Morphic Body
Morphic Body shapes a character's supernatural focus, training, and power set.
Power index
Morphic Body Powers
42 powers, grouped by tier. The rules needed for quick reference are shown directly in each row.
Tier 0
2
When you take bludgeoning damage, fall damage, or are squeezed, compressed, shoved, or knocked prone, soften your body. Reduce the damage by 1d6 + your STR modifier, or gain advantage on the save or check against the movement or compression.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- 1d6 + STR
- Type
- Reduction

Stretch one arm, leg, tendril, neck, or other flexible limb to interact with a creature or object within range. You may make an unarmed strike, shove, grapple attempt, open a door, grab an unattended object, or perform a simple manipulation at that distance.
- Action
- Action
- Use
- At-Will
- Range
- 10 ft.
- Duration
- Instant
- Type
- Morphic
- Roll
- Attack
Tier 1
4
For the duration, your reach with unarmed strikes, grapples, shoves, and simple object interactions increases by 5 ft. Your elongated limbs return to normal length when the effect ends.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Effect
- +5 ft.
- Type
- Morphic
- Roll
- Attack

Flatten or compress your body. For the duration, you can squeeze through spaces as narrow as 6 inches wide if your equipment can fit, and you have advantage on checks to escape grapples, bonds, manacles, or tight spaces.
- Action
- Action
- Use
- At-Will
- Range
- Self
- Duration
- 10 Minutes
- Effect
- 6 inches
- Type
- Movement

Alter minor features such as nose shape, skin texture, hair length, scars, facial proportions, voice resonance, or apparent build. The change is physical but shallow and cannot duplicate a specific creature perfectly or change your size category.
- Action
- Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Hour
- Type
- Morphic / Disguise

Make an unarmed strike with an elongated limb against one creature within range. On a hit, the target takes 7 (2d6) bludgeoning damage, and you may pull one unattended object it is holding or wearing loose by up to 5 ft. if the GM agrees it can be dislodged.
- Action
- Action
- Use
- At-Will
- Range
- 15 ft.
- Duration
- Instant
- Effect
- 2d6
- Type
- Bludgeoning
- Roll
- Attack
Tier 2
4
You have advantage on Acrobatics and Athletics checks made to squeeze, escape, climb, tumble, fit through tight spaces, or resist being restrained by mundane bindings. You can sleep or rest comfortably in unusually cramped spaces.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Type
- Movement / Skill

When you take bludgeoning damage, fall damage, or are hit by a melee attack, reduce the damage by 2d8 + your STR modifier. If the damage is reduced to 0, you may bounce up to 10 ft. without provoking opportunity attacks.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- 2d8 + STR
- Type
- Reduction / Movement

Extend flexible tendrils or elongated limbs. Make a melee power attack against one creature within range. On a hit, the target takes 10 (3d6) bludgeoning damage and is grappled by you if it is no more than one size larger than you. The grapple ends if the target is farther than 20 ft. from you.
- Action
- Action
- Use
- At-Will
- Range
- 20 ft.
- Duration
- 1 Minute
- Effect
- 3d6
- Type
- Bludgeoning
- Roll
- Attack

Until the start of your next turn, your elongated limbs can curve around corners, shields, and cover. Your unarmed strikes and grapples ignore half cover and three-quarters cover if there is any path at least 1 inch wide to the target.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Round
- Effect
- 1 inch
- Type
- Morphic
- Roll
- Attack
Tier 3
4
For the duration, you can move through spaces as narrow as 1 inch wide if your equipment can fit, and you ignore difficult terrain caused by squeezing, rubble, roots, bars, crowds, or narrow passages.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Effect
- 1 inch
- Type
- Movement

Choose one creature within range. It must make a STR save, taking 18 (4d8) bludgeoning damage and becoming restrained by your stretched limb until the start of your next turn on a failed save, or half damage with no restraint on a success.
- Action
- Action
- Use
- At-Will
- Range
- 30 ft.
- Duration
- 1 Round
- Effect
- 4d8
- Type
- Bludgeoning
- Save
- STR

When you are critically hit, targeted by a precision effect, or subjected to a poison, disease, or bleeding effect that relies on normal anatomy, shift your organs and vessels. Treat the critical hit as a normal hit, or gain advantage on the triggering save.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Type
- Protection

Make up to two unarmed strikes with elongated limbs against creatures within range. On a hit, each target takes 13 (3d8) bludgeoning damage. You may push, pull, or slide one hit target up to 10 ft. if it fails a STR save.
- Action
- Action
- Use
- At-Will
- Range
- 30 ft.
- Duration
- Instant
- Effect
- 3d8
- Type
- Bludgeoning
- Roll
- Attack
- Save
- STR
Tier 4
4
Physically reshape your proportions, face, skin texture, apparent age, voice resonance, and build to resemble a creature of your size category and basic body plan. This is not an illusion. A creature inspecting you closely can make a WIS (Insight) check against your power save DC to detect unnatural details.
- Action
- Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Hour
- Type
- Morphic / Disguise
- Save
- WIS

When you or a creature you can reach with a stretched limb takes bludgeoning, piercing, slashing, or falling damage, cushion the impact. Reduce the damage by 4d8 + your STR modifier. If the target was falling, it lands on its feet.
- Action
- Reaction
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 4d8 + STR
- Type
- Reduction

Spread your limbs into a flexible web. Hostile creatures of your choice in the emanation treat the area as difficult terrain. When a creature enters the area for the first time on a turn or starts there, it must make a STR save or become grappled until the start of its next turn.
- Action
- Action
- Use
- At-Will
- Range
- Self (20 ft.)
- Duration
- 1 Minute
- Effect
- 20 ft.
- Type
- Morphic / Control
- Save
- STR

Shape your limbs into hammers, blades, spikes, hooks, pads, or tendrils. For the duration, your unarmed strikes are magical, deal bludgeoning, piercing, or slashing damage, and gain a +1 bonus to attack and damage rolls.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Effect
- +1
- Type
- Variable
- Roll
- Attack
Tier 5
4
When you would take falling damage, be knocked prone, or be pushed or pulled, inflate or distribute your body. Falling damage becomes 0, and for the duration you have advantage on saves against forced movement, drowning, gas, and pressure effects.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Effect
- 0
- Type
- Protection / Adaptation

Create gripping pads, tendrils, hooks, or suction surfaces across your body. For the duration, you gain a climb speed equal to your walking speed, can climb difficult surfaces without equipment, and have advantage on checks to grapple or avoid being disarmed.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 10 Minutes
- Type
- Movement / Grapple

You have resistance to falling damage and bludgeoning damage. You can survive with displaced organs, unusual posture, or temporary body distortion that would be disabling to a normal body.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Type
- Resistance

Make up to three unarmed strikes against creatures within range. On a hit, each target takes 18 (4d8) bludgeoning, piercing, or slashing damage. If two or more attacks hit the same target, it must make a STR save or fall prone.
- Action
- Action
- Use
- At-Will
- Range
- 40 ft.
- Duration
- Instant
- Effect
- 4d8
- Type
- Variable
- Roll
- Attack
- Save
- STR
Tier 6
4
Spread your body through the emanation as tendrils, pads, and flexible mass while keeping a central form. Hostile creatures treat the area as difficult terrain. Once per turn when a hostile creature starts there, it must make a STR save or take 22 (4d10) bludgeoning damage and be grappled until the start of its next turn.
- Action
- Action
- Use
- At-Will
- Range
- Self (30 ft.)
- Duration
- 1 Minute
- Effect
- 4d10
- Type
- Bludgeoning
- Save
- STR

When a creature you can see within range falls, is pulled, is pushed, is knocked prone, or would enter a hazard, stretch a limb to catch or redirect it. Move the target up to 30 ft. to an unoccupied space you can see and reduce any triggering damage by 6d8 + your STR modifier.
- Action
- Reaction
- Use
- At-Will
- Range
- 90 ft.
- Duration
- Instant
- Effect
- 6d8 + STR
- Type
- Reduction / Movement

Your limbs become refined living weapons. For the duration, your unarmed strikes are magical, gain a +2 bonus to attack and damage rolls, and your reach with them increases by 10 ft. You choose bludgeoning, piercing, or slashing for each hit.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Effect
- +2 / +10 ft.
- Type
- Variable
- Roll
- Attack

Your Morphic Body powers ignore resistance to nonmagical bludgeoning damage. You can maintain minor body alterations indefinitely, and you can stretch or compress harmlessly as part of ordinary movement and object interaction.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Type
- Morphic
- Roll
- Attack
Tier 7
4
Expand your body into a towering flexible form. You become Large if there is room, your reach increases by 15 ft., and you have advantage on STR checks and saves. Your unarmed strikes deal an extra 1d10 bludgeoning damage.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Effect
- 1d10
- Type
- Bludgeoning
- Roll
- Attack

For the duration, you can move through spaces as narrow as 1 inch wide with your equipment if the equipment is not rigidly larger than the passage. You are immune to nonmagical restraints, manacles, nets, and mundane squeezing damage while the effect lasts.
- Action
- Action
- Use
- At-Will
- Range
- Self
- Duration
- 10 Minutes
- Effect
- 1 inch
- Type
- Movement / Escape

When you are hit by an attack, fail a STR or CON save, or suffer a condition that relies on normal anatomy, shift your body. Reduce the damage by 7d8 + your STR modifier, or end one grappled, restrained, prone, poisoned, bleeding, or paralyzed effect of Tier 7 or lower on yourself.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- 7d8 + STR
- Type
- Reduction / Restoration

Crack elongated limbs through the battlefield. Creatures of your choice in a 60-ft. line or up to four creatures within range must make a DEX save, taking 44 (8d10) bludgeoning damage and falling prone on a failed save, or half damage with no prone on a success.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 8d10
- Type
- Bludgeoning
- Save
- DEX
Tier 8
4For the duration, you have resistance to bludgeoning, piercing, and slashing damage, can move through 1-inch gaps, cannot be grappled or restrained unless you choose to be, and your unarmed reach increases by 20 ft.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Effect
- +20 ft.
- Type
- Resistance / Movement
- Roll
- Attack

Spread your body as a field of elastic strands. Hostile creatures in the emanation must make a STR save when they enter for the first time on a turn or start there. On a failed save, a creature is restrained until the start of its next turn and takes 33 (6d10) bludgeoning damage. On a success, it takes half damage only.
- Action
- Action
- Use
- At-Will
- Range
- Self (60 ft.)
- Duration
- 1 Minute
- Effect
- 6d10
- Type
- Bludgeoning
- Save
- STR

Grow extra arms, tendrils, or grasping surfaces. For the duration, you can hold and manipulate up to four additional objects, make one additional object interaction each turn, and have advantage on checks made to grapple, climb, disarm, or restrain.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Effect
- +4 objects
- Type
- Morphic / Utility

Reform damaged body mass, seal wounds, and restore lost structure. Regain 88 (16d10) hit points, end one disease, poison, bleeding, paralysis, or body-altering effect of Tier 8 or lower on yourself, and regrow a lost non-vital body part.
- Action
- Action
- Use
- 1/Long Rest
- Range
- Self
- Duration
- Instant
- Effect
- 16d10
- Type
- Healing / Restoration
Tier 9
4
Fill the emanation with looping limbs, pads, tendrils, and flexible walls while your central body remains intact. Hostile creatures treat the area as difficult terrain, cannot benefit from half cover against you, and must make a STR save when they start their turns there or become restrained until the start of their next turn.
- Action
- Action
- Use
- At-Will
- Range
- Self (120 ft.)
- Duration
- 1 Minute
- Effect
- 120 ft.
- Type
- Morphic / Control
- Save
- STR

When you would drop to 0 hit points, die, be petrified, be disintegrated, or be transformed against your will, collapse into formless living mass instead. You remain at 1 hit point, end one body-altering effect on yourself, and may move up to 30 ft. through any opening at least 1 inch wide.
- Action
- Reaction
- Use
- 1/Long Rest
- Range
- Self
- Duration
- Instant
- Effect
- 1 HP
- Type
- Protection / Movement

You are immune to mundane restraints, squeezing damage, and falling damage. Your Morphic Body powers ignore resistance to bludgeoning damage, and your body can remain in any harmless altered shape indefinitely.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Type
- Morphic
- Roll
- Attack

Stretch one or more limbs across extreme distance. Make up to six unarmed strikes, grapples, shoves, or object interactions against targets within range. A creature hit by a strike takes 55 (10d10) bludgeoning damage and must make a STR save or be pulled up to 60 ft.
- Action
- Action
- Use
- At-Will
- Range
- 300 ft.
- Duration
- 1 Round
- Effect
- 10d10
- Type
- Bludgeoning
- Roll
- Attack
- Save
- STR
Tier 10
4
For the duration, you are immune to bludgeoning damage, falling damage, grapples, restraints, squeezing damage, and forced body alteration unless you allow it. Your reach with unarmed strikes and grapples increases by 60 ft., and your unarmed strikes deal an extra 2d10 bludgeoning damage.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Effect
- 2d10
- Type
- Bludgeoning / Immunity
- Roll
- Attack

Extend through the battlefield as a single connected living body. Hostile creatures of your choice in the emanation must make a STR save when they start their turns there, taking 66 (12d10) bludgeoning damage and becoming restrained on a failed save, or half damage with no restraint on a success. You can interact with any object or creature in the emanation as if within reach.
- Action
- Action
- Use
- 1/Long Rest
- Range
- Self (300 ft.)
- Duration
- 1 Minute
- Effect
- 12d10
- Type
- Bludgeoning
- Save
- STR

Become a legendary expression of living plasticity. Choose one mythic body principle with the GM, such as endless reach, perfect compression, immortal reformation, many-handed form, or living labyrinth. You gain a unique narrative morphic trait based on that principle. The trait can be ended only by Tier 10 body magic, divine intervention, or a story condition set when used.
- Action
- Action
- Use
- 1/Ever
- Range
- Self
- Duration
- Until Dispelled
- Effect
- Unique
- Type
- Morphic / Story
- Roll
- Varies
- Save
- Varies

When you would take damage, fail a STR or CON save, be restrained, be transformed, lose a body part, or suffer a harmful body condition, reform yourself. Reduce the damage to 0, turn the failed save into a success, or end the triggering condition if it is Tier 10 or lower.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- 0
- Type
- Protection / Restoration
