Flesh of Many Skins

Prerequisite(s): Wild shape class feature; non-good alignment.

When you gleefully abandon the form of your birth and dive deep into the dark possibilities of other life, you can choose to take the shape not of any rational form, but instead that of a strange, adaptive and incomplete proto-beast lurking beneath sanity and echoing out of ages best buried and long forgotten. You can, as you desire, become a fluid form of tangled and incomplete mass of slithering, interlocking, organic parts: feathers, claws, jaws, membranes, tentacles, half-formed serpents, strands of muscle-tissue, flexible bones, exposed organs, coiled worms, oozing branches and a myriad of other slick, incomplete components.

Whenever you use the wild shape ability, you may choose to manifest your transformation not as any single natural creature but rather as “all and none.” This ability lasts your usual duration for your Wild Shape ability.

When you enter this state, you initially choose one specific form that you can otherwise adopt. For the remaining duration of this wild shape ability, you may freely choose to spend one action reshaping your body; upon doing so, you may adopt any other form that is normally available to you via use of your wild shape ability: thus, you could change from a Medium wolf into a Small horned owl as an action.

Thereafter, you could take the shape of a Small hunting cat as another action, return to your wolf shape, or choose any other form available to you. If you ever shift back to your true form, your use of wild shape ends as normal.

While in this form, you gain some of the benefits of a swarm made up of Tiny creatures, and you have resistance to bludgeoning, piercing, slashing damage, and are immune to the charmed, frightened, grappled, paralyzed, petrified, prone, restrained, and stunned conditions. You are also immune to any spell or effect that targets a specific number of creatures – including single target spells such as disintegrate. You can still be grappled, and you may still enter a grapple or perform grapple actions. In addition, you do not deal swarm damage but instead attack and deal damage with the normal attacks of your temporarily chosen form. You also have disadvantage on saving throws against spells or effects that affect an area. If the area attack does not allow a saving throw, you instead take double damage. In addition, while in this form, normal animals and vermin do not willingly approach within 30 feet of you unless the animal’s master makes a DC 15 Wisdom (Animal Handling). Normal animals and vermin without a master — or without a master present — do not willingly approach within 10 feet of you, becoming frightened for 1 round (no save) if they begin their turn within this radius if their Hit Dice are less than one-half your character level. Creatures with hit dice equal to half your level or more must succeed on a DC 13 Wisdom saving throw or become frightened for 1 round. Creatures with more Hit Dice than your character level may freely choose whether or not to remain within 10 feet of you.

Section 15: Copyright Notice

The Dragon’s Hoard #24 © 2022, Legendary Games; Authors Jason Nelson, Miguel Colon, Alex Riggs, Mike Myler, Robert J. Grady, Michael “solomani” Mifsud, Darrin Drader, Matt Kimmel, Scott D. Young.

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