Copy of - Monster 5e Class

by Jetsam5

Search GM Binder Visit User Profile
The Monster

Monster

The creature lurched towards the crowd that stood petrified with fear, it's mouth dripping saliva. It had already taken a quiver of arrows and was making no signs of slowing. The only way to stop this beast was to match it's savage ferocity, and destroy it completely. Phyl knew what he had to do. The crowd watched in horror as the skin of Phyl's face began sloughing from his body and his teeth turned into vicious fangs. The transformation was always painful but it was nothing compared to seeing the horror upon the faces of family that had harbored him.


Phyl cast one last look at the town. He would never be able to return, but even as he left his life behind a smile crossed his lips. Phyl would have to start from scratch again but no one in the town had died, and for the first time in years he felt full.

Outcast From Society

When monsters are found they are hunted down and slain. Monsters cannot stay in one place for long and are forced to live in the shadows. This ostracization either causes a monster seek redemption, or drives them further from the light. When a monster does find a place where they are welcome, they will stop at nothing to protect it.


Consider how you interact with other people: do your good deeds assuage their fears or do you conceal you true nature?

Becoming a Monster

Not all who are considered monsters are deserving of that title. Few monsters choose this life and most fight only to escape it, but there are some who relish the bloodshed and infamy it brings them. Monsters become adventurers for many reasons: some seek acceptance, some want revenge, and others just love the violence. The dark powers which created you must have done it for a reason, this pain cannot be for nothing. Will you embrace your dark destiny or fight to save the light within you?


The first step to creating a monster is choosing what kind of monster you wish to be. Were you created by another monster? Did you go too far in the pursuit of power? Do you even know why you are this way? Do you serve a master, do you make your own path, or do you follow fate?

Quick Build

You can make a monster quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the hermit background.

Monster
Level Proficiency Bonus Features
1st +2 Creature type, Inhuman Nature
2nd +2 Darkness
3rd +2 Foul Feast
4th +2 ASI
5th +3 Multiattack
6th +3 Creature Feature
7th +3 Nightstalker, Destruction
8th +3 ASI
9th +4 Legendary Action
10th +4 Legendary Resistance
11th +4 Creature Feature
12th +4 ASI
13th +5 Cursed Existence
14th +5 Unstoppable, Legendary Action x2
15th +5 Siege Monster
16th +5 ASI
17th +6 Creature Feature
18th +6 Lair, Legendary Action x3
19th +6 ASI
20th +6 Unkillable

Class Features

Hit Points


  • Hit Dice: 1d10 per monster level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per monster level after 1st

Proficiencies


  • Armor: All armor
  • Weapons: Simple weapons, shortswords, whips
  • Tools: Poisoner’s Kit

  • Saving Throws: Strength, Constitution
  • Skills: Choose two skills from Athletics, Deception, Intimidation, Religion, Stealth, and Survival

Equipment

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

  • (a) a light crossbow 10 bolts or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Chain mail and a handaxe

Creature of the Night

At 1st level you have become an accursed monster of the night, choose what creature you have become. The creature you choose grants you features at 1st level and again at 6th, 11th, and 17th level.

You can choose between the Risen or Bloodthirsty creature types.

Inhuman Nature

When you start your dark journey at 1st level your body becomes twisted by foul forces. You gain the following benefits: While you are not wearing armor your Armor Class is equal to 13 + your Constitution Modifier Your unarmed strikes deal 1d6 + your Strength or Dexterity slashing damage You gain darkvision out to 60ft, if you already have darkvision the the range of your darkision increases by 60ft.

Darkness

You can expend hit dice to manifest a number of dark abilities. There are three dark actions described below, you are given additional dark actions at level 6 as a creature feature.


Some of your monster features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:


Dark Save DC = 8 + your proficiency bonus + your Constitution modifier

  • Unnatural Health. As a Bonus action you may gain temporary hit points equal to the number you roll on you hit die
  • Lash Out. As a Bonus action you may expend one hit die to make an attack, if this attack hits the target creature takes bonus necrotic damage equal to the number you roll on your hit die and cannot regain hit points until the end of your next turn
  • Terrify. As a bonus action you may expend a hit die to force one creature that can see you to make a wisdom saving throw against your hit dc or be frightened for one minute.

Foul Feast

At 3rd level, you have an insatiable hunger which drives you. During a short rest you regain half of your missing hit points, if you consume a small creature's weight in remains regain hit dice equal to half your level.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Multiattack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Nightstalker

At 7th level you have mastered creeping through the shadows. Your movement increases by 10ft and you gain a climbing speed equal to your walking speed. Additionally after you make a stealth or athletics check you may expend a hit die and add the number rolled to the check.

Destruction

At 7th level your unarmed strikes become magical and deal 1d6 extra damage.

Legendary Action

At level 9 you have become a monster of legends. At the end of another creature’s turn you can immediately perform one of your dark actions. When you use a dark action in this manner it takes a reaction instead of a bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. You can use this feature twice between long rests starting at 14th level and three times between long rests starting at 18th level.

Legendary Resistance

At level 10 when you fail a saving throw you may use your reaction and spend a hit die to and add the number rolled to the saving throw.

Cursed Existence

At 13th level, you are cursed to walk the earth eternally. When you die make a DC 15 Constitution saving throw. If you succeed you return to life with 1 hit point in 1d6-1 days, if the result is 0 you return to life immediately. If you are affected by an ability which prevents corpses from turning into undead such as the Hallow or Gentle Repose spell, or if your body is completely destroyed you do not return to life.

Unstoppable.

At level 14 you gain immunity to charmed, exhaustion, frightened, and poisoned conditions.

Siege Monster

At level 15, your attacks can rend through any defence. You deal double damage to objects and structures

Lair

At 18th level you may lay claim to your domain. If you spend a week patrolling a portion of land no more than a mile in radius you may designate it as your lair. You can sense when a creature crosses the boundary of your lair. Your lair has the following features:

If a creature attempts to cross the boundary of your lair without your permission they must succeed on a wisdom saving throw against your dark dc or they cannot cross the threshold, a creature cannot attempt to cross again until the next sunrise.

You can control the weather of your Lair making it anywhere from intensely stormy to perfectly clear.

At the start of each round in initiative, you may make any portion of land or air within your lair difficult terrain, you ignore difficult terrain while within your lair As an action you may instantly transport up to six willing creatures to anywhere in your Lair. You must be on the same plane as your Lair. Once you have used this action you must take a long rest while in the boundary of your Lair before you can use it again.

Unkillable

You gain Immunity to non-magical bludgeoning, slashing, and piercing damage.

Risen

You have been animated by dark magic or a foul disease and you exist only to spread your plague.

Reanimate

At first level you gain the power to imbue the dead with a fraction of your power. As an action or a reaction when a creature dies you can animate the remains of a medium or small creature as a cadaver for one minute. Your cadavers act immediately after you in initiative, your cadavers obey your verbal commands (no action required by you). If you don’t issue any, they move towards the closest hostile creature and make an attack against it if they are within range. You may only have one cadaver at a time, if you reanimate a second cadaver the first one immediately dies.


Cadaver

Medium or small undead


  • Armor Class 9 + Prof bonus
  • Hit Points 5 + 2 x your level
  • Speed 30 ft

STR DEX CON INT WIS CHA
Str (+1) Dex (+3) Con (+3) Int (-3) Wis (+0) Cha (-1)

  • Saving Throws: STR 1 + proficiency, Con 3 + proficiency
  • Damage Immunities: necrotic, poison
  • Condition Immunities: exhaustion, frightened, paralyzed, poisoned, charmed
  • Senses: darkvision 60 ft., passive Perception 8
  • Languages: none
  • Challenge: --
  • Proficiency Bonus (PB): equals your bonus

Actions

Claw. Melee Weapon Attack: 10 + your Constitution modifier + proficiency to hit, reach 5 ft, one target. Hit: 1d6 + your CON

Dark Action: Infection

Starting at 6th level, as a bonus action you may expend a hit die to target a creature within 30ft. The target creature must succeed a dexterity saving throw or be poisoned and take necrotic damage equal to a roll of your dark die at the start of each of it’s turns. At the end of it’s turn a creature may repeat the save ending this effect on a successful save. If a creature dies while affected by this ability they are transformed into a cadaver.

You cannot target a creature that is already affected by this ability.

Plague

At 11th level, you can have up to two cadavers under your command at a time, if you reanimate a third cadaver one cadaver of your choice immediately dies. Your cadavers regenerate 5 hit points at the end of your turn.

Hollow

At 17th level your body is an empty husk of pestilence. You have immunity to poison and necrotic damage. If you or a cadaver dies all creatures within 10 feet must make a Constitution saving throw against your dark dc. Any creature that fails their saving throw takes 3d12 necrotic damage and is poisoned for one minute. On a successful save a creature takes half as much damage and isn’t poisoned.

Bloodthirsty

You take pleasure in draining the life from creatures.

Hemorrhage

When you hit a creature with a melee attack it takes 1d4 necrotic damage at the start of it’s turn and you gain temporary hit points equal to the damage dealt. If you hit a creature multiple times before it’s turn it takes 1d4 additional necrotic damage at the start of it’s turn for each time you hit it after the first. The damage from this feature increases to a d6 at level 11.

Dark Action: Drain

At 6th level as a bonus action you can expend a hit die to cause one creature with 30ft to hemorrhage, at the start of it’s turn it takes damage from your hemorrhage feature plus the number you rolled on your hit die

Charming

At level 6, when you use your terrify dark action you may charm the creature instead

Shapechanger

At 11th level as an action you can turn into a cloud of bats or bloody mist. While in this form your size is small, you gain a flying speed equal to your walking speed, and resist all damage. While in this form the only action you can take is the action to change back into your normal form, however you can still perform dark actions.

Blood Frenzy

At level 17 the blood of your enemies makes you stronger. You have advantage on attacks against creatures that are afflicted by your hemorrhage ability

Art Credit

asdasd, LI qian


Ghost captain, 王 建喜


Wendigo Warrior, Alex Charleux


Step by Step, Flavio Bolla


zombie, xin xia


transformation, Bruno Biazotto


Sea Witch, Ubergank


 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.