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Metamorpher (3.5e Class)


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Author: Eiji-kun (talk)
Date Created: 8-8-24
Status: Complete
Editing: Changes on Talk please
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As Beguiler is a specialist in enchantment, the Metamorpher is a specialist in transmutation. 20 1 Moderate Good Poor Poor Spontaneous Arcane Spellcasting Full


MetamorpherEdit

Sometimes you just want to focus your studies more than normal. The Metamorpher is a specialist in the art of transmutation.

Making a MetamorpherEdit

Abilities: Metamorphers use Intelligence as their casting ability stat, and to support their array of skills and crafting prowess. However with light armor and some martial skill, Dexterity, Strength, and Constitution can all prove important. Wisdom can support their lower will save, usual for a spellcaster but indicative of their focus on reality (and the bending of it).

Races: Any.

Alignment: Any.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: As wizard.

Table: The Metamorpher

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +0 Armored Mage, Cantrips, Identify Composition 2
2nd +1 +3 +0 +0 Advanced Learning, Improved Alchemy 3
3rd +2 +3 +1 +1 Transmutation Specialization 1, Resist Change 3 2
4th +3 +4 +1 +1 Advanced Learning 4 3
5th +3 +4 +1 +1 Preservation 4 3 2
6th +4 +5 +2 +2 Advanced Learning 4 4 3
7th +5 +5 +2 +2 Energy Mix 5 4 3 2
8th +6 +6 +2 +2 Advanced Learning, Transmutation Specialization 2 5 4 4 3
9th +6 +6 +3 +3 Philosopher's Shard 5 5 4 3 2
10th +7 +7 +3 +3 Advanced Learning 5 5 4 4 3
11th +8 +7 +3 +3 Energy Swap 5 5 5 4 3 2
12th +9 +8 +4 +4 Advanced Learning 5 5 5 4 4 3
13th +9 +8 +4 +4 Transmutation Specialization 3 5 5 5 5 4 3 2
14th +10 +9 +4 +4 Advanced Learning 5 5 5 5 4 4 3
15th +11 +9 +5 +5 Instant Energy Swap 5 5 5 5 5 4 4 2
16th +12 +10 +5 +5 Advanced Learning 5 5 5 5 5 4 4 3
17th +12 +10 +5 +5 Retain Shape 5 5 5 5 5 5 4 4 2
18th +13 +11 +6 +6 Advanced Learning, Transmutation Specialization 4 5 5 5 5 5 5 5 4 3
19th +14 +11 +6 +6 Greater Energy Mix 5 5 5 5 5 5 5 5 3
20th +15 +12 +6 +6 Advanced Learning, Philosopher's Stone 5 5 5 5 5 5 5 5 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Forgery (Int), Heal (Wis), Jump (Str), Knowledge (any each taken seperately) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class FeaturesEdit

All of the following are class features of the Metamorpher.

Weapon and Armor Proficiency: Metamorphers are proficient with all simple weapons plus one martial weapon of their choice. Metamorphers are proficient with light armor, but not with shields.

Spells: A metamorpher casts arcane spells, which are drawn from the metamorpher spell list. When you gain access to a new level of spells, you automatically know all the spells for that level on the metamorpher's spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list. You also have the option of adding to your existing spell list through your advanced learning class feature (see below) as you increase in level.

To cast a metamorpher spell, you must have an Intelligence score of 10 + the spell's level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a metamorpher's spell is 10 + the spell's level + the metamorpher's Int modifier. Like other spellcasters, a metamorpher can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on Table: The Metamorpher. In addition, you receive bonus spells for a high Intelligence score.

A metamorpher need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level. A metamorpher's caster level is equivalent to his class level.

Metamorphers choose their spells from the following list:

0—amanuensisSpC, mage hand, mending, message, open/close, launch bolt, launch item, stickSpC.

1st—accelerated movementSpC, animate rope, babau slimeSpC, ebon eyesSpC, enlarge person, erase, expeditious retreat, feather fall, fist of stoneSpC, jump, low-light visionSpC, greater mage handSpC, magic weapon, nerveskitterSpC, raging flameSpC, ray of clumsinessSpC, reduce person, remove scentSpC, repair light damageSpC, slow burnSpC, swift expeditious retreatSpC, weapon shiftSpC, wings of the seaSpC.

2nd—alter self, balor nimbusSpC, bear's endurance, bull's strength, cat's grace, darkvision, eagle's splendor, earthbindSpC, fox's cunning, fuse armsSpC, heroicsSpC, ironthunder hornSpC, knock, levitate, owl's wisdom, pyrotechnics, quick potionSpC, repair moderate damageSpC, rope trick, sonic weaponSpC, speak to alliesSpC, spider climb, swift flySpC, swimSpC, whirling bladeSpC, whispering wind, wings of airSpC.

3rd—bite of the wereratSpC, blink, deeper darkvisionSpC, false gravitySpC, flame arrow, fly, gaseous form, girallon's blessingSpC, greater magic weapon, hamatula barbsSpC, haste, primal formSpC, repair serious damageSpC, rust raySpC, secret page, shadow phaseSpC, shrink item, slow, spell vulnerabilitySpC, tremorsenseSpC, water breathing, weapon of energySpC.

4th—attune formSpC, backlashSpC, bite of the werewolfSpC, corporeal instabilitySpC, displacer formSpC, entangling staffSpC, fire strideSpC, flame whipsSpC, greater wings of airSpC, mass darkvisionSpC, mass enlarge person, mass reduce person, mass swimSpC, metal meltSpC, perinarchSpC, polymorph, repair critical damageSpC, ruin delver's fortuneSpC, sharptoothSpC, spell enhancerSpC, stone shape.

5th—animal growth, baleful polymorph, bite of the wereboarSpC, earth reaverSpC, fabricate, fiendformSpC, greater blinkSpC, greater enlarge personSpC, greater stone shapeSpC, greater reduce personSpC, gutsnakeSpC, lucent lanceSpC, mass flySpC, mass surefooted strideSpC, nightstalker's transformationSpC, overland flight, passwall, telekinesis, transmute mud to rock, transmute rock to mud, vulnerabilitySpC, xorn movementSpC.

6th—bite of the weretigerSpC, brilliant auraSpC, cloak of the seaSpC, control water, disintegrate, extract water elementalSpC, flesh to stone, hardeningSpC, make manifestSpC, mass bear's endurance, mass bull's strength, mass cat's grace, mass eagle's splendor, mass fox's cunning, mass owl's wisdom, move earth, ooze puppetSpC, stone bodySpC, stone to flesh, transformation.

7th—bite of the werebearSpC, body of warSpC, brilliant bladeSpC, control weather, elemental bodySpC, energy transformation fieldSpC, ethereal jaunt, glass strikeSpC, reverse gravity, statue, synostodweomerSpC.

8th—excavateSpC, flensingSpC, ghostformSpC, iron body, mass make manifestSpC, polymorph any object, temporal stasis.

9th—etherealness, planar perinarchSpC, replicate castingSpC, shapechange, time stop, transmute rock to lavaSpC, undermasterSpC.

Using spells not on the list...
As a fixed list spellcaster in the vein of Beguilers and War Mages, the limited number of spells on the class spell list is intentional. While the list can be expanded via their Advanced Learning ability, consider allowing the class spell list to be modified to allow for expanded splatbooks or homebrew. These spells should be Transmutation spells, defaulting to the Sorcerer/Wizard spell list. Simply trade 1 for 1 spells from the current list with the new spell at the same level. Nigh identical spells split into multiple such as bull's strength/cat's grace or transmute mud to rock/transmute rock to mud should be counted as a single spell for the purposes of trading out.

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause your spells to fail if those spells have a somatic component. A metamorpher's limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure as long as you restrict yourself to light armor. This training does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes.

Cantrips: Metamorphers learn a number of cantrips, or 0-level spells, as noted on their class spells known. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Identify Composition (Ex): At will the metamorpher may use the 0th level version of analyze object as an extraordinary ability, due to their analytical abilities. It also grants a +4 bonus to Appraise checks.

Advanced Learmomg (Ex): At 2nd level, you can add a new spell to your list, representing the result of personal study and experimentation. The spell can be from any class list, but must be a transmutation spell and of a level no higher than that of the highest-level spell you already know. Alternatively you can pick any spell from any spell school besides transmutation, but only up to your highest-level spell -1 (maximum 8th level at 18th and beyond). These new spells are considered Transmutation spells and retain any other subschools, descriptors, and other effects of the original spell. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list. You gain another new spell at 4th and every two levels beyond.

Improved Alchemy (Ex): Starting at 2nd level, a metamorpher can improve alchemical items in their grasp by enhancing their potency as it leaves their hands. They may add their Intelligence bonus as a bonus to damage on any items which deal damage. For items which have a saving throw, increase the DC by +2 and treat it as a transmutation effect for the purposes of interacting with feats and other abilities.

Transmutation Specialization: At 3rd level metamorpher specializes in their specialization. Choose from below with additional benefits granted at level 8, level 13, and level 18.

Biotics: You are a master at changing the body, both your own and others.

Minor Shaping (Sp): At 3rd level with a standard action, you can make minor adjustments to your appearance as if using disguise self, but as a transmutation effect. The bonus to disguise is only +4, as it adjust small things like hair style, eye color, or similar. It can be used as part of any other effect which changes your appearance, in which case you may roll twice on the Disguise check and take the best result. This is considered a 1st level spell effect and may be used at will.
Shapechanger's Vigor: At 8th level, whenever you fall under any kind of polymorph effects (including minor shaping or hostile effects), you gain your Intelligence bonus as temporary hp. The effect lasts for 10 minutes or until expended.
Persistant Augmentation: At 13th level as a swift action, you may choose a single ability score augmented from a spell (such as bull's strength granting +4 Strength), and have this single ability score persist constantly even when the spell expires, maximum bonus of +4. Changing to a new persisted score causes the previous to expire normally.
Shapechanger's Vitality: At 18th level, your body is constantly undergoing repairing shifting and mending. You gain fast healing 5, or improve your current fast healing by 5 (even fast healing granted by temporary effects and spells).

Materials: You are a master at changing the matter around you.

Craftsidigitation: At 3rd level, you may use all Craft skills untrained and gain 1/2 your class level as an insight bonus to all Craft checks. You may make any craft check as if you had the proper tools (even if you don't) and if you do have the tools, you craft in half the time.
Masterwork Touch: At 8th level, any armor, weapon, or tool you use is considered a masterwork version while in your grasp. Magic armor and weapons increase their enhancement bonus by +1 higher. Any DCs based off items increase by +2 when used by you.
Morphic Gear: At 13th level, any weapon wielded by you benefits from the MorphingMIC and TransmutingMIC weapon properties for free. Any armor or shield worn by you benefits from Glamered and VariableMIC armor and shield properties for free.
Enhanced Equipment: At 18th level, any weapon, armor, or shield falls under the effect of greater magic weapon and magic vestment with constant duration, but only when wielded or worn by yourself.

Physics: You are a master of changing the properties of an object or creature through time and space.

Augmented Mage Hand: At 3rd level, whenever you use mage hand the effect lasts for 24 hours and summons two hands with a total force of 10 lbs. You can control both hands as easily as you can control your normal hands, and may hold (but not wield) items within them.
Gravity Bending: At 8th level, you can place yourself under altered gravity effects as a free action at the start of each round, either light or heavy gravity. Besides the effects of gravity, light gravity improved your flight maneuverability by one step (maximum perfect), while heavy gravity grants you Stability as a dwarf (which stacks with the dwarven racial ability).
Quickening: At 13th level, all of your movement speeds double, or increase by +30, whichever is less. It is considered an increase to your base speeds.
Instant Stop (Sp): At 18th level once per day you may benefit from time stop as an immediate action as a spell-like ability.

Preservation (Su): At 5th level and beyond, the metamorpher's presence can alter the properties of items to last the test of time. Any object held or worn by the metamorpher ages as if it were a valid target to a gentle repose spell. In addition if the metamorpher dies, their body automatically falls under gentle repose at their caster level.

Energy Mix (Su): Starting at 7th level, the metamorpher can augment current sources of energy damage to deal partly different energy. As a swift action to any source of energy damage within 30 ft, you can change its damage type to deal half its original type, and half of one of the following: acid, cold, electric, fire, or sonic damage. Unwilling targets and attended items (but not active spells) get a Will save DC 10 + 1/2 HD + Int bonus to negate the attempt. The change in energy lasts until the effect ends, or 1 hour, whichever is shorter. You may use this a number of times equal to your Intelligence bonus.

Philosopher's Shard: At 9th level the metamorpher attempts and partly succeeds creating a philosopher's stone, known as a philosopher's shard. This jagged blackish rock can be used like a philosopher's stone, but only converts 500 lbs of iron or 100 lbs of lead (a value of 2500 gp and 5000 gp respectively), and duplicates raise dead. In addition you may use it as a focus to your transmutation spells, granting a +1 bonus to caster level. You may only have one shard in use at any one time, and if consumed you can recreate a new shard over 24 hours and by consuming 5000 gp in materials.

Energy Swap (Su): At 11th level and beyond, when using the Energy Mix ability you can instead choose to completely transform the energy type to the new energy type instead of dealing half and half. This otherwise works as and consumes the same uses as Energy Mix.

Instant Energy Swap (Su): Starting at 15th level, you may use Energy Swap (and subsequently Energy Mix) as an immediate action, allowing you to use it to change the energy types of incoming spells and attacks.

Retain Shape (Ex): At 17th level, the metamorpher becomes immune to involuntary transmutation and polymorph effects (they may still benefit from such effects if they wish). This immunity persists beyond death, the materials that make up their body continue to benefit from this ability. It also confirs immunity to being raised as an undead in death.

Greater Energy Mix (Su): At 19th level, the effect of energy mix and energy swap may convert half of the damage to untyped divine damage.

Philosopher's Stone: The 20th level metamorpher has discovered the secret of transmutation and gains a philosopher's stone for free. Like the philosopher's shard you may only have one created at any one time (up to one shard and one stone) and it may be used as a focus for their transmutation spells, adding +2 caster level and +1 DC when doing so. If the philosopher's stone is consumed (by the metamorpher or another), they may recreate it by consuming their philosopher's shard and an additional 45,000 gp in alchemical components over the course of 24 hours.

Gnome Metamorpher Starting PackageEdit

Weapons: Longbow.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Concentration 4 Con
Disguise 4 Cha
Knowledge Dungeoneering 4 Int
Search 4 Int

Feat: Spell Focus Transmutation.

Gear: Studded Leather Armor.

Gold: 25 gp.

Campaign InformationEdit

Metamorpher LoreEdit

Characters with ranks in Knowledge Arcana can research Metamorphers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Arcana
DC Result
10 Metamorphers are transmutation specialists, and can cast these spells on command.
15 Metamorphers are capable of expressing many magical effects through transmutation, and are very effective with alchemically altered objects.
20 Powerful metamorphers have incomplete philosopher's stones on them, and can alter the properties of spells and effects on the fly, even if it is not their own.
30 A result this high can research specific metamorphers, their location, motives, lore, and rumors on if they have managed a full philosopher's stone or not.



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