Biomorph

*Biomorph espers are able to channel and manipulate apeiron energy to gain extraordinary shapeshifting abilities, which allow them to alter their forms to create natural weapons, or adaptations, as well as take on the forms of other humans, animals, and even creatures of myth.*

## Class Features

As a biomorph you gain the following features.

### Hit Points

**Hit Dice:** 1d8 per biomorph level
**Hit Points at 1st Level:** 8 + your Constitution modifier
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per biomorph level after 1st

### Proficiencies

**Armor**: Light armor
**Weapons**: Pistols, and choose either Melee or SMGs
**Tools**: All ground vehicles and aircraft
**Saving Throw**: Constitution, Charisma
**Skills**: Choose any three

### Equipment

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

* (a) P-10 Predator or (b) SM-5 Shuriken
* (a) Baton or (b) Knife
* Stock Light Armor

### Energy

Starting at 1st level, you learn how to utilize the wellspring of apeiron energy within yourself to fuel or enhance various abilities. Your access to this energy is represented by a number of Energy Points. Your level determines the number of points you have, as shown in the Energy Points column of the table. You can never have more energy points than shown on the table. When you spend an energy point, it is unavailable until you finish a long rest.

### Shapeshift

Starting at 1st level, you can concentrate and bend, shape, mold, and alter your body in subtle ways at will, assuming a different form. When you expend 1 energy point, choose one of the following options, the effects of which last for up to 1 hour or until your concentration is broken. By expending an additional energy point, you can end one option as a bonus action to gain the benefits of a different one.

**Aquatic Adaptation.** You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

**Change Appearance.** You transform your appearance. You decide what you look like, including your height, weight, facial features, the sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can’t appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can’t use this ability to become quadrupedal, for instance. At any time for the duration of the ability, you can use your action to change your appearance in this way again.

**Natural Weapons.** You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon has a +1 bonus to the attack and damage rolls you make using it.

### Animal Form

At 3rd level, as a bonus action, you can expend 2 energy points to assume the shape of any animal that you have seen before. Your level determines the animals you can transform into. Starting at 3rd level, for example, you can transform into any animal that has a challenge rating of 1 or lower.

Starting at 6th level, you can transform into a animal with a challenge rating as high as your level divided by 2, rounded down. You can stay in a animal form for a number of hours equal to half your level (rounded down). You then revert to your normal form unless you expend another 2 energy points. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

When you are transformed, the following rules apply:

* Your game statistics are replaced by the statistics of the animal, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
* When you transform, you assume the animal's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
* Your ability to speak or take any action that requires hands is limited to the capabilities of your animal form.
* You retain the benefit of any features from your archetype, race, or other source and can use them if the new form is physically capable of doing so.
* Your equipment merges into your new form, and has no effect until you leave the form.
* While you are transformed, you can use a bonus action to expend 1 energy point to regain 1d8 hit points.

### Mythical Form

By 9th level, you have learned to alter your form in more unique ways, and can take on the forms of creatures of ancient mythos and fiction that you've read about or seen pictures of. You can expend 5 energy points to transform into a mythical animal.