Transformation

Transformation

Blessing From Above

Starting at 1st level, you know all cleric and druid cantrips. All of these spells lose their Components requirement and gain the Somatic Component instead. Charisma is your spellcasting ability modifier.

Monkey Form

Starting at 1st level, you can transform into a monkey version of yourself at will. You can revert back to your normal form as a bonus action. While in monkey form you gain the following benefits:

  • You gain a climbing speed
  • You are proficient in improvised weapons and deal an additional 1d4 + dexterity mod damage with your improvised weapons
  • Your throwing distance increases from 20/60 to 60/120
  • You gain Tail Wiggle

Tail Wiggle
As a bonus action, you can shake your butt and wag your tail at a creature within 60ft that can see you. That creature must make a Wisdom Saving throw. On a failure they use their reaction to move up to their movement speed towards you. If the creature cant move or doesnt have its reaction, the next attack against that creature is made with advantage. A creature that succeeds on this is immune to this effect for the next 24 hours. 

Elephant Form

Starting at 2nd level, you can transform into a elephant version of yourself at will. You can revert back to your normal form as a bonus action. While in elephant form you gain the following benefits:

  • You gain natural armor of 13 + Dex Modifier
  • You gain temporary hit points equal to 3x your Half-Genie level once per short rest
  • You gain a Stampede and Trunk attack (see below)
  • Your form is considered a Large creature

Stampede Attack
As an action, if you move at least 10ft in a straight line you can perform a Stampede attack on up to two creatures if they are adjacent to each other. You make a Athletics check against the targets AC. On a hit the target is knocked prone and takes 2d6 + Strength Mod bludgeoning damage. Then as a bonus action you can make a Trunk Attack at one creature.

Trunk Attack
As an action, you can make a Strength based melee attack with your trunk. On a hit you deal 1d10 + Str Mod. A creature that is hit by this attack is grappled if you choose to. 

Mermaid Form

Starting at 5th level, you can transform into a mermaid version of yourself at will. You can revert back to your normal form as a bonus action. You gain the following benefits:

  • You gain a swim speed of 60ft and can breathe water
  • You know how to speak, read and write aquan
  • You gain no penalties for casting spells or combat while in water
  • You can Cast Water Breathing At Will
  • You gain Swift Claw attack (see below)

Swift Claw
As a bonus action, you can make a finesse attack with your claw dealing 1d6 + finesse modifier slashing damage + 2d4 cold damage.


Harpy Form

Starting at 6th level, you can transform into a harpy version of yourself at will. You can revert back to your normal form as a bonus action. You gain the following benefits:

  • You gain a fly speed of 40ft
  • You gain Extra Attack
  • You gain Luring Song (see below)

Luring Song:
You sing a magical melody. Every humanoid and giant within 300 ft. of you that can hear the song must succeed on a Wisdom saving throw (using your Charisma) or be Charmed until the song ends. You must take a Bonus Action on its subsequent turns to continue singing. You can stop singing at any time. The song ends if your are Incapacitated.

If the Charmed target is more than 5 ft. away from you, the target must move on its turn toward you by the most direct route. It doesn't avoid Opportunity Attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than you, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to your song for the next 24 hours. 


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