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EN5ider Magazine for D&D
EN5ider Magazine for D&D

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The Morph

New for EN5ider patrons - our 99th article! Keep an eye out for something special for our 100th article next week, but before we get to that we have a brand new class - the Morph! The morph, our fifth full class, is a shapechanging specialist, able to slide between different forms. Morphs have a choice of three Essenses - the Doppleganger, the Primordial Beast, and the Trickster - and a selection of Morph Talents to select from. By Josh Gentry; illustrated by Ellis Goodson.

The Morph

Comments

Having Dex and Con saving throws is generally forbidden. A class should only grant one of the core saves, (Dex, Con, or Wis) and one of the non-core saves (Str, Int, Cha)

Megan McVey

Thank you! Can't wait for the kickstarter to end!

dumbo3k

All of the classes are revised and expanded; this version is the old version.

DnD EN5ider

Hi, new subscriber, actually came over from the kickstarter. Came here to get an early look at the classes, but was primarily interested in the Morph. I don't know if there are any changes between this version here, and what will be released when the kickstarter ends, but I have some questions considering certain talents and their limitations. If you don't mind taking a moment to read them over and answer, I would really appreciate that. 1. Tiny Changeling - The written limitation says any creature with a CR >1, but the title of the talent implies the creature needing to have a size of Tiny. Is the only limitation the CR >1 Limit, or is there a size limit too? 2. Form of Artifice - Does the size limit apply to both constructs and inanimate objects? or just one of those? Also, is there a CR limit like the rest of the Morph powers? 3. Elemental Ascension - Looks to be pretty similar to the level 10 Moon druid class feature, with a big difference. The moon druid feature lets you spend 2 wildshapes to turn into an air/earth/fire/water elemental, which are all CR 5. This feature seems to keep the same level/3 wildshape limit, meaning a morph would only beable to become an air/earth/fire/water elemental at level 15, vs the druid at level 10. Is this intended? 4. Draconic Ascension - Similar to the Elemental one above, it would seem you are limited to wyrmlings (CRs 1-3) for pretty much your entire class lifetime, until level 18 when you choose to become one of a few different colored young dragons. Does this seem a little, I don't know, underwhelming for the expenditure of a morph talent slot. and 2 wildshapes per use? 5. Have you considered a mechanic that would allow you to expend additional wildshapes to boost the CR limits slightly? Just wondering.

dumbo3k

The bite special case could also apply to a swarm occupying your space, but yeah, seems strange...

James Marchant

Thanks for all your comments, everyone! We'll be sure to take your "playtesting" into account. =) —Ed.

Joey

There we go, guys - updated version with that minor errata applied. Feel free to download it again!

DnD EN5ider

I love shapeshifters, and the idea of a dedicated shapeshifter class is fantastic. This seems both fun and well-designed. And pretty balanced, which is impressive. Shapeshifting is notorious for being prone to breaking stuff in D&D. A few comments/questions: *Refreshed Shifting:* This one's a clever way to allow a lot of utility shapeshifting without creating a nigh-endless wall of HP. Kudos. *Identity Coherence:* You already retain Racial Features while shapeshifted, so I'm unsure what the intention with that part is. Gaining Darkvision if you have it? *Changeling Charge:* Does this expend a Shapeshift use? *Liquid Form:* Any particular reason this doesn't follow all the other shape allowances of costing 2 Shapeshift uses but instead a 1/long rest? *Mutable Identity:* Does this change all your racial features/traits? Including stuff like weapon proficiencies and knowing cantrips? *Tiny Changeling:* This one's really great. Short, easy to understand language, yet mechanically sound (by and large). Lots of fun possibilities, like using myconid shapes to spore the entire group for telepathy. Though it's kinda amusing how you can turn into other people (they're creatures) except for the ones that are really good at magic or murder. And impressively enough I've only found two really nasty exploits with it, which is seriously solid work for something so broad. *Doppelganger's Shifter's Surprise* This seems really niche. It amounts to saving yourself a bonus action when you surprise someone. Not really that impressive compared to "cast a 9th level spell once per day". *Primordial Beast's Natural Weapons* Bite mentions occupying the same space. Far as I know, barring stuff like Engulf Creature Powers, that never happens. Seems like a very specific exception? Horns mentions charging, which isn't really a thing. Might be better to swap it out for "move X feet in a straight line towards a target and then hit it" or somesuch?

Kasper

Author here. The class text is correct in this case. I've already informed the editor of the typo.

Josh Gentry

Woot, almost to #100 :)

RetroMythologist

Huh, just noticed that. The descriptive text says you start with 2, the class table says at Level 1 you only have one shapeshift available.

Patrick Egan

Shapeshift states beginning with 2 uses and later gaining more. The class table says otherwise.

Neyd Harlequin


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