Base Class: Cleric
From the smallest insect to the greatest tree, change is a part of the lives of all things. Deities who hold sway over the power of change can be flippant or flighty, but many feel genuine care for the mortals placed in their charge. You are a cleric of one of these deities, and you are tasked with transforming not only yourself, but the world around you.
Mutable Nature
At 3rd level, your deity grants you the ability to embody a small portion of their ever changing nature. As a free action you can make a small cosmetic change to your body such as changing the color of your hair or growing a few inches taller. You can also choose to add one unusual trait to your body such as a tail or horns instead (or remove these features if you already had them), but they are not complex enough to provide any mechanical benefit.
Each transformation takes around 5 seconds to complete, meaning that a single transformation will start and end during one turn of combat.
Channel Divinity: Gift of Change
Starting at 2nd level, you can use your Channel Divinity to transform yourself or another creature.
As an action you can touch your holy symbol to a willing creature and grant them a magical effect as if they had cast the Alter Self spell (which they do not have to concentrate on). This transformation lasts for 1 hour or until they take a long rest.
Embodiment of Wonder
Beginning at 6th level, your deity bestows upon the power to transcend your normal mortal form and take on aspects of other creatures.
Whenever you cast the Alter Self spell, or whenever you use your Channel Divinity: Gift of Transformation, you may choose from the options listed below in addition to the normal options presented in the Alter Self spell.
- Enhanced Senses: You exchange your humanoid senses for the heightened versions found in some animals. You gain advantage on perception and investigation checks that involve sight, hearing, or smell.
- Agile Appendages: You transform your legs into appendages better suited for fast movement. Your movement speed increases by 15ft.
- Climbing Claws: You grow a set of hardy, hooked claws suitable for climbing. Climbing no longer costs additional movement speed.
- Amorphous Shape: Your body becomes like that of an ooze, allowing you to pass through small gaps. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also have advantage on ability checks you make to initiate or escape a grapple.
- Natural Armor: You develop scales, a hard shell, or some other form of natural defenses. Your armor class increases by 2.
- Additional Appendages: You gain an extra arm or a tail that is dexterous and strong enough to manipulate objects and wield weapons. You can choose this alteration up to 2 times.
- Spring-loaded Legs: Your legs gain biological mechanisms similar to those found in grasshoppers or other insects, allowing you to jump great distances. Your jump distance is doubled.
- Spider Climb: You gain the abilities of arachnids to climb across unusual surfaces. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- Wings of Flight: You grow a pair of wings from your back, gaining a flight speed of 30ft.
- Natural Camouflage: You gain the ability to control the pigmentation of your skin to such a degree that you can become indistinguishable from the background. You can use a bonus action to become invisible. Any objects you are carrying or wearing are still visible.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Ever-Changing Saint
By 17th level your deity has named you a saint of change, granting you the power to become whatever you choose to be.
You gain access to a special use of your Divine Intervention. As an action, present your holy symbol and target a creature you can see within 60ft. If its challenge rating/class level is lower than your current cleric level, you become an exact copy of that creature for one hour, gaining their stats, abilities, class levels, and memories. If its challenge rating is higher than your class level, you must succeed on a Divine Intervention roll to transform into that creature. Regardless of whether the action succeeds or fails, you are considered to have used your Divine Intervention.
Previous Versions
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8/11/2025 5:59:18 AM
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