Augmentations

Augmentations last 1 minute unless stated otherwise. You may add Augmentations as an Action and a Bonus Action.

Heart of Steel Metamorph Points: 1 You gain resistance to bludgeoning, piercing, or slashing damage. When you reach 6th level this resistance persist through magic attacks. You may add this augmentation multiple times each time selecting a different option. You gain resistance to bludgeoning, piercing, or slashing damage. When you reach 6th level this resistance persist through magic attacks. You may add this augmentation multiple times each time selecting a different option.

Bull Horns Metamorph Points: 1 You grow a pair of horns, you gain a Melee Weapon attack that does piercing damage equal to 1d12 + strength modifier. If you move at least 10 ft. straight toward a target and then hit it with your horn Attack on the same turn, the target takes an extra 1d8 piercing damage. You may then attempt to shove the target as a bonus action. Once you use this it's effects end early. You grow a pair of horns, you gain a Melee Weapon attack that does piercing damage equal to 1d12 + strength modifier. If you move at least 10 ft. straight toward a target and then hit it with your horn Attack on the same turn, the target takes an extra 1d8 piercing damage. You may then attempt to shove the target as a bonus action. Once you use this it's effects end early.

Chameleon Cloak Metamorph Points: 2 You become invisible as if under the effect of the Invisibility spell. This effect lasts up to an hour. When you reach 7th level you may chose to make this Greater Invisibility for a cost of 3 Metamorph points. You become invisible as if under the effect of the Invisibility spell. This effect lasts up to an hour. When you reach 7th level you may chose to make this Greater Invisibility for a cost of 3 Metamorph points.

Skin Graft Metamorph Points: 1 You gain resistance to Acid, Cold, Fire, or Lightning Damage. When you reach 6th level this resistance persist through magic attacks. You may add this augmentation multiple times each time selecting a different option. You gain resistance to Acid, Cold, Fire, or Lightning Damage. When you reach 6th level this resistance persist through magic attacks. You may add this augmentation multiple times each time selecting a different option.

Spread Your Wings Metamorph Points: 1 You act as in you are under the effects of the Jump spell. When you reach 5th level you may choose to make this act as the Fly spell instead for 2 Metamorph Points. You act as in you are under the effects of the Jump spell. When you reach 5th level you may choose to make this act as the Fly spell instead for 2 Metamorph Points.

Spider Legs Metamorph Points: 1 You gain a climbing speed equal to your walking speed, additionally, you gain a Melee Weapon attack that deals piercing damage equal to 1d4 + strength or dexterity modifier. If the target is hit it must make a Constitution save or take 2d4 poison damage, if the target succeeds its save, it takes half damage from the poison. When you reach 6th level you may chose to be under the effects of the Spider Climb spell for a cost of 2 Metamorph points. You gain a climbing speed equal to your walking speed, additionally, you gain a Melee Weapon attack that deals piercing damage equal to 1d4 + strength or dexterity modifier. If the target is hit it must make a Constitution save or take 2d4 poison damage, if the target succeeds its save, it takes half damage from the poison. When you reach 6th level you may chose to be under the effects of the Spider Climb spell for a cost of 2 Metamorph points.

Scaled Appearance Metamorph Points: 2 You gain a +1 AC, additionally you can breathe air and water, and you gain a swimming speed equal to your walking speed. You gain a +1 AC, additionally you can breathe air and water, and you gain a swimming speed equal to your walking speed.

Poison Blood Metamorph Points: 2 You gain poisonous blood, you have resistance to poison damage, additionally, whenever an enemy attacks you in melee range they must make constitution save or be poisoned for 2d4 damage, if they succeed they take half damage. When you reach 6th level this resistance persist through magic attacks. You gain poisonous blood, you have resistance to poison damage, additionally, whenever an enemy attacks you in melee range they must make constitution save or be poisoned for 2d4 damage, if they succeed they take half damage. When you reach 6th level this resistance persist through magic attacks.

Medusa Head Metamorph Points: 2 You gain a restraining glance, as an action, any creature you choose and can see within 30 ft must make a constitution save or be restrained. The creature is restrained until it succeeds a saving through at the end of one of its turns. Once you use this, it's effects on you end early. You gain a restraining glance, as an action, any creature you choose and can see within 30 ft must make a constitution save or be restrained. The creature is restrained until it succeeds a saving through at the end of one of its turns. Once you use this, it's effects on you end early.