Mythical Beast (5e Class)

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Mythical Beast[edit]

A Fateful Encounter[edit]

They stand in the forest, looking each other deep into the eyes. A voice starts speaking in his head: "You are a fitting host. You shall be granted power in exchange for being my vessel." The guy, clearly in shock due to this fateful meeting, pulls himself together to nod his head. The voice speaks up again: "So it shall be" and the creature before him vanishes. He can feel a new pounding inside his chest.

A new soul.

A new creature.

A partner for life.


You are not made to be a Mythical Beast, you are chosen to be one by the Beast itself. It will find you if you are fitting but you won't find it no matter how long you keep searching for it. Once it found you, you can either agree to its conditions or be taken over by the Beast forcefully. Nobody has ever been able to resist the power of a Beast and only very few share a body with one because these Beasts are almost extinct from the world. While traveling with your Beast the two of you will slowly but surely gain more access to the features of each other. Therefore the Beast grants you more power while you grant it a greater access over your body, your soul now bound to its spirit. The longer you travel with it the deeper the bound of trust between the two of you becomes.

Creating a Mythical Beast[edit]

A Mythical Beast will always be either Good or Evil but never Neutral. Therefore it can also only be Lawful or Chaotic, but most Beasts tend towards a Chaotic Alignment

Quick Build

You can make a Mythical Beast quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Outlander or Sage background. Third, choose the dagger, the leather armor and the dungeoneer's pack

Class Features

As a Mythical Beast you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: one artisan's tool of your choice
Saving Throws: Dexterity and Intelligence
Skills: Choose three from Acrobatics, Arcana, History, Insight, Intimidation, Nature, Perception, Religion, Stealth and Survival

Equipment

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

  • (a) a shortsword and a shortbow with 20 arrows or (b) two simple weapons of your choice
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) leather armor or (b) scale armor
  • If you are using starting wealth, you have 4d4 x 10 in funds.

Table: The Mythical Beast

Level Proficiency
Bonus
Unforgiving Slash Features
1st +2 1d10 Spellcasting, Eyes of the Beast, Natural Armor, Unforgiving Slash
2nd +2 1d10 Power of the Beast, Elemental Slash
3rd +2 1d10 The Path of Trust, Instincts of Nature
4th +2 1d10 Ability Score Improvement
5th +3 1d12 Beast Mode, Extra Attack (1)
6th +3 1d12 Senses of the Beast, Ability Score Improvement
7th +3 1d12 Path Feature
8th +3 1d12 Ability Score Improvement
9th +4 2d8 Path Feature
10th +4 2d8 Beast Mode Improvement, Ability Score Improvement
11th +4 2d8 Mythical Roar
12th +4 2d8 Ability Score Improvement
13th +5 2d10 Path Feature, Extra Attack (2)
14th +5 2d10 Cuts of the Beast, Ability Score Improvement
15th +5 2d10 Beast Mode Improvement
16th +5 2d10 Ability Score Improvement
17th +6 2d12 Path Feature
18th +6 2d12 All-In, Ability Score Improvement
19th +6 2d12 Ability Score Improvement
20th +6 2d12 Beast Mode Improvement, Perfect Union

Spellcasting[edit]

Upon forming a pact with this mysterious being, you gain access to its incredible well of arcane power. Forever changed, you now hold a vast array of magic at your disposal.

Arcane Blessing[edit]

At 1st level, you know a number of cantrips equal to your Intelligence modifier plus your proficiency bonus of your choice from the cleric, sorcerer, and warlock spell lists. You also know three first level spells from those lists, and learn an additional 5 spells of your choice upon leveling up. The spell's level cannot exceed half of your Mythical Beast level, rounded up. Intelligence is your spellcasting ability for your Mythical Beast spells, since the strength of your power relies heavily on the trust you have with the beast within. You use Intelligence whenever you use a spell that refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Mythical Beast spell you cast and when making an attack roll with one.

  • Spell save DC = 10 + your proficiency bonus + your Intelligence modifier
  • Spell attack modifier = your proficiency bonus + your Intelligence modifier

Your power to cast magic comes from the beast within you, allowing you to cast magic innately without components or foci. Additionally, when you take a long rest, you can exchange the spells you currently know for different ones.

Eyes of the Beast[edit]

At 1st level, when you look someone directly in the eyes while you are no more than 15ft apart from each other, you can make them see a glimmer of the beast inside you, giving you advantage on Intimidation checks against them, but the person automatically assumes that you are of evil alignment, or at the very least some form of monster, apparition, ill omen, etc.

Natural Armor[edit]

At 1st level, you become naturally more agile, thanks to your new partner. Your AC equals 13 + your Dexterity modifier + your proficiency bonus while wearing no armor. You cannot benefit from this while using a shield.

Unforgiving Slash[edit]

At 1st level you choose a hand, The chosen hand mutates, growing long claws and changing your skin pattern on that arm to that of your inner beast. There is no way to reverse this transformation and it is treated as a natural weapon which you are proficient with. Your clawed hand deals 1d10 necrotic damage if you are of evil alignment or 1d10 radiant damage if you are of good alignment or 1d10 damage of no type if you are of neutral alignment. Simultaneously, the damage type can be determined by the beast's alignment, and you can choose to use it instead for the attack. This damage increases, as shown on the Unforgiving Slash table.

Power of the Beast[edit]

At 2nd level, your inner Beast starts to grant you access to its powers. You can call upon its powers using a bonus action to double all damage dealt with your Unforgiving Slash until the end of your next turn. enemies attacking you have advantage on their attacks until the end of the turn after that. You can use this feature twice before you must finish a long rest to regain all uses of this feature.

Elemental Slash[edit]

At 2nd level as a bonus action you can infuse your Unforgiving Slash with an element of your choice for 1 round dealing 1d6 additional damage in the type of your chosen element. This gains an additional damage dice at 6th level and increases to a d8, 10th level and to a d10, and 14th level and to a d12.

To Choose a Way[edit]

At 3rd level, the time has finally come for you to determine the future between you and the beast you met in one fateful encounter. Choose one of two Ways listed underthe Path of Trust, detailed below.

Instincts of Nature[edit]

At 3rd level when an enemy attacks you, you can use your reaction to make a Dexterity saving throw with a DC equal to 8 + half of the attack roll. If you succeed you only take half of the total damage. This can be used against melee, ranged and spell attacks but does not work against a critical hit or attacks that require you to make a saving throw.

Ability Score Increase[edit]

When you reach 4th level, 6th, and again at 8th, 10th, 12th, 14th, 16th, 18th, 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.

Beast Mode[edit]

At 5th level your beast grants you access to its body for up to 1 minute. When you activate this feature as a bonus action your body turns into that of your inner Beast making it either a bright werewolf shaped body if the beast is of good alignment or a dark werewolf shaped body if the beast is of evil alignment. You gain the following benefits:

  • Your size increases to large.
  • You emit bright light in a 15ft area, and dim light 15ft past that if the beast is good. Alternatively, if it is evil, you emit magical darkness in a 30ft area that you can see in.
  • You gain blindsight and darkvision out to a range of 60 feet.
  • You have resistance to radiant and necrotic damage.
  • You have advantage on saving throws against the charmed and frightened conditions.
  • You gain a bonus to your movement speed equal to 5 x your proficiency bonus.
  • You can attack with your Unforgiving Slash using a bonus action.
  • You gain a bonus to your attacks and damage rolls with your Unforgiving Slash equal to your proficiency bonus.
  • You can choose one damage type from your Elemental Slash feature. You add the chosen damage type to all attack rolls, including Unforgiving Slash, for the duration of this transformation.

After a number of rounds equal to 1 plus your Intelligence Modifier, you must make an Intelligence saving throw equal to 10 + your Intelligence Modifier or go insane. You can repeat the saving at the beginning of your turn, but will otherwise remain insane until the minute is over. While you are insane you attack a creature that you can see, chosen randomly by the GM with your Unforgiving Slashes with disadvantage on the attack roll and maximum damage possible on hit. You attack as often as your attack action allows you to. When the chosen enemy is out of your normal moving range you teleport the remaining distance, moving to an unoccupied space within 5 feet of the target. After attacking you teleport back to the space you teleported from. If there is no unoccupied space you are teleported into the space of another creature dealing your attacks to this creature instead before returning to the point you teleported from. You can make a saving throw immediately to end your insanity if you reduce a friendly creature to 0 hit points. You return to normal after the minute is over or when you drop to 0 hit points. You can also choose to leave the Beast Mode as a bonus action. If you choose to leave the Beast Mode you must make an Intelligence Check with a DC equal to 10 + your Proficiency. On a failed save you remain in the Beast Mode. On a successful save you leave the Beast Mode. You cannot choose to leave the Beast Mode while insane. You cannot enter Beast Mode again until after taking a short rest.

At 10th level, you gain a bonus to your saving throws to avoid going insane or removing the effects of insany equal to half your intelligence (rounded up). Additionally, you gain a climb speed equal to your movement speed, and the duration increases to 10 minutes.

At 15th level, your blindsight and darkvision improves to 60 feet, and you gain 30ft of truesight. If you possess any of these features, their range increases by the listed amount. Additionally, the range of the light or darkness you emit doubles, and the duration increases to 1 hour.

At 20th level, you can willingly leave the Beast Mode and forgo the saving throw, you immune to the effects of insanity, and you automatically succeed the saving throw to exit Beast Mode. While in Beast Mode, if your hit points are reduced to 0, you instead are reduced to 1 hit point and are immediately removed from Beast Mode. Additionally, the effect lasts until dismissed. Finally, when you use your Unforgiving Slash feature as an action or bonus action, you can additionally once per round through the use of this feature.

Creatures that see you that aren't friendly towards you may come to the conclusion that you are some sort of divine creature, good or evil depending on your appearance, and will likely be hesitant, or even afraid, to approach you. Creatures may spread rumors about you, warn others about you, and even take up arms against you, if your behavior warrants it. Creatures that learn of your ties to the beast within may react differently, but most will likely do so with fear and violence.


Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can make a third attack at 13th level.

Senses of the Beast[edit]

At 6th level, you can use your supernatural sense to predict their actions to some extent. When such an creature makes a melee, ranged, or spell attack roll against you, you can use your reaction to deflect it. Make a Dexterity Check. If your roll is equal to or higher than their attack roll, you can repel the attack, forcing it to miss. You can only use this feature a number of times equal to your proficiency modifier before you must finish a long or short rest to regain all uses of this feature.

Mythical Roar[edit]

At 11th level you can use the voice of your inner beast to make a thunderous roar. When you activate this feature as an action, all hostile creatures within a 300ft radius who can hear you must make a Wisdom saving throw equal to 10 + your Proficiency + your Intelligence Modifier. On a failed save a creature is frightened for 1 minute and takes 3d12 psychic damage. A frightened target can repeat the saving throw at the end of each of its turns. On a successful save a creature takes half damage and is not frightened. If the creature has an Intelligence score of 10 or lower, it has disadvantage on the saving throw and takes 1d12 extra psychic damage. A creature with an Intelligence score of 5 or lower automatically fails the save and takes 2d12 extra psychic damage as well. Fail or success, creatures who heard your Roar are immune to its frightening effect for the next 6 hours. You can only use this feature twice per short rest.

Cuts of the Beast[edit]

At 14th level, you can temporarily give your inner Beast control over your body to make multiple Cut attacks against an enemy. When you activate this feature as an action choose an enemy within your range of movement. You must make an Constitution Check equal to 11 + your Constitution modifier. On a successful check your inner Beast takes over your body and teleports to the chosen enemy, making 6 cuts with a bonus equal to your proficiency bonus to your attack and damage rolls. You cannot land a critical hit on these cuts. For every cut the chosen enemy takes your Unforgiving Slash damage. The enemy can roll a Dexterity saving throw with a DC equal to 10 + your Proficiency + your Dexterity Modifier, the enemy takes half of attack's damage dealt on a success. When the chosen enemy is of opposite alignment spectrum than you, you make 2 additional cuts. You must finish a long rest to regain the use of this feature.

All-In[edit]

At 18th level you can push your body beyond its normal limits to make an attack using your Unforgiving Slash feature together with your Elemental Slash feature. Then you can create a Mythical Roar and to finish it off you can make an additional 2 attacks using you Unforgiving Slash feature. You must make a Constitution saving throw with a DC equal to 10 + your Proficiency. On a failed save, you suffer one level of exhaustion and cannot use this feature again until you take a long rest. For every time you use this feature without taking a long rest, the DC increases by 2.

Perfect Union[edit]

The Mythical Beast is a demigod of sorts, and so it possesses great power and an immortal lifespan, although it can still be felled. Upon reaching 20th level, the union between you and the beast within has become perfect in all forms, so much so that it is willing to temporarily sacrifice part of its strength (DM discretion as to how great of a sacrifice is made) to resurrect its host if the host's soul is not destroyed, or the spirit of the beast isn't killed by a Wish spell or Divine Intervention. Additionally, the host doesn't need to eat or drink, no longer ages naturally or magically and is restored to their prime age, and can make an additional Unforgiving Slash on each turn.

The Paths of Trust[edit]

One path leads to the destruction of all things, inevitably including yourself. The other leads to the creation and preservation of life, including those around you. Both require a mutual respect between the host and the beast, and both offer incredible power. The choice is yours.

Way of Destruction[edit]

The Way of Destruction determines the mutual goal for you and your Beast to be the Destruction of your enemies. Your Beast offers you even greater powers while you give it control over more and more of your body.

Following the Way of Destruction will give you Points of Destruction as you use its features. You can use Points of Destruction to regain spell slots using more points the higher level the spell or heal people in your party by 1d10 x the amount of Points used. You can only have a maximum of 10 points and the maximum increases by 5 points per level up.

Eyes of Darkness

At 3rd level, as a bonus action you can call upon your inner Beasts eye strength to gain Darkvision for 120 feet for a minute: you can also see through magical Darkness. After one minute you can extend the time you have your Beasts vision to 10 minutes but you will be Blinded for 10 minutes after this feature ends because you pushed your eyes over their limit. Whenever you choose to expand the time of your Darkvision you gain 1 point of Destruction.

Negative Zero

At 7th level, as an action you can shoot forth a ball of negative energy that flies up to 120 feet before it explodes in a 20 feet radius, dealing 8d6 necrotic damage to all enemies if you are of bad alignment or 8d6 radiant damage and blinds them if you are of good alignment. Enemies hit can make a Dexterity saving throw equal to 8 + your Proficiency + your Dexterity Modifier. If they succeed the saving throw they are not affected by the condition and take half damage. Using this feature takes such a great strain on your body that you cannot use an action next round. You can only use this feature for a number of times equal to 1+ half your Intelligence Modifier (rounded down) before you need to take a long rest to regain all uses of this feature. You gain 2 point of Destruction when you use this feature.

Blink of the Night

At 9th level, when you activate this feature as an action you may make a melee attack against a creature within your range of movement. If the chosen creature is outside of your weapon range you teleport next to it to strike it with your weapon. The teleport costs speed as if you moved there normally. At the end of your turn you can roll a Dexterity Check to try and escape into the Ethereal Plane with a DC of 12 + the amount of Points of Destruction you have. At the start of your turn you teleport back onto the Plane you teleported from. You reappear back to the point you vanished from, or within the closest unoccupied space. If you are forced into a new spot, you take force damage equal to the 5 plus number of feet to the new location . If you already are on the Ethereal Plane this feature fails completely. This feature holds for 1 minute. You can choose to try and teleport onto the Ethereal Plane at the end of each of your turns but you have to reroll the Dexterity Check each time. You can only use this feature once before you need to finish a long rest to regain all uses of this feature. After using this feature you gain 3 points of Destruction.

Mythical Control

At 13th level you can try to control one creature as an action. You stare at the creature with your Beast eyes. Only creatures that can see you, that are within 20 feet range and that are not Blinded can be affected by this feature. The chosen creature must make an Intelligence saving throw equal to 8 + your Proficiency + your Dexterity Modifier. If the creature fails the save it is under your control for 1 minute, following every command you utter out loud as an interaction. Therefore the creature must be able to hear you. If you do not give any commands the creature will simply remain motionless. The creature will follow every command of you regardless of whether this goes against its own nature or not. The creature can repeat the save at the end of each of its turns to set itself free. If the control ends after 1 minute the creature takes 3d8 psychic damage. If the creature succeeds the save it takes no damage. You can only use this feature once before you need to finish a long rest to regain all uses of this feature. After using this feature you gain 4 points of Destruction.

Absolute Destruction

At 17th level you can use all the strength you can gather as an action to teleport an amount of feet equal to your speed as your movement action and use the feature Cuts of the Beast regardless of whether you have uses of this feature remaining or not, without having to make the Constitution Check to activate it. You can only use this feature once before you need to finish a long rest to regain all uses of this feature. After using this feature you gain 6 points of Destruction.

Way of Creation[edit]

The Way of Creation determines the mutual goal for you and your Beast to be the Creation of a deep bond between the two of you. Your Beast slowly offers you more powers while you give it control over your body in little steps. Due to the deep bond and the careful approach you and your Beast are taking your bond is developing very nicely.

Following the Way of Creation you will get Points of Creation. Gathering 10 points of Creation allows you to cast the spell "Mass Cure Wounds" once using up 10 points of creation. You cannot gather more than 10 points of creation.

Gathering Light

At 3rd level you can use 10 minutes that you must remain idle in direct sunlight or moonlight to gather light. This light can be stored and used at a later point as a bonus action to heal up to 3 allies for 1 x your proficiency bonusd12 + your Intelligence Modifier. You cannot store more than one use of light for this. You can use this feature three times, and regain expended uses after taking a long rest. Once you used this feature you gain points of Creation equal to the amount of friendly creatures you healed.

Positive Zero

At 7th level you can create an Aura of positive energy as a free action within a 60ft radius that heals every ally that starts its turn inside the aura and yourself for their hit die. The aura remains for 1 minute. You can only use this feature once per combat. You gain points of Creation equal to the amount of friendly creatures that were affected by your aura.

Blink of Day and Night

At 9th level, when in direct sunlight or moonlight you can activate this feature as an action to be able to shift to the Ethereal Plane at the end of each of your turns for 1 minute. At the start of your turn you reappear on the plane you teleported away from in an unoccupied space within 30 feet of the point you vanished from. You must remain in direct sunlight or moonlight to keep using this feature. Once you are not in direct sunlight or moonlight anymore this feature ends. You can only use this feature once before you need to finish a long rest. After using this feature you gain 3 points of Creation.

Aura of Defense

At 13th level you can activate this Aura as a free action, causing you and friendly creatures within a 30ft radius to gain immunity to radiant and necrotic damage, and resistance to bludgeoning, piercing and slashing damage from nonmagical sources. Additionally, affected creatures are cleansed of status conditions and have advantage on saving throws to avoid them. You must concentrate this as you would a spell to maintain this Aura for each round other than the one you activate it in. The Aura holds for a maximum of 1 minute and can only be used once per combat. You can use this feature a number of times equal to your Intelligence modifier, rounded up, and regain expended uses after taking a long rest. Using this feature grants you 5 points of Creation.

Infinite Creation

At 17th level, you can channel the magical powers of the beast flawlessly. You can consume a number of points of creation you currently have to cast any spell from the Bard or Cleric spell list at a level equal to the amount of points of Creation you used (if you used 3 points, you could cast Cure Wounds at 3rd level), or all of them to cast Wish. You can only use this feature once before you need to take a long rest to use it again.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Mythical Beast class, you must meet these prerequisites: Dexterity 13, Intelligence 13

Proficiencies. When you multiclass into the Mythical Beast class, you gain the following proficiencies: Light armor, medium armor, simple weapons, one skill.


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