Monstrous Warrior

Your body is distorted into a shape honed for combat, either through magical or mutative means.

### Hardened Skin

Starting at 3rd level, when you are not wearing armor your AC becomes 10+your dexterity modifier+your constitution modifier.

### Natural Weaponry

Starting at 3rd level, You can choose two natural weapons you grow that you can use to make Unarmed Strikes. You can use a bonus action to grow or retract your natural weaponry. You can either choose a natural weapon from this list, or choose a non-ranged simple or martial weapon for a natural weapon.

You gain an additional natural weapon at 10th and 18th level, and whenever you gain a Fighter level you can choose to replace one of your natural weapons with a different one.

*Traits:*

Weapons that have *Hand* as their type replace your hands as that natural weapon, while still functioning as a hand.

Weapons that have the *Arm* type replace one of your hands or arms and cannot be used for fine manipulation like a hand can. Any simple or martial weapon chosen as a natural weapon has the *Arm* property.

Weapons that have the *New* type do not replace any limbs.

### Shifting Form

Starting at 7th level, you can meditate for 1 minute to alter your shape to fit the task at hand. You learn two adaptations and you cannot have more than one adaptation active at the same time. You learn one more adaptation at 10th, 15th, and 18th level.

**Cursorial:** You alter your legs to increase your movement speed by 15 ft.

**Saltatorial:** You can use your dexterity and strength scores together for the purposes of determining jump distance and height, and choose whether to use dexterity (acrobatics) for jumping distance checks rather than strength (athletics). You can jump your maximum long jump distance from a standstill. You can Dash as a bonus action, but only by spending your movement as one long jump. You can do this a number of times equal to your dexterity modifier, recharging on a short rest.

**Tough Skin:**You grow thicker armor, increasing your armor class by 1.

**Camouflage:** You alter your skin to be able to blend in with the environment. You gain proficiency in the stealth skill and expertise if you already have expertise. As long as you stay still, you have advantage on stealth checks.

**Developed Weapons:** You enlarge your natural weapons, giving them a +1 bonus to damage

**Night's Eye:** You alter your eyes, giving you 60 ft darkvision

**Powerful Build:** You become more robust, giving yourself the Powerful Build feature.

**Barbed Skin**: On the start of your turn you inflict 1d4 piercing damage on enemies you grapple, and on enemies grappling you.

**Lanky:** you lengthen your limbs, increasing your height by 3d10 inches and adding 5 ft reach to your natural weapon attacks.

**Tunneler:** (Prerequiste: 10th level) You shape your arms for digging, giving you a 5 ft burrowing speed, leaving a narrow tunnel behind you one size smaller than you. You gain 10 ft tremorsense while burrowing.

**Climber:** You shape your limbs for climbing, giving you a climbing speed equal to your walking speed

**Spider Climber:** (Prerequiste: 10th level) You can walk on vertical surfaces and ceilings without making a climbing check, with a climbing speed equal to your movement speed.

**Amphibious:** You shape yourself for swimming, giving you a swimming speed equal to your movement speed, and can hold your breath 10 times as long as you normally would.

**Glider:** You grow a membrane between your limbs that allows you to glide as long as you are not wearing armor. For every foot you descend, you travel 3 feet horizontally, descending at a rate of 20 ft per turn. You take no fall damage.

**Facultative Quadruped**: If you have two free hands that are not holding anything, you can drop down into a quadrupedal stance that raises your movement speed by 15 ft. In this stance you have advantage on saving throws against being moved or knocked prone.

**Flier:** (Prerequiste: 10th level), you grow large wings giving you a flying speed of 50 ft. You must have 10 ft of free space on each of your sides in order to properly unfold your wings for use.

**Darkdweller:** (Prerequiste: 10th level), you gain 30 ft blindsight.

**Bastion:** (Prerequiste: 10th level), bludgeoning, piercing, and slashing damage you take is reduced by 3

### Major adaptation

Starting at 10th level, you can have two adaptations active at the same time. You may learn a new adaptation

### Horrid Creature

Starting at 15th level, you gain temporary hit points equal to 1d10+your constitution modifier after you kill a creature. This lasts for 10 minutes. You learn an additional adaptation.

### True Monster

Starting at 18th level, you can choose whether your creature type remains the same, or changes to Beast, Aberration, Monstrosity or Fiend. You can add your constitution modifier to checks you make with one of the following skills of your choosing: Acrobatics, Athletics, Stealth, Deception, Intimidation, Perception, Survival.