Sorcerer
Base Class: Sorcerer

As a beastman, you have the ability to turn parts of your body into those of an animal, temporarily gaining boosts relating to that animal. If you are familiar with the show BNA, then this subclass is like Michiru’s ability to turn parts of her body into other animals. This is my first subclass, so if there’s anything that’s a hit to OP, please alert me so I can nerf it.

Animorph

Choose three of the following morphs from the list below. On your turn, you may use a bonus action to activate one of these morphs, gaining the benefits described.

You can only have one morph applied at a time. When you have a morph and try to use another, the previous one immediately ends.

A morph lasts for 1 minute, until you activate another morph, or you end it as a bonus action. You can keep the morph active for as long as you want at the cost of half your total charges, and you have disadvantage on the type of save you subtract from your Charisma Mod.

You can use this feature a number of times equal to your Charisma Modifier subtracted by either your Wis or Con Modifier (your choice) (morphing takes mental and physical energy). You regain all expended uses after the end of a long rest.

At the end of a long rest, you may trade any number of the morphs for others. Doing so requires 10 minutes/morph of practicing it if it is new, or 5 minutes/morph of reminding yourself how to do it if you’ve picked it before.

 

-Morphs-

Rabbit Ears: Your ears turn to those of a rabbit, which sprout on top of your head, through your hair (if any). For the duration of the morph, you gain expertise on all Wisdom (Perception) checks related to hearing, and you can hear any sound within 250ft, or 25ft if the sound is behind total cover.

Wolf Nose: Your mouth and nose turn to the snout of a wolf. For the duration of the morph, you gain expertise on all Wisdom (Perception) checks related to smell, and you can smell anything within 100ft, unless it is behind total cover.

Bird Beak: Your mouth and nose turn to the beak of a bird, amplifying your voice. For the duration of the morph, you gain expertise on all Charisma (Intimidation) checks, and you can be heard by any sentient being within 250ft, or 100ft if the being is behind total cover.

Eagle Eyes: Your eyes turn to those of an eagle. For the duration of the morph, you gain expertise on all Wisdom (Perception) checks related to sight, and you can see anything with 500ft if it is not behind total cover. You do not have Darkvision with this trait, even if your race grants you Darkvision as a racial trait.

Fish Gills & Fins: You gain gills on the side of your neck, allowing you to breath underwater. Also, your hands and feet are webbed, giving you a swimming speed of 25ft.

Elongated Arms: Your arms stretch longer, giving you up to an extra 10ft to your reach. This isn’t exactly an animal trait I could think of, but it could be useful.

Enormous Tail: Your tail expands to enclose your entire body, shielding you from harm. You gain a +2 AC for the duration, and any bludgeoning, slashing, or piercing damage is reduced by a third. Your species must have a tail to pick this morph at this level, or you can choose it as an advanced morph at 14th level if your species does not have a tail.

Morphing Expertise

You can now morph a number of times equal to your level in this class, and morphing does not require a spell slot. Additionally, your morphs can last as long as you want them to (AKA they don’t have a time limit of 1 minute).

Advanced Morphs

Choose 1 of the following morphs from the list below. These morphs require an action to use, and require a spell slot of 3rd level or higher to use. Otherwise, they follow the same rules as the morphs learned when you chose this subclass.

Gorilla Arm: Your dominant arm grows in size and muscle mass, such as that of a gorilla. For the duration of the morph, you gain a +7 to your Strength score, to a maximum of 24. Also, you gain disadvantage on all Dexterity checks and Saving Throws for the duration.

Chameleon Skin: Your skin turns into that of a chameleon, allowing you to blend into your surroundings. You become visually hidden to any creature that you choose, provided they have a Passive Perception of 13 or less (the reason for this is your clothes, armor, and equipment carried is not affected by the morph). You remain hidden if you move or use an action other than attack or cast a spell that does damage. You are no longer hidden if you attack or cast a damage-dealing spell, but your skin is still disguised.

Wings: Your arms turn into the wings of a bird, giving you a flying speed of 20ft. But your hands are affected by this, and so you cannot attack, cast a Somatic spell, or use anything that require hands, fingers, or opposable thumbs for the duration of the morph.

Cheetah Legs: Your lower body turns into that of a cheetah. Your movement speed is increased by 20ft during your next turn, but returns to normal until you move 0ft on one of your turns. During a turn with the extra movement, you do not provoke opportunity attacks, and you can take the Dodge action as a bonus action.

Natural Beastman

You can now have two morphs active at a time, as long as they aren’t both advanced morphs.

Advanced morphs last until you exceed the maximum amount of morphs (so if you have either an advanced morph and a basic morph, or just an advanced morph active, and you try and activate another advanced morph, the previous advanced morph ends.)

You can expend a certain number of charges to instantly remind yourself of a morph you have used before mid combat. The new morph must not currently be on the list of your morphs known, and the old morph must be active. To do this, you expend 3 charges over the course of a bonus action. Once you switch a morph wi5 this feature, you can’t use this feature to gain the old morph until your next short rest.

Previous Versions

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