Homebrew Collector Species Details

The true form of a Collector is a small gem with a flash base and spider-like legs, but they prefer to be polymorphed into a humanoid form of the race they were before they became a Collector. They are identifiable by a colored gem located somewhere on their body. Other than a few scars that don't seem to be able to heal and the gem, Collectors are almost identical to the race they present as. They don't have a true sex, but they tend to appear more feminine or masculine.

Collector Traits

Collectors have many different abilities, and upon becoming one, you gain the following traits.

Shapechanger

You can change your appearance and your voice at will. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight. You can make yourself appear as a member of another race, though none of your game statistics change.You can't duplicate the appearance of a creature you've never seen before, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.

You stay in the new form until you use a bonus action to revert to your true form or until you die.

Climb

Your body can become somewhat sticky, which allows you to climb on any surface. Clothes can stop you from clinging to these surfaces.

Sticky Form

You can use a bonus action to become somewhat sticky. While you are sticky, you can grapple any creature. The creature makes a DC 10 Strength save, and upon a failure becomes grappled. You have advantage against grappled creatures.

Tremorsense

You can detect and precisely locate vibrations, including those of creatures. Creatures with tremorsense have to be in contact with the source of the vibrations, that is via the ground, thus it couldn't be used to detect flying creatures.

Undead Form

Due to your body being made of a (technically) dead creature, you can speak to Undead creatures and you are immune to disease. You also have a +2 in Constitution.

Psychic Gem

Collectors don't have a brain. Your control comes from the crystal on your body and this crystal acts as your life force. If the crystal breaks, you die. However, if the gem is unharmed, you will fall unconscious upon hitting 0 HP and will wake up the next day unless the gem is broken before then.

You are resistant to Psychic damage.

You can also communicate telepathically with anyone within a 60ft. range.

Molding Immunity (Age)

You don't age. The flesh that you are made of radiates life, so you don't decay or mold. You are also immune to Necrotic damage.

Flesh Construct

You gain nutrition from your extra flesh, so you don't need to eat or drink. You also don't have lungs, so you don't have to breathe. And as a being that runs off of magic, you don't need to sleep as well. You still feel at peace and you gain joy from doing these things, and you tend to feel less agitated or aggressive from it.

Absorbtion

You are able to absorb the genetic material (such as bones, flesh, blood, etc.) of creatures. As a bonus action, you are able to polymorph into creatures you have absorbed the genetic material of. While you are polymorphed, you gain the languages and traits of that creature. When you leave the polymorph, you lose the creatures traits but are able to keep the languages that you learned from the creature.

If you absorb the creature while it's alive, they have to make a DC 8 Constitution saving throw. If the creature is unconscious, they must make a DC 10 Constitution save. Undead have disadvantage against this.

Polymorph

You can polymorph at will without using a spell slot. The only component required is the genetic material of the creature you are polymorphing into, with the Challenge Rating limit being half of your level, maxing out at CR 10 at Level 20.

After gaining the genetic material of a creature, it's added to the list of creatures you can turn into. Your polymorph works on its own slot system, the number of slots being equal to your proficiency bonus. At the end of a long rest, you can prepare different creatures to turn into each day. Putting a creature in a slot is not permanent until you turn into that creature, and until then you can swap those creatures out at will. You can turn into CR 1 creatures and lower without putting them in a slot first as well. 

You can also polymorph into prepared creatures at will, with use of a bonus action in combat. Challenge Rating 1 or lower creatures can be turned into at any time.

Your polymorphs cannot be healed, and after they die you turn back to your go-to form and you cannot turn into that creature again or replace it's slot until you complete a long rest. 

Proficiency

Due to your knowledge of the anatomy of creatures and plants, you are proficient in the survival skill. You are also proficient in using weapons made of flesh, bone, or carapace.

Gland of Holding

You can't polymorph into into a creature larger than you, but upon turning into a creature smaller than you, your excess flesh takes form in a flesh gland.

Acid Splash

You hurl a bubble of acid at any creatures in a 60ft. radius. Choose one or two creatures you can see within range. A target must succeed a Dexterity saving throw saving throw or take 2d6 acid damage.

This spell's damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).

Innate Spellcasting

Your spellcasting ability is Wisdom. You can innately cast the following spells without components:

Detect Evil and Good, Detect Thoughts, Locate Creature, Polymorph, Sleep, Spare the Dying, Transfer Life.

Undead Message

At level 6, you can allow a spirit to speak and move through your body. This ability lasts 30 minutes or until you release the spirit from your body.

Creature of a Million Forms

At Level 8, you learn to be able to transform specific parts of your body in special ways. Be it turning some of the flesh on your back into wings or turning your hands into a set of claws, your shapeshifting is no longer limited to your whole form. 

You can also turn your limbs into weapons made of flesh and bone. Your damage and DC saves are based off of the regular weapon stats, but since the weapon is made of such materials, you add your Proficiency Bonus to the hitting roll.

Flesh Minion

At level 12, you can create a creature or clone of yourself as an action. This being is loyal to you and also thinks independently. You can speak telepathically to it, and your telepathy is not limited to the current plane you are on. The clone cannot be charmed unless you are charmed, and the minion will stay until it is killed or you use a bonus action to reabsorb it. 

Once the creature is absorbed, you gain all the knowledge it learned. If you choose to form a creature, it has all the stats and abilities of that creature. If you form a clone of yourself, it also has the same abilities and stats as you. 

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