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Metabolist


Hit Points

Hit Dice: d6 per Metabolist level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per psionicists level after 1st

Proficiences

Armor: none
Weapons: simple weapons
Tools: Psionic tools
Saving Throws: Wisdom, Strength
Skills: Choose two from Psionics (Arcane), History, Insight, Investigation, Medicine, Perception and Animal Handling.

Overview & Creation

A Metabolist’s body is under tremendous strain due to the mental powers that are worked through it. Expansion isn’t easy on the digestive tract and shapechanging isn’t for the faint of heart.


Class Features

Alter Form:   Flesh Armour   Your AC can now be calculated as AC 10 + your Dexterity Modifier + your Constitution Modifier. You also gain 1 hp now and 1 hp each time you gain a new level in Psionicist. Flesh Armor is always active even if you use another way to calculate AC or take another form you still benefit from the non-AC features of Alter Form. It is your choice whether or not to use a shapes natural armor or your own fabricated armor rather than the Flesh Armor when calculating AC. Just like everything else in 5th edition, different ways to calculate AC do not stack.   Superior Alter Self. You gain the Alter Self spell. If you already had it you select another spell. In addition, your Alter Self spell can be cast as a bonus action and no longer requires concentration.   Tough as Stone. Once per long rest you may activate Stoneskin without paying it’s cost in spell points or having it as one of your known spells   Humanoid Shapeshifter: You can use your action to magically assume the shape of a humanoid you have seen before (or sufficiently studied as per DM option). similar to Druid’s Wildshape ability but only humanoids. You can use this feature twice per short or long rest. You can assume Humanoid Shapes of 1/2 CR or lower but you cannot use their swim or fly speeds.The formula for CR max is 1/4 your level in Metabolist.   Exceptions: You do not gain any spellcasting feature from your new form. You may still cast spells and speak as long as the humanoid form has a mouth and hands/claws.   At 4th level, your Humanoid Shapeshift progresses: Now the limit is CR 1 humanoids or lower as but cannot use any flight abilities.   At 8th level, your Humanoid Shapeshift progresses: Now the limit is CR 2 humanoids but you cannot use any flight abilities. You may now turn into monster type Giant as well as a humanoid.   At 12th level, your Humanoid Shapeshift progresses: Now the limit is CR 3 humanoids or lower.   At 16th level, your Humanoid Shapeshift progresses: Now the limit is CR 4 humanoids or Giants. You may now shift as a bonus action.   At 20th level, your Humanoid Shapeshift progresses: Now the limit is CR 5 humanoids or Giants.   Metamagic: You become better at twisting spells to suit your need: Select two metamagic abilities except distance spell. While the metabolist does not have “Font of Magic” they may still spend their spell points on metamagic abilities but it must come from their available spell pool and they may not spend more points on metamagic in one round than they have levels in Metabolist.   At 10th level, you become better at twisting spells to suit your need: Select two more metamagic abilities except distance spell.   At 17th level, you become better at twisting spells to suit your need: Select two more metamagic abilities except distance spell


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:   (a) a light crossbow and 20 bolts or (b) any simple weapon   (a) a component pouch or (b) an arcane focus   (a) a dungeoneer’s pack or (b) an explorer’s pack   Two daggers


Spellcasting

Spellcasting:   As per Sorcerer except Wisdom is your spellcasting ability for your Psionicist ‘s spells and use the DMG’s spell point system rather than the spell slots.   Spell Points   One way to modify how a class feels is to change how it uses its spells. With this variant system, a character who has the Spellcasting feature uses spell points instead spell slots to fuel spells. Spell points give a caster more flexibility, at the cost of greater complexity.   In this variant, each spell has a point cost based on its level. The Spell Point Cost table summarizes the cost in spell points of slots from 1st to 9th level. Cantrips don't require slots and therefore don't require spell points.   Instead of gaining a number of spell slots to cast your spells from the Spellcasting feature, you gain a pool of spell points instead. You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. You can't reduce your spell points total to less than 0, and you regain all spent spell points when you finish a long rest.   Spells of 6th level and higher are particularly taxing to cast. You can use spell points to create one slot of each level of 6th or higher. You can't create another slot of the same level until you finish a long rest.   The number of spell points you have to spend is based on your level as a spellcaster, as shown in the Spell Points by Level table. Your level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can't do so.   The Spell Points by Level table applies to bards, clerics, druids, sorcerers, and wizards. For a paladin or ranger, halve the character's level in that class and then consult the table. For a fighter (Eldritch Knight) or rogue (Arcane Trickster), divide the character's level in that class by three.   Spell Level Point Cost   1st 2   2nd 3   3rd 5   4th 6   5th 7   6th 9   7th 10   8th 11   9th 13   Spell list as per Metabolist:   Cantrips: Acid Splash, Blade Ward, Contact, Fatigue, Light, Poison Spray, Shocking Grasp, Spare the Dying, True Strike,   1st Level Spells: Animal Friendship, Compel Duel, Cure Wounds, Expeditious Retreat, False Life, Grease, Heroism, Inflict Wounds, Jump, Long Stride, Purify food/ drink, Shield, Sleep   2nd Level Spells: Alter Self, Barkskin, Darkvision, Detect Poison/Disease, Enlarge/ Reduce, Enhance Ability, Gentle Repose, Lesser Restoration, Pass without Trace, Prayer of Healing, Protection from Poison, Spider Climb, Zone of Truth   3rd Level Spells: Blur, Fear, Feign Death, Fly, Haste, Protection from Energy, Revivify, Slow, Waterbreathing   4th Level Spells: Deathward, Freedom of Movement, Polymorph, Stoneskin   5th Level Spells: Contagion, Destructive Smite, Greater Restoration, Insect Plague   6th Level Spells: Contingency, Find the Path, Globe of Invulnerability, Harm   7th Level Spells: Regenerate, Anti-magic Field   8th Level Spells: Holy Aura, Glibness, Clone   9th Level Spells: Shapechange, Foresight, Astral Projection


LevelProficiency BonusFeaturesCantrips KnownPowers KnownPower PointsMax Power Level
1st2Spellcasting, Alter Form: Flesh Armor4241st
2nd2Humanoid Shapechanger4361st
3rd2Metamagic44142nd
4th2Ability Score Improvement55172nd
5th356273rd
6th3Alter Form: Superior Alter Self57323rd
7th358384th
8th3Ability Score Improvement59444th
9th4510575th
10th4Improved Metamagic611645th
11th4612736th
12th4Ability Score Improvement612736th
13th5613837th
14th5Alter Form: Tough as Stone613837th
15th5614948th
16th5Ability Score Improvement614948th
17th6Improved Metamagic6151079th
18th66151149th
19th66151239th
20th6Ability Score Improvement6151339th

Created by

Tyuqettina.

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