King of Monsters (5e Class)

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King of Monsters[edit]

Monster King[edit]

Creating a King of Monsters[edit]

King of Monsters

A monarch of monstrous might and cosmic manipulation. You are no mere adventurer you are a crowned sovereign over a specific type of creature (e.g., Dragons, Undead, Beasts, Elementals). Your bloodline or power source grants you dominion over these beings. Additionally, your rule extends beyond space, touching time and gravity itself. Your presence warps the battlefield, and your command echoes through ages.

hd d12

armor Natural armor

weapons Natural weapons (claws, bite, etc.)

tools N/A

saves Strength, Constitution

skills Choose two from: Intimidation, Perception, Athletics, Survival, Nature, Insight


LV.1 = Start

LV.2 = Titanic Growth, Mutations

LV.3 = Dominion Over Beasts

LV.4 = Ability Score Improvement

LV.5 = Primal Dominion

LV.6 = Aura of Terror

LV.7 = Elemental Adaptation

LV.8 = Ability Score Improvement

LV.9 = Greater Dominion

LV.10 = Legendary Hide

LV.11 = Cataclysmic Blow

LV.12 = Ability Score Improvement

LV.13 = Mythic Presence

LV.14 = Supreme Mutation

LV.15 = World-Shaker

LV.16 = Ability Score Improvement

LV.17 = Absolute Dominion

LV.18 = Monster God Form

LV.19 = Ability Score Improvement

LV.20 = Apex of Evolution


King of Monsters Features[edit]

Monster Physiology (Level 1)

You're not humanoid — you're a large monster. Choose a general creature type (Reptilian, Insectoid, Demonic, Beastial, etc.). You gain:

Natural Weapons: Unarmed strikes deal 2d6 + STR bludgeoning, slashing, or piercing (your choice).

Natural Armor: AC = 13 + CON modifier while not wearing armor.

Intimidating Roar (Level 1)

As a bonus action, unleash a roar. All creatures of your choice within 30 ft must succeed on a Wisdom saving throw (DC = 8 + CHA + Proficiency) or be Frightened until the end of their next turn. Usable 1/short rest.

Claim of Sovereignty (Level 1)

You choose your Dominion Creature Type: choose four from Beasts, Undead, Dragons, Elementals, Fey, Aberrations, etc.

Sovereign’s Influence: As a bonus action, you can force one creature of your dominion type that you can see within 30 feet to make a Charisma saving throw (DC = 8 + your Strength modifier + your proficiency bonus). On a fail, they are charmed by you for 1 minute. You can do this a number of times per long rest equal to your Strength modifier (min 1).

Commanding Presence: You can speak, understand, and issue commands in a tongue only your dominion creatures understand. You have advantage on Persuasion, Intimidation, and Animal Handling checks made against your dominion type.

Titanic Growth (Level 2)

You grow in size and power. Your carrying capacity doubles, and you count as one size larger when determining the effects of grapples, shoves, and pushing or pulling objects. You can jump up to 3 times your movement.

Mutations (Level 2)

You gain mutations from the list below. You start off with 3, gain 2 more at 5th level, 2 at 11th, and 2 more at 17th.

Dominion Over Beasts (Level 3)

You are constantly under the effects of the speak with animals spell(which also works on monstrosities), and you can cast beast bond at will(which also works on monstrosities), without using a spell slot or any components. Its range is cast it 60 feet.

You can issue simple commands to CR 1/2 or lower beasts or monstrosities within 60 ft. They must make a Wisdom saving throw or be charmed by you for 1 minute. Uses = STR modifier/long rest.

Primal Dominion (Level 5)

When you trigger Primal Dominion, you slow the world around creatures of you choice using you will alone. Time dilates in your favor, letting you act with supernatural speed and clarity.

Trigger condition: A creature makes a melee or ranged attack against you and misses. (You must be aware of the attacker no Primal Dominion if you’re surprised or unconscious.) People you don't want noticing can not perceive this ability unless they have magical vision or some similar device.

Creatures of your choice in a 30-ft radius are slowed: They have disadvantage on Dexterity saving throws and their movement is halved for one rounds. Mechanical Benefits (choose 3 more affects that can happen):


You gain an extra action on your next turn (usable for Attack, Dash, Disengage, or Use an Object).

All attacks against slowed creatures are made with advantage during Primal Dominion.

Your movement does not provoke opportunity attacks during this duration.

You may teleport up to 15 feet as a bonus action once during Primal Dominion (vanishing between ticks of time).

You gain Evasion for this duration, even if you don’t normally have it.

Upgrade at Higher Levels: At Level 7+: You can choose 4 benefits instead of 3.

At Level 11+: Slow effect lasts for 2 rounds.

At Level 15+: When triggering Primal Dominion, you can force one creature you see to automatically fail a Dexterity saving throw once during its duration. this lasts one round.


Momentum Strike (5th level) Starting at 5th level, you harness the relentless, unyielding force of combat to amplify your strikes as described:

Building Momentum: When you make an attack and hit, you deal damage as usual.

Consecutive Hits: If you land another successful attack on your next turn, your weapon’s base damage dice double (e.g., a weapon dealing 1d8 damage will deal 2d8).

This pattern continues, increasing your damage dice up to a maximum multiplier equal to your Proficiency Bonus. (If your Proficiency Bonus is +4, the maximum damage multiplier is 4 times your base damage dice, e.g., 4d8.)

Resetting the Cycle: If you miss an attack or reach your maximum multiplier, the damage dice return to normal on your next turn. Missing any attack will also reset the multiplier to the base damage.

Note: Only the base damage dice are affected by this feature. Additional damage from other sources is not multiplied.


Aura of Terror (Level 6)

Any hostile creature that starts its turn within 10 ft of you has disadvantage on saving throws against fear.

Elemental Adaptation (Level 7)

Gain resistance to one of the following: fire, cold, lightning, acid, or poison. You can change this after a long rest.

Greater Dominion (Level 9)

You can now affect creatures up to CR 2 with your Dominion feature. In addition, dominated monsters add your Proficiency Bonus to attack rolls and saving throws.

Legendary Hide (Level 10)

Gain resistance to non-magical bludgeoning, piercing, and slashing damage.

Cataclysmic Blow (Level 11)

Once per long rest, make a single melee attack that deals triple damage and causes a shockwave (DC 16 STR save or fall prone) in a 10 ft radius.

Mythic Presence (Level 13)

You can cast Command (monster-flavored version) at will, without expending a spell slot, affecting monsters only.

Supreme Mutation (Level 14)

Gain one of the following mutations:

Wings (60 ft fly speed)

Spiked Carapace (damage attackers for 1d6)

Acid Breath (once/short rest, 30 ft cone, 6d6 acid, Dex save for half)

World-Shaker (Level 15)

Your steps cause tremors. You can cast Earthquake once per long rest. Additionally, your melee reach increases by 5 ft.

Absolute Dominion (Level 17)

Dominate monsters up to CR 5. You can maintain concentration on two Dominion effects simultaneously.

Monster God Form (Level 18)

Once per long rest, for 1 minute you transform into your full apex form:

Double in size

All attacks deal +10 damage

Regain 20 HP at the start of each of your turns

Frightening Aura extends to 60 ft

Apex of Evolution (Level 20)

You become a living embodiment of monstrous might.

Immunity to non-magical damage

You count as a Legendary Creature and gain 1 Legendary Action per round (attack, move, roar, or use Dominion)

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Monster Thrones (Subclasses for King of Monsters)[edit]

Crown of the Gravity Wyrm

A monarch of mass and monsters, dragging foes down with gravity while slipping through time. Focus: Gravity + Primal Dominion + Melee Domination Creature Dominion: Commonly Dragons, Elementals, Beasts

Level 3 – Graviton Primal Dominion You gain Primal Dominion, but with a twist:

When you activate it, each enemy within 30 ft must succeed a Strength saving throw or be pulled 10 feet toward you and slowed (half movement, no reactions).

Your attacks deal additional force damage equal to your Charisma modifier during Primal Dominion.

You may use Primal Dominion once per short rest.

Level 3 – Sovereign’s Anchor You become immovable when you wish it. As a bonus action, you may plant yourself in gravity for 1 minute:

You gain +2 AC.

You cannot be forcibly moved or knocked prone.

Your reach increases by 5 feet.

Ends early if you move voluntarily. 1/short rest.

Level 6 – Event Horizon When a creature enters a 10-ft radius around you for the first time on their turn or starts their turn there, they must make a Strength save or be knocked prone and slowed until the end of their turn.

If they are of your Dominion Type, they also become frightened for 1 round.

Level 10 – Black Hole King When you use Primal Dominion:

All enemies within 30 ft are automatically pulled 15 ft toward you (no save).

You gain resistance to all damage until the end of your next turn.

You gain a Witch Strike: Once during Primal Dominion, deal an extra 4d8 force damage on a hit.

Crown of Temporal Displacement

A monarch who rules over aberrations and lost timelines. Primal Dominion isn’t just slow—it breaks reality.

Creature Dominion: Aberrations, Constructs, or Fey Theme: Meta-anomaly, broken rules, timeline fracture

Level 3 – Glitched Primal Dominion When you activate Primal Dominion, choose one reality glitch:

Repeat: Immediately repeat your last action (except casting a leveled spell)

Invert: Swap places with any creature within 30 ft (Cha save to resist)

Cancel: End one active spell or condition on you as if by Dispel Magic

Can use Primal Dominion 1/short rest. At level 7, you gain a second use.

Level 3 – Dominion of the Impossible You can command a creature of your Dominion type to act outside its nature—Aberrations gain temporary sanity, Constructs act emotionally, etc. You gain advantage on any ability check or saving throw related to manipulating Dominion creatures behaving abnormally.

Level 6 – Fracture Point Once per short rest, choose a 10-ft cube within 60 ft. For 1 minute, that area becomes a reality fracture:

Creatures inside must roll a d6 at the start of their turn:

1–2: Cannot act

3–4: Takes 1d10 psychic damage

5–6: Takes normal turn

During Primal Dominion, you may teleport into or out of the fracture as a free action once per round.

Level 10 – Out of Bounds During Primal Dominion, you are untargetable unless a creature succeeds on a Wisdom save at the start of its turn.

Also, you may take one extra turn immediately after your own turn during Primal Dominion. 1/long rest.

Crown of the Storm Sovereign


Creature Dominion: Elementals, Dragons, or Constructs

Level 3 – Primal Dominion: Stormlash When Primal Dominion activates, your body becomes infused with living lightning.

You can teleport up to 15 ft as part of the activation.

The first time you hit with a melee attack during Primal Dominion, you may chain it to a second creature within 10 ft, dealing half the damage to that second target as lightning damage.

You gain +2 AC and do not provoke opportunity attacks until the end of Primal Dominion.

You may use Primal Dominion once per short rest. At 7th level, you may use it twice.

Level 3 – Storm Chain Dominion When you use Sovereign’s Influence on a creature of your Dominion type and they fail their save, you may immediately command them to dash, attack, or cast a cantrip as a free action.

Bonus: When you hit a creature with lightning damage, one ally of your choice within 30 ft can move up to 10 ft without provoking opportunity attacks.

Level 6 – Sovereign Flashstep You gain the ability to move like lightning.

You can now teleport up to your movement speed as a bonus action once per turn while Primal Dominion is active.

If you pass through an enemy’s space, they take 2d8 lightning damage and can’t take reactions until the start of their next turn.

You also gain resistance to lightning damage.

Level 10 – Emperor of the Tempest You are now a conductor of temporal lightning.

When you hit a creature with an attack during Primal Dominion, you may force them to make a Constitution save (DC = 8 + Proficiency + Charisma). On a fail, they are stunned until the end of their next turn. 1/turn.

Your lightning damage ignores resistance and your chain lightning effect can now bounce to 2 additional targets (each must be within 10 ft of the last).

Ability Score Improvement[edit]

When you reach 4th level, and again at 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.

Mutations[edit]

Mutations – King of Monsters Class Buffs Prerequisite: Some mutations require certain levels or features.

Bone Spikes

Whenever a creature hits you with a melee attack, it takes piercing damage equal to your Constitution modifier.

Frostblood

You gain resistance to cold damage. When you’re hit with a melee attack, the attacker’s speed is reduced by 10 ft until the end of their next turn.

Swarm Host

You carry parasitic or symbiotic organisms. As a bonus action, you can release a swarm (flavor it: insects, bats, spores) that grants advantage on your next Intimidation check and lightly obscures a 10 ft radius for 1 minute.

Regenerative Flesh

You regain HP equal to your proficiency bonus when you start your turn below half health. If the you take acid or fire damage, this trait doesn't function at the start of the troll's next turn, and you still can be killed.

Burning Core You house a infernal soul. Once per long rest, when reduced to 0 HP, you erupt in flame and immediately rise with 1d12 + Cha mod HP. All creatures within 10 ft take 2d10 fire damage (Dex save for half).

Razor Maw

Your bite attack (if applicable) now scores a critical hit on a 19-20 and deals an additional 1d8 damage on a crit.

Magnetic Pulse

Prerequisite: Level 7 You emit a low-frequency energy. You can cast Repel/Attract (homebrew spell similar to Push/Pull) once per long rest using your Constitution.

Toxic Bile

You can spew bile as a ranged weapon attack (30 ft). On hit, the target takes 2d6 poison damage and must succeed a Con save or be poisoned until the end of their next turn. Usable PB times per long rest.

Keen Predator

You have advantage on Wisdom (Perception) checks that rely on smell or hearing. You also gain darkvision out to 60 ft (or increase it by 30 ft if you already have it).

Chitin Plating

Prerequisite: Level 3 Your Natural Armor increases to AC = 15 + Constitution modifier.

Thunder Howl

Prerequisite: Intimidating Roar Your roar now causes thunder damage equal to your Charisma modifier in a 15 ft cone, and can knock creatures prone (STR save).

Hive Mind

You can telepathically communicate with creatures under your Dominion within 1 mile. You always know their location while they're charmed.

Stormborn

Prerequisite: Level 10 Gain resistance to lightning and thunder damage. Once per long rest, call down a bolt of lightning (as Call Lightning, 3rd-level, no concentration, once per long rest).

Adaptive Flesh

Whenever you take a type of elemental damage (fire, cold, lightning, acid, poison), you gain resistance to that damage type until the end of your next turn. Usable once per short rest.

Titan’s Grip

You count as one size larger for lifting, grappling, and shoving. You also add double your Strength modifier to checks made to break objects.

Brutal Evolution

When you score a critical hit with a natural weapon, roll one additional damage die.

Distorted Form

Prerequisite: Level 9 You can compress, slither, or twist unnaturally. You can move through spaces as narrow as 1 foot wide without squeezing. Gain advantage on checks to escape grapples and restraints.

Volcanic Heart

Prerequisite: Monster God Form During your transformation, you gain immunity to fire and deal fire damage equal to your Charisma modifier at the start of each of your turns to all creatures within 10 ft.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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