Metamorph

Hidden in the shrubbery, a dwarf with skin the color of forest leaves watches the bandits leave on their latest excursion. Perfectly blended into the underbrush, the dwarf follows, waiting for the right moment, and when it comes, he rushes forwards, his skin reverting to its usual hue and a great bone blade oozing from his right arms. He slashes at the surprised bandits, cutting into them with his bladed-arm, his flesh become weapon.

Standing at the head of a caravan, a human man shields the woman behind him with his body, his thick, leathery skin deflecting countless arrows. When they finally stop, he leaps into the air, great leathery wings sprouting from his back, and soars over the attacking archers.

Ancient Power The Metamorph is an ancient and forbidden art, its practitioners persecuted by many armies over many centuries. A gift granted to mortal worshippers by a Great Old One, in exchange for their devotion and servitude. While the original worshippers have long since been exterminated and the identity of the Great Old One who granted them this power has long been forgotten, the power itself, the methods and teachings have persisted in isolated ruins and been handed down through the generations in secret family lines. Tomes of power, describing the art and the many wondrous, horrific achievements it claims, are exceedingly rare.

A Life on the Run Those few who still practice this form of magic do so in secrecy. Whether they learned it through studies of lost places or from a family member, to use it openly is often a death sentence. Despite this, it is still used, just as often to protect friends and family as to kill or maim. The stigma of the first Metamorphs looms forever over the lives of its remaining practitioners regardless of their intent or alignment. This secrecy and fear often leads Metamorphs into a life of paranoia and suspicion, never staying too long in any one town or village. They move around frequently and often try to change their identity almost as frequently as their address. If discovered, they grab their few, pre-packed possessions and usually flee into the wilderness. Some of them, though, find themselves lives among the less judgemental folk. The independent, strong willed adventurers often make for rare and much needed allies in times of hardship.