Grippli Metamorph (5e Class)

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Grippli Metamorph[edit]

A grippli's body only stops developing when the grippli itself dies. With age, a grippli may develop superior eyesight, fully prehensile feet, and even camouflage-like skin. In grippli communities, the eldest grippli may enter a rare life stage in which they begin excreting a powerful musk, becoming the group's tribe mother. Additionally, for unknown reasons, grippli have an unusually high percentage of psionics, ranging from 1-2%.


Design Note: While the following class features are listed in the most likely order a grippli is to acquire such traits, it's feasible that a grippli could gain them in any order excluding 4th and 5th level.

Class Features[edit]

As a Grippli Metamorph you gain the following class features.

Hit Points

Hit Dice: 1d8 per Grippli Metamorph level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Grippli Metamorph levelafter 1st

Proficiencies

Armor: shields
Weapons: simple weapons, martial weapons
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Perception, Performance, Persuasion, Stealth, and Survival

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

Level Proficiency
Bonus
Features
1st +2 Prehensile Feet
2nd +2 Ultravision
3rd +2 Foliage Camouflage
4th +2 Ability Score Improvement
5th +3 Tribe Mother


Prehensile Feet[edit]

At 1st level, you gain better flexibility in your hand-like feet. Your feet can be used as if they were hands. While you are holding an item in a foot, you gain the effects of the "Lose a Foot or Leg" lingering injury (DMG pg. 272) for that foot. When you deal damage with a weapon attack that you have advantage on, you may use your prehensile feet to fine-tune your aim, dealing an additional 1d4 damage.

Some of your metamorph features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Metamorph save DC = 8 + your proficiency bonus + your Intelligence modifier

Ultravision[edit]

At 2nd level, your colorful, slitted eyes are capable of picking up on the subtle radiation of your surroundings. You can see in dim light and darkness within 10 feet of you as if it were bright light. You can discern colors in darkness, but these colors are outside of the normal visual spectrum of light and are nearly indescribable. If an effect would affect darkvision, it effects your ultravision in the same way.

Foliage Camouflage[edit]

At 3rd level, You have advantage on Dexterity (Stealth checks made to hide in foliar terrain.

Ability Score Increase[edit]

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Tribe Mother[edit]

At 5th level, you metamorphosize into a matriarch of the grippli people. You may cast stinking cloud non-magically. When you cast stinking cloud in this way, any grippli, grung, and bullywugs of your choice are immune to its effects. You may use this feature once, regaining use at the end of a short rest.

Alternate Feature: Grippli Psion[edit]

At 5th level, your slimy skin hums with pionic potential. While you are holding an item in a foot, you do not count as having lost that foot. When you make a weapon attack, you may cause the attack to deal an additional 2d4 psychic damage, but the attack can not benefit from Prehensile Feet's bonus damage. Additionally, your Ultravision radius and walking speed increase by 5 feet.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the grippli metamorph class, you must meet these prerequisites: Constitution 13

Proficiencies. When you multiclass into the grippli metamorph class, you gain the following proficiencies: Nature

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