Ranger
Base Class: Ranger

The Escafil Device is a blue, glowing cube that only Andalites have access to. You are, or have come in contact, with an Andalite bearing an Escafil Device, and gained the ability to morph into various creatures. You can morph into any Animal you come in contact with, but only for two hours. Remaining in this state for longer will result in being stuck in that form forever.

While in these forms, you have the stats and abilities of the creature you morphed into, with the exception of Intelligence, which you retain.

Spells cast in this subclass can be used through either Wisdom or Intelligence.

Acquiring, Morphing, and Thought-Speech

You gain the ability to acquire DNA from any living creature you touch. The creature must have DNA for this ability to work. Hostile creatures must make a Con save (INT DC). Upon a failure, the creature stills itself, and does not make a move the next turn. Upon a success, you do not acquire the DNA, and the creature can make an attack of opportunity on you as a reaction. Creatures that are a size or large than you have advantage on this save.

In addition, you gain the ability to morph into the creatures whose DNA you have acquired. You take on the stats of said creature, with the exception of Intelligence, which you retain. You can hold this form for two hours before needing to demorph. Failing to do so will cause you to be trapped in your morphed form for the remainder of your life. Your DM can choose to remind you when two hours is close. The Keen Mind feat ensures that you always know when two hours is approaching.

You cannot cast spells while in morph.

Spells that change your physical being can force you out of a Morph upon the spell duration ending.

Damage dealt to you while morphed can kill you. Unmorph before reaching 0 HP to ensure you do not go unconscious.  Subtract 1 from each death saving throw made while morphed. You do not retain damage when demorphing. Similarly, you do not carry over damage when morphing.

Acquiring, Morphing and demorphing each require seperate actions.

While in morph, you have the ability to communicate in Thought-Speech, though more limited than Andalites can. You can speak to specific people, or a group of people, directly to their minds, though they will not understand you if you do not speak a language they understand. The range of thought-speech is 300.

Shapechange Resistance

Starting at level 7, You are well versed in the world of shape-changing, and know how to resist when being forced into a new form. You have advantage on all throws involving a hostile creature casting a shape-changing spell on you. 

Morph Healing

Starting at level 11, you've mastered the ability to morph, and know how to heal small wounds by morphing. Roll 1d8 and add your Intelligence modifier. You heal this amount.. You can do this three times per long rest.

Morph Casting

Beginning at 15th level, you gain the ability to cast spells while in morph, as long as those spells do not require material components.

Animorph Image

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