Monstrosity (5e Class)

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Monstrosity[edit]

You were born that way, maybe it was an experiment by some mad scientist or the result of a mating between two monsters, whatever. You are a monster and you are conditioned to grow up to be a ferocious beast. You evolve according to how fast you mature, it can take days, weeks or years in the game (it depends on your GM). You will start the game as a monster baby.

Creating a Monstrosity[edit]

The Monstrosity is a composite character. You do not select a separate race and class combination. You begin play with one level of the monster class, which also includes all your racial features. You cannot multiclass: when your level increases, you must take a level of the Monster class. This is because your character progression includes your growth and your development as a monster rather than a professional career path.

Quick Build

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

Class Features

As a Monstrosity you gain the following class features.

Hit Points

Hit Dice: 1d12 per Monstrosity level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Monstrosity level after 1st

Proficiencies

Armor: Shields.
Weapons: Simple weapons.
Tools:
Saving Throws: Strength, Constitution
Skills: Survival, and choose two from Animal Handling, Athletics, Intimidation, Nature, or Perception.

Equipment

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

Table: The Monstrosity

Level Proficiency
Bonus
Features
1st +2 Baby-Monster Racial Traits, Native Environment
2nd +2 Minor Invulnerability, Reckless Attack
3rd +2 Monstrous Rage, Unarmored Defense
4th +2 Ability Score Improvement
5th +3 Extra Attack, Growth (Medium)
6th +3 Mutation, Natural Weapons (+1)
7th +3 Regeneration Improvement
8th +3 Ability Score Improvement
9th +4 Natural Armor (+1), Monstrous Rage Improvement
10th +4 Natural Weapons (+2)
11th +4 Growth (Large), Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Regeneration Improvement, Natural Armor (+2)
14th +5 Mutation, Minor Invulnerability improvement
15th +5 Natural Weapons (+3)
16th +5 Ability Score Improvement
17th +6 Growth (Huge)
18th +6 Natural Armor (+3), Survivor
19th +6 Ability Score Improvement
20th +6 Monstrous

Baby Monster Racial Traits[edit]

A monster which grows more powerful as it increases in size.
Ability Score Increase. One ability score increases by 1 and other ability score increases by 1, of your choice or distribute 2 points between skills.
Age. Baby Monster never stop growing and have not been known to die of old age.
Alignment. Disorderly and violent by nature, Monsters have strong tendancies towards chaotic alignments and mild tendancies towards evil.
Size. Baby Monster average 3 feet in height and are bulky for their size, averaging 100 pounds in weight. Your size is Small.
Speed. Your base walking speed is 25 feet.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Superior Darkvision. You can see in dim light and darkness within 120 feet of you as if it were bright light. You can't discern color in darkness, only shades of gray.
Natural Weaponry. You roll 1d6 for the damage of your unarmed strikes, which can inflict slashing damage if you claw or piercing damage if you bite.
Regeneration. As a bonus action, you can regenerate, healing yourself for a number of hit points equal to 1d12 + your Constitution modifier. Once you have used this feature, you can't use it again until you finish a short or long rest.
Monster Toughness. Your hit point maximum increases by 2, and it increases by 2 whenever you gain a level.
Languages. You can speak and understand Common and one extra language of your choice.

Native Environment[edit]

You may choose a favoured terrain which affects your appearance and physical abilities.

Cave Monstrosity

Preferring subterranean terrain, you are a cave monster. You have a directional sense which allows you to always know which direction is "up" or "down", preventing you from becoming disoriented. You have advantage on Intelligence or Wisdom checks that involve knowledge of natural (but not worked) stone, and on getting along in the underground wilderness.

Forest Monstrosity

Preferring woodland terrain, you are a forest monster. You have advantage on Stealth checks in forests, jungles, or anywhere else there is enough vegetation for you to blend in.

Ice Monstrosity

Preferring colder or arctic terrain, you are an ice monster. You have resistance to cold damage, and you are immune to the effects of mundane cold, able to live in sub-zero environments indefinitely without discomfort.

River Monstrosity

Preferring rivers and wetland terrain, you are river monster. You can breathe water as well as air, and you have a swimming speed equal to your walking speed.

Desert Monstrosity

Preferring hotter and drier environments such as deserts, you are a desert monster. You can walk through natural difficult terrain as if it were normal terrain.

Stone Monstrosity

Preferring stoney mountainous terrain, you are a stone monster. Your skin is a lot harder than other trolls, you have a +1 to your AC when not using armour.

Minor Invulnerability[edit]

Starting at 2nd level, your ability to instantly regenerate damage from minor wounds and the sheer toughness of your tough hide affords you a limited measure of invulnerability. You reduce the damage you take from nonmagical bludgeoning, piercing, and slashing damage by 3. The damage reduced increases to 5 at 14th level.

Reckless Attack[edit]

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Monstrous Rage[edit]

Beginning at 3rd level, In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on all Constitution checks and saving throws.
  • You gain a number of temporary hit points equal to three times your level in this class.
  • You have resistance to bludgeoning, piercing, and slashing damage. From 9th level onwards, you have resistance to all damage except psychic damage.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times equal to your constitution modifier, you must take a long rest before entering rage again.

Unarmored Defense[edit]

Beginning at 3rd level, your skin has thickened, while you are not wearing any armor, your Armor Class equals 12 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Ability Score Increase[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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack option on your turn.

Growth[edit]

You grow in size as you gain levels. At 5th level, you become a Medium creature. Your Strength and Constitution scores increase by 2, and your maximum for those scores increases to 22. You can now roll 1d8 for the damage of your unarmed strikes. Your speed also increases by 5 feet. Your carrying capacity, along with the amount of weight you can push, lift, or drag, doubles. A Monstrosity of this size is no longer referred to as a baby monster, but as a "young monster".

At 11th level, you become a Large creature. Your Strength and Constitution scores increase by 2, and your maximum for those scores increases to 24. You can now roll 2d6 for the damage of your unarmed strikes. Your speed also increases by 10 feet. Your carrying capacity, along with the amount of weight you can push, lift, or drag, doubles. Your reach increases by 5 feet, to 10 feet. A Monstrosity of this size is referred to as a mature, or adult monster.

At 17th level, you become a Huge creature. Your Strength and Constitution scores increase by 2, and your maximum for those scores increases to 26. You can now roll 3d6 for the damage of your unarmed strikes. Your speed also increases by 10 feet. Your carrying capacity, along with the amount of weight you can push, lift, or drag, doubles. Your reach increases by 5 feet, to 15 feet. A Monstrosity of this size is referred to as a monster.

Natural Weapons[edit]

Starting at 6th level, your natural weapons and unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You gain a +1 bonus on weapon attack rolls and damage rolls with natural weapons. The bonus to attack and damage rolls improves to +2 at 10th level, and to +3 at 15th level.

Natural Armor[edit]

Your thick rubbery hide becomes, well thicker. Beginning at 9th level, you gain a +1 bonus to your AC while you are not wearing armor. The bonus to your AC increases by 1 at 13th level (+2), and 18th level (+3).

Mutation[edit]

Once you reach 6th level, and once again at 14th level, you may choose one of the following features:

Two-Headed

You grow a second head. You have advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, paralysed, and knocked unconscious. One of your heads can stay awake while your other head sleeps, allowing you to stay alert while still gaining the usual benefits of sleeping.

Copious Vomit

You can use your action to exhale your acidic entrails. When you use this ability, each creature in 15 ft. cone must make a dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d6 acid damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 11th level, and 5d6 at 16th level. After you use this ability, you can’t use it again until you complete a short or long rest.

Extra arms

You grow two extra arms. You can make one attack with your natural weapon (extra arm) as a bonus action.

Regeneration Improvement[edit]

Beginning at 7th level, and again at 13th level, the number of times you may regenerate before you must finish a short or long rest increases to two (7th) or three (13th).

Survivor[edit]

At 18th level, you obtain the regenerative properties you are so well known for. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Monstrous[edit]

Once you reach 20th level, you are immune to Charmed, Frightened, Paralyzed and Poisoned conditions.


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