extra damage where the extra damage is Xd8 (X equal to number of points spent.)

### The Remnant
While most parts of the order have died out there are still a few people in the world who stick to the order's traditions. Remnants usually follow the old traditions of the past even if the order has been destroyed.
#### Meditation Casting
Starting at level 3, you can cast enhancements in a similar way to how most wizards cast ritual spells but with meditation. When doing this you do not expend any enhancement points to cause the enhancement to happen but you need to spend 10 extra minutes casting the enhancement, the enhancement effects instantly fades away at the start of combat and you need to hold concentration of this spell even if it isn't a concentration spell normally.
## Enhancements
The following spells are divided up by the minimum points you can expend using them.
## 1 point minimum
### Trampling Charge
#### School of Power
##### Duration: Instantaneous
During your turn you can expend enhancements to charge through enemies. When you use your movement action you can use your bonus action to cast this where in you increase the number of feet you move by the number of points you spend on this times 5 and you can attempt to perform the shove action against a number of creatures equal to the amount of points you spent on this.

If you expend more than 3 points you can shove creatures two sizes larger than you. 

### Poisoned Strike
#### School of Evolution
##### Duration: 1 minute
You excrete a poison which you can use to enhance the damage of one attack. Before making a attack roll with a natural weapon or unarmed strike you can perform this enhancement and if you hit with an attack while the duration hasn't run out you force the target to make a constitution saving throw, if they fail they gain the poisoned condition and this lasts for the duration of the enhancement. The creature can use their action to attempt to re roll the saving throw and if they suceed the condition fades.

Additionally the attack deals 1d4 extra poison or acid damage for each enhancement extra point you expend above 1.
### Colossal Strike
#### School of Power
##### Duration: 1 minute
You channel extra power into your attack which cause the attack to have a very strong amount of force. Using your bonus action you can perform this enhancement and if you hit with an attack while the duration hasn't run out your attack deals 1d4 extra damage for each point expended on this enhancement and you force the target to make a strength saving throw or be pushed back 10 feet and knocked prone. 
### Amphibious Body
#### School of Evolution
##### Duration: X hours (X = number of enhancement points spent)
You adapt and develop your body to waterous areas. You gain a swimming speed equal to your walking speed and can breath underwater. 
### Enhanced Darkvision
#### School of Adaptation 
##### Duration: 10 minutes
You change the structure of your eyes and allow them to gain more information than before. The bonuses for the number of points expended are detailed below.

| Points Expended | Effects |
|:----:|:-------------:|
| 1  | +60 feet of darkvision |
| 2  | +90 feet of darkvision |
| 3 | treat anything within your dark vision range as being in bright light for you |

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### Slow Fall
#### School of Morphing
##### Duration: 10 minutes
You change your body weight to the point where you can float to the ground. When you are falling you can use your reaction decrease the damage from the fall and the speed at which you are going shown by this table

| Points Expended | Effects |
|:----:|:-------------:|
| 1  | falling speed is reduced by one quarter and you reduce falling damage by 30 |
| 2  | falling speed is reduced by one half and you reduce falling damage by 50 |
| 3 | falling speed is reduced by two thirds and you reduce falling damage by 65 |

### Iron Skin
#### School of Morphing
##### Duration: 1 round
You are able to change your skin and unarmoured defences to a stronger and more metallic material. You can use your reaction to increase your AC by an amount equal to the number of enhancement points spent, this lasts for one round.

### Regeneration
#### School of Adaptation
##### Duration: instantaneous
You enhance the amount of time you need to heal from injuries to where you can heal within seconds. You can use your bonus action to roll 1d4 and heal an amount equal to the number rolled.

Additionally every extra point you spend on this increases the amount of healing by 1d4.
### Environmental Attunement
#### School of Adaptation
##### Duration: 30 minutes, concentration
You change your body in multiple ways to allow yourself to adapt to a harsh environment. You can make yourself ignore the effects of all extreme weather and climate.
### Mighty Throw
#### School of Power
##### Duration: instantaneous
You increase your strength to the point where you can throw very heavy objects at high speeds. You can expend one attack to expend a number of enhancement points to pick up and throw a object. The objects you can throw are restricted in what you can lift but your carrying capacity is multiplied by the number of points you expend on this when you use it. 

If you throw a small or medium sized object you can treat it as a thrown weapon attack with finesse, a 60/120 foot range and the damage of this is 1+Xd6 (X being the amount of points expended) plus your strength or dexterity modifier. If you throw a large object you can make a number of enemies within a 10 foot radius sphere perform a dexterity saving throw or take damage equal to 1+Xd4 (X being the amount of points expended.) If you attempt to throw a creature then you must first be grappling that creature and they take half the damage from this enhancement.
### Quick Step
#### School of Power
##### Duration: instantaneous
You enhance your speed and allow yourself to cover distances within a flash. You can use your bonus action to expend enhancement points to move a number of feet equal to 10 feet per points spent and any attacks of opportunity made against you suffer a penalty to their attack and damage rolls equal to half your constitution modifier (rounded up.). Your jump distance is also multiplied during the turn you use this by the amount of points you spent on this

### Tentacle Whip
#### School of Evolution
##### Duration: instantaneous
Your arm changes to that more like what you'd expect from a giant squid. When you make a attack you can exchange one attack for a special melee attack, during this special attack you expend a number of enhancement points of your choice. This is a weapon attack that uses strength or dexterity as it's attack and damage stat, it's damage dice is equal to 1d8 times the number of points spent and the attack has a reach increase equal to 5 feet times the number of points spent.
### Extreme Heat
#### School of Morphing
##### Duration: 5 minute, concentration
You are able to manipulate your body temperature allowing you to be as hot as coals or as cold as ice. You can use your bonus action to cause this effect and after doing that if any enemies hit you during the duration of the effect you can use your reaction to deal fire or cold damage equal to 2 + the amount of points you expended. Additionally if any enemy grapples you they take 2 fire or cold damage per points expended on this at the start of each turn. If you expend 

You can also use this outside of combat, heating up objects to the point where they catch fire or cooling objects to the point of them being frozen solid.
### Enhanced Immunity
#### School of Adaptation
 ##### Duration: 5 minutes, concentration
You enhance your resistances to harmful substances. You can use your reaction to gain advantage on all nonmagical saving throws made within the duration of the enhancement.

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## 2 point minimum
### Liquid Body
#### School of Morphing
##### Duration: 5 minutes, concentration
You gain the ability to rapidly change the physical state of your body from solid to a viscous liquid. Once you use this enhancement during the duration of the spell you can use your bonus action to change into a liquid state and then change out on the same turn (you can't end your turn in a liquid state.) In your liquid state your movement is halved and you can't make attacks but you can move through areas only liquids could go through, you can't be targeted by enemy attacks and you can move through space filled by enemies. 

Additionally if you spend more than 2 points on this the duration increases by 5 minutes per each point above 2.
### Sharpened Claws
#### School of Evolution
##### Duration: 10 minutes, concentration
You infuse magic into your natural weapons to where they're as strong as metal weapons. You can use your bonus action to cast this and during the duration the first attack each round deals an extra amount of damage equal to your constitution modifier reduced by 1. If you don't have any natural weapons or your unarmed strikes only deal 1 damage you gain natural weapons which have a 1d6 hit dice.

### Colossal Step
#### School of Power
##### Duration: Instantaneous 
You hit the ground hard enough to create tremours everywhere around you. You expend one attack to make every creature within 10 feet of you must make a strength saving throw, if they fail they take 1d8 damage per the number of points spent on this enhancement and fall prone, if they succeed they take half damage and don't fall prone. 

Additionally if you expend more than 2 points you add 1d8 per each extra point used to the damage.
### Thickened Skin
#### School of Adaptation
##### Duration: 1 hour, concentration
You increase the number of layers your skin to the point where it's able to deflect blows better. You use your bonus action to cast this and during the duration you can reduce any damage you take by 1d6.
### Dragon Breath
#### School of Evolution
##### Duration: Instantaneous 
You fill your lungs with a element of your choice before releasing it in a devastating attack. You expend one attack to make all enemies in a 15 foot cone from your position make a dexterity saving throw, if they fail they take 4d4 fire, cold, lightning, poison or acid damage (your choice) and they take half damage if they suceed.
Additionally if you expend more than 2 points you add 1d4 per each extra point used to the damage.

### Echolocation
#### School of Evolution
##### Duration: 30 minutes, concentration
You gain the ability to see the world using sound instead of light and colour. You gain 30 feet of blindsight during the duration of this enhancement. 
### Keen Senses
#### School of Adaptation
##### Duration: 30 minutes, concentration
You enhance your senses to the point of them being able to pick up the faintest of stimulus. You can add your constitution modifier to all perception checks and you can ignore disadvantage when making perception checks. Additionally you can spend 2 extra enhancement points to be able to ignore the effects of spells or abilities that make creatures unable to be tracked down nonmagically and gain a bonus to checks made to try and track down creatures equal to your constitution modifier.
### Energy Absorption
#### School of Morphing
##### Duration: Instantaneous 
When attacked by an elemental attack you can absorb some of the damage of the attack and use it for your own attacks. You can use your reaction when you take damage that isn't physical to gain resistance to the triggering damage type until the start of your next turn. Additionally the first time you hit with a melee attack you deal extra 1d4 damage that was the same damage as the damage you took.
## 3 point minimum
### Glide
#### School of Evolution
##### Duration: 10 minutes
You gain the natural ability to glide through the air thanks to a new body part. You now reduce falling damage by 50, you fall 5 feet every round and while in the air you can move in all directions besides up or down as if you were on the ground.
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### Giant's Strength
#### School of Power
##### Duration: 1 minute, concentration
You enhance your strength and durability to where you can match a elephant in terms of strength and durability. You are now counted as large for everything except your actual size (the amount of space you take up), you add half your constitution modifier (rounded up) to all strength checks and damage rolls and you have a number of temporary hit points equal to your constituion modifier times the number of points spent.
### Shapeshift
#### School of Evolution
##### Duration: 1 hour, concentration
Using a action you change the state and shape of your body to your liking. 

- You can shape shift to where you look like another race or person, this also extends to changing your voice as well. 
- You can choose to camoflauge to an area and in doing so you are treated as being invisible in that specific area
- You can adapt yourself to a environment allowing you to ignore difficult terrain in that area, hazerdous effects and a type of movement speed based on that area (e.g. climbing and swimming)

You can only choose one of those, you can't have both effects active at the same time.
### Speed Treatment
#### School of Adaptation
##### Duration: Instantaneous
You use your magic to quickly treat any effects or wounds you have on you. You can use your bonus action to use this and once you do you can re-roll any saving throw against any negative conditions or effects you are experiencing. You make this re-roll at advantage and if you save you remove the effects.

## Mutations
## Magical Natural Weapons
All natural weapons you get from mutations also have the additionally effect: 

- you can absorb the magical effects of a magic weapon over the course of a short rest. When you do this your natural weapons gain the same magical effects the weapon gets so for example if you absorb a +1 longsword your natural weapons gain a +1 bonus to attack and damage and their damage becomes magical. You can only absorb the effects of one weapon at a time and if the weapon requires attunement this takes up an attunement slot. This also comes with any curses or sentience that the item has with you containing the sentience of the weapon inside your mind. If the sentience ever attempts to take control of you make a d20 roll and add your enhancement modifier against a DC determined by the power of the sentience with the sentience gaining control of you if you get lower. While they have control of you though you can reroll the check every 30 minutes to regain control
### Canine Speed
#### School of Power
You gain an extra 5 feet of movement speed and attacks of opportunity made against you have their attack rolls reduced by an amount equal to half your constitution modifier (rounded up.)

### Enhanced Resilience
#### School of Adaptation
When you are forced to make a constitution saving throw you can add half your constitution modifier (rounded up) to the roll
### Prehensile Tail
#### School of Evolution
You gain a tail which can act as a extra free hand. This extra free hand can only be used to hold and use objects, it can't be used to make attacks or as help with a spell's somatic component. You can also use objects as a bonus action
### Eagle Eyes
#### School of Adaptation
You can now see objects as far as 1 mile away as if they were only 10 feet away from you and you can discern fine details of something from as far as 100 feet. Additionally whenver you make a perception check using your eyesight you can ignore any disadvantage imposed by other effects
### Malleable Body
#### School of Morphing
You can make yourself count as one size smaller whenever trying to fit through something that's too small for your normal size and whenever trying to escape bonds, this allows you to escape any restraints or grapples as a bonus action. You can also manuever through an enemy's space and if you try to move through spaces with creatures it doesn't count as rough terrain for you.

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### Powerful Bite
#### School of Power
The muscles around your jaws increase in power allowing you to deal heavy damage with them. You gain a bite which is a natural weapon you're proficienct in that deals 1d8 + your strength modifier piercing damage, the d8 changes to 1d12 if you have two free hands.
### Aquatic Ability
#### School of Adaptation
You gain a swimming speed equal to your walking speed and you can hold your breath for one hour. Additionally whilst underwater you gain a bonus to initative equal to half your constitution modifier (rounded up) and a bonus to movement speed equal to 5 times half your constitution modifier (rounded up) in feet.
### Cat's Reactions
#### School of Power
You gain a bonus to your initative equal to half your constituion modifier (rounded up.)
### Fungus Body
#### School of Morphing
Your body is know the home to a large amount tiny fungus creatures. When you are attacked by a melee attack you can use your reaction to have those spores attack your enemy. The enemy must make a constitution saving throw, they take 1d12 necrotic damage on a failed save or half that on a successful one, this damage also increases to 2d12 at 5th level, 3d12 at 11th level and 4d12 at 15th level. You can use this once per short or long rest and the DC is calculated as 8 + your constitution modifier + your proficiency modifier.
### Burrowing Mobility
#### School of Evolution
You gain the ability to burrow instead of walk during your movement speed, during this you can't end your turn underground and your movement is considered being affected by rough terrain but you can't be attacked whilst underground and any dexterity saving throws you make are made at advantage. If you are standing on a surface you can't break through (examples being a metal, marble or concrete floor) then you can't burrow.
### Glders
#### School of Evolution
You gain the ability to naturally glide. You fall at one quarter the speed and reduce falling damage by 20 points. If you use the glide enhancement though this improves to where you ignore all falling damage.

### Bloodscent
#### School of Adaptation
Your sense of smell allows you to track down and find people even from the smallest and faintest of scents. You have advantage on any checks rely on your sense of smell and you can pick up scents in areas even if they were there for a month.
### Mighty Roar
#### School of Power
Your vocal cord muscles are greatly increased in power can use your bonus action to expend a mighty and powerful roar. All enemies within 30 feet of you must make a wisdom saving throw or be frightened of you for 1 minute, they can re-roll the saving throw at the start of every turn they are frightened and if they suceed the condition fades. The DC is equal to 8 + your constitution modifier + your proficinecy bonus and you can use this once per short or long rest.

### Evasive
#### School of Adaptation
When you are forced to make a dexterity saving throw you can add half your constitution modifier (rounded up) to the roll
### Horns
#### School of Evolution
You gain horns which is a natural weapon you're proficienct in that deals 1d8 + your strength modifier piercing damage and if you move at least 20 feet before making an attack you can perform a shove attack as a bonus action, the d8 changes to 1d12 if you have two free hands.
### Stinger
#### School of Evolution
You gain a stinger which is a natural weapon you're proficienct in that deals 1d8 + your strength modifier piercing damage, the d8 changes to 1d12 if you have two free hands. Additionally when you hit someone with a stinger you can force them to make a constitution saving throw or gain the poisoned condition that lasts for 1 minute, at the start of each of it's turns the target can repeat the saving throw and if they suceed the effect fades. The DC is 8 + your constitution modifier + your proficiency bonus and you can use this once per short or long rest. You can also expend 3 enhancement points to also impose this effect.

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### Ape's Agility
#### School of Power
You gain 30 feet of climbing speed and the ability to climb onto someone's body during combat. To do so you expend half your movement to climb onto a target that must be one size larger than you and both you and the target make a strength (athletics) or dexterity (acrobatics) check, if you have a higher score than the target then you are climbed onto them. This requires one free hand to hold on and while climbed onto them you have these effects
- Attack rolls you make against the creature are made at advantage
- Attack rolls made against you are made at disadvantage
- You gain the effects of half cover
- You can use your action to give the creature disadvantage on all attack rolls and enemies advantage on all attacks against the creature.

The creature you are climbed onto can use it's action to make both you and itself make a strength (athletics) or dexterity (acrobatics) check and if the creature has a higher score you are no longer climbed onto it. 
### Face Shift
#### School of Morphing
You can manipulate your physical looks to where you can mimic the look of others. After spending one minute manipulating your body you can change your physical appearance to almost anything you desire. Limits of this are that you can only increase or decrease your height by one foot, your weight stays the same and you can't change the equipment you have.
### Chemical Spray
#### School of Evolution
You gain the ability to shoot out a damaging liquid from your teeth much like a cobra. You gain a special type of ranged weapon attack you are proficient in with 60/120 foot range and deals 1d8 + your dexterity modifier in poison or acid damage (your choice.) This is counted as a natural weapon.
### Apex Strength
#### School of Power
You count as size large when determining your carrying capacity and the weight you can push, drag, or lift. Additionally if you are grappling a creature and holding it prone attacks made at more than 5 feet away from it against it aren't rolled at disadvantage but aren't rolled at advantage. Finally if you attempt to grapple a creature you can make a attack against the creature as part of the same action which you have proficiency in and deals damage equal to your strength modifier

### Increased Stamina
#### School of Adaptation
You can use your bonus action to heal an amount of hit points equal to 1 + your changer level. You can do this once and regain the uses of this after a short or long rest.