You can use Dexterity instead of Strength for the attack and damage rolls of your natural weapons.

When you use your Wild Shape feature to take a form that has at least one natural attack, you can choose one of them. The chosen natural attack uses your Shifter Claws die in place of its normal damage die. For example, if you are level 17 and you take a form that has a Hooves attack with a damage die of 2d4, you can choose to replace that attack's 2d4 with 1d10.

Any time you can draw or stow a weapon, you can extend or retract claws from the ends of your fingers. These claws are natural weapons that you can use to make unarmed strikes, with a damage die as shown in the Shifter Claws column of the Metamorph table.

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

You can make a Metamorph quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity, then Constitution. Second, choose the Outlander background.

This a fairly advanced class, as far as complexity of play. You will need to keep track of many different forms and features if you wish to maximize your effectiveness as a Metamorph. It is not recommended for beginners.

An elvish woman sits patiently at a tavern, eavesdropping on a nearby conversation. The women at the table next to her are waiting for something. One mentions a delivery meant for them. Unknown to them, the nearby elf had already acquired said delivery, and eliminated the man taking it to them. From the dark corner where she sits, nobody notices the elf suddenly take the form of the man meant to deliver their package. Naturally as ever, the elf gives the two women what they seek, and follows them to their base of operations.

All is quiet on the marsh. A halfling man appears through the mist and looks to the ground. His quarry's trail is going cold, and will be lost soon. In an instant, the halfling's face turns to that of a wolf, and long claws grow from his fingers. A scent fills his nose, not that of the swamp. With a mighty leap, he clears the treacherous water of the marsh, and is soon back on the hunt.

Immediately after taking the Attack action on your turn, you can make one attack with a natural weapon as a bonus action.

Wild Shape Read carefully! This is the core feature of this class! As a bonus action, you can magically assume the shape of a Beast that you have seen before. You can spend a number of hours Wild Shaped equal to your Metamorph level plus your Wisdom modifier (these hours do not have to be consecutive but they must be spent in 1 hour increments; you choose a form each time you transform) after which you must finish a short or long rest before you can use Wild Shape again. At 1st level, your shape can't have a CR higher than 1/4 your Metamorph level, and it can't have a swimming or flying speed. At 3rd level, the max CR increases to 1/3 your Metamorph level, and you are permitted a swimming speed. At 6th level, you are permitted a flying speed. You can revert to your normal form by using a bonus action on your turn. You automatically revert if you run out of hours of Wild Shape, fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: Your game statistics are replaced by the statistics of the beast except as mentioned here. You retain your alignment, personality, hit dice, hit points, and Intelligence, Wisdom, and Charisma scores, and you use the average of your normal and your new form's Strength, Dexterity, and Constitution scores (for example, if your Dexterity score is 14 and your new form's Dexterity score is 10, you will have a Dexterity of 12 in that form; your new Constitution score does not affect your hit points). You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. You will have to recalculate the form's attack bonuses and saving throw DCs using your new Ability Scores and your Proficiency Bonus in place of the base creature's.

Your ability to speak or to take any action that requires hands is limited to the capabilities of your current form. Usually this will prevent you from using weapons and tools or casting spells (you need to be able to speak at least one language to perform verbal components, and hands that can use tools to perform somatic components).

You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses (such as darkvision) unless your new form also has that sense.

You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form until you gain the Shifter's Hide feature, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

When you transform, you can gain temporary hit points equal to the beast's maximum hit points. These temporary hit points last until you revert to your normal form, or until you use Wild Shape to take a new form. You must complete a short or long rest before doing this again.

Wild Defense Beginning at 2nd level, while you are wearing no armor, not using a shield, and in a form without natural armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. While you are wearing light or medium armor or in a form with natural armor but not using a shield, you have a +1 bonus to your AC.

Chameleon At 2nd level, you gain the ability to gradually alter your coloration to blend in to your surroundings. You can spend 1 minute standing still and allowing your coloration to shift until you are camouflaged against a static background (for example, a wall or a forest, but not a river or a crowd). Once you are camouflaged in this way, you gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Shifter Path At 3rd level, you choose a Path. Choose between Chimera, Verdant, Elementalist, or Draconic, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, and 17th.

Ability Score Improvement At 4th level, and again at 8th, 12th, 16th and 19th 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.

Monstrous Shape Beginning at 5th level, you can use Wild Shape to take the shape of Monstrosities as though they were Beasts.

Multiattack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. In addition, whenever you take the Multiattack action on your turn, you can make one additional attack with a natural weapon as part of that action.