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View Full Version : D&D 5e/Next Monsters as PC : The Doppelganger, Troll, Satyr, Medusa,Minotaur and succubus



mictrepanier
2014-12-28, 05:59 PM
Warning: I don't add any features to the monster. I just add here a game mechanism: monster race classes.

I don’t like the d&d 5e rule in DMG chapter 9. It does not answer a simple question: how to create a Player Character from a monster too powerful to be considered a normal race without a level adjustment. Third edition rule will then be used by me.


D&d 3.x Monsters as races Rule: Monsters suitable for play have a level adjustment given in their statistics. Add a monster’s level adjustment to its Humanoids and Class Levels to get the creature’s effective character level, or ECL. Effectively, monsters with a level adjustment become multiclass character when they take class levels.

I will list monsters usuable without ECL. To create a monster PC race with the MM abilities, I created Monster Racial classes. My ECL solution is to create classes like any other class but without class option (so far, since I just emulate MM content), restricted to the monster, with full HD, proficiencies, abilities increase at 4th, 8th level, etc. Please add a background as well. The class cannot go up to 20th level, it must multiclass, a needed hindrance for such a powerful monster. The HD is always at per the monster size. But since this is a PC, not a NPC, new classes HD should be as per class, not size.. No d8 wizards, no d8 barbarians!

1st monster:

Doppelganger, medium monstrosity (ECL +3, CR 3)

Abilities modifiers: Dx +2


Alignment: Mostly Neutral


Racial Features (see MM p82):

-Darkvision 60', see elves, dwarves, etc in PHB

-Shapechanger modified 2nd lThis is a modified Alter self 2nd level spell-like ability; It is innate, so there is no expiration or components and it cannot be dispelled. The creature gets a plain humanoid apparence, with no special features like amphibious or claws.

-Read Thoughs 2nd level spell-like ability, no expiration except concentration length, The creature may get a wisdom save againt 8+ proficiency + wisdom ; The effect can be blocked.

- Condition Immunities: charmed

This is the race as 0 ECL . The rest is to emulate what is found in MM entry. The class and background are optional. New classes HD just be as per class, not race... This is a PC, not a NPC. No d8 wizards, no d8 barbarians!


New Background: Hedonist (See the doppelganger description in MM )

Bonus skills: Deception and insight

Feature: Continual trichery - grants expertise on deception proficiency (needed to emulate tge MM entry. Otherwise :

Squats: You know all houses depleted of their owners; either or not by your hand. You always get access to a shelter in known areas for your and your party.




Ambusher: Doppelganger Racial Class

Features

Skills, Weapons and armor proficiencies: any 2 Skills (you impersonated several professions in the past), simple weapons, light armor.

Hit Dice: D8, as a medium creature

Prefered Saves: Wisdom and Charisma

levels:

level 1 2 weapons fighting style, restricted to unarmed ; surprise attack +1d6 (like sneak attack);
Strikers: Slam d6 bludgeon damage- unarmed attack while in natural form.

level 2 Ambusher : advantage on surprise; Surprise attack: +2d6. The read though effect cannot be opposed by a save.

level 3 Surprise attack: +3d6, New Fighting style (MM Multiattack. It should be 2 weapons fighting, unarmed restricted, because the race lack proficiencies)

level 4 Abilities increase or feat

level 5+ Can be created by DMs…ex: Surprise attack +4d6, etc.

Comments: This "class" is a way to emulate the official MM monster. The amount of HD of the MM may be too high for PC because in D&D 5e the NPC have more HD than PC. Pc can be healed, may rest, have more magic items than NPC. But I balanced these 4 levels of race class to be competitive, not OP, compared with a comparable PC class.

The Dopperganger +2 proficiency is for a CR 3, so level 3 is fine. Level 4 if you want a new feat or raise abilities.

The bonus attributes and race features as on par with other races like elves. You can see some features from the MM are added as background of class features. They are then not allowed to PC using other classes… Multiclassing to new classes must meet the requirements - unless the pc stats are really low, it is not an issue. Rogue,monk or archer (fighter) are favored due to high dex.

I will compare this class to a multiclassed fighter character that will stop progression at level 4, before the extra attack… level 1 is OP, there is an extra HD but no proficiencies. Level 2 is weaker, level 3 OP if the future class is Monk, comparable otherwise . This "class" is not designed to go higher than 4th level…

Your opinion ? It is not easy to balance without peers` help.

ReturnOfTheKing
2014-12-28, 06:53 PM
Pretty sure 5e doesn't have racial classes.

mictrepanier
2014-12-28, 07:12 PM
Pretty sure 5e doesn't have racial classes.

This is why it is tagged as "homebrew". Any comment ?

AuraTwilight
2014-12-28, 07:22 PM
You're kind of missing his point. Without existing rules for racial classes, you can't just drop one on us. How do racial classes work? Do they have subclasses? When do they get Ability Score Improvements?

Backrounds don't give features with mechanical benefits. At all. Ever.

Why does it gain multiple Hit Dice per level? What does that even mean?

Your rules ignore the fact that monsters with class levels continue to gain Creature Size HD.

When can the innate spellcasting of the Doppleganger be used? When do its abilities recharge? What ability scores are used to calculate DCs, should they come up?

A lot of your 5E homebrew is very incomplete and poorly thought out in this manner, as well as difficult to read a lot of the time.

mictrepanier
2014-12-28, 07:31 PM
Backgrounds don't give features with mechanical benefits. At all. Ever.
I just used MM posted deception skill. Deception is +6, not +4 as it should for a CR 3 monster with 14 charisma.


Why does it gain multiple Hit Dice per level? What does that even mean? The MM entry has 8HD. I have 4 levels. 2*4. But I modified it, thanks to your input.


Your rules ignore the fact that monsters with class levels continue to gain Creature Size HD.. This rule is for NPCs only.



When can the innate spellcasting of the Doppleganger be used? When do its abilities recharge? What ability scores are used to calculate DCs, should they come up?
The 2 spell-like abilities have no expiration. Unless the creature is dead.




A lot of your 5E homebrew is very incomplete.
I'm not allowed to copy and paste the MM entry here. Please refer to MM page 82.

Like any class, the extra abilities are at level 4, then 8... I don't intend to continue to design it after level 4...
I updated to main post above.

mictrepanier
2014-12-29, 09:09 PM
A second monster... I was able to reduce the troll to a basic race not OP compared to the basic ones.


Troll, a +8 ECL monster (Challenge 5 NPC)

Large giant, mostly chaotic evil

Speed 30 ft.

STR +1, CO +2, IQ-3 (exception to the positive abilities rule for dumb races)
Senses Darkvision 60ft
Size: Large
Languages Giant and Common
Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.

Regeneration. The troll regains 2 hit point at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if
it starts its turn with 0 hit points and doesn't regenerate.

Note: This unexperimented troll gets regular unarmed damage for large creature. The regrowth feature is mostly a special effect in D&D, not a real advantage.


Mercenary: Troll racial class

A Troll gets a tougher hide, better regeneration and bigger natural weapons as a mutation. The more they regenerate, the more they are tougher. Having only 1 HD per level make it a playable class.

Skills, Weapons and armor proficiencies: any 2 Skills (fighter list), simple weapons, light armor.

Hit Dice: D10, as a large creature

Prefered Saves: Constitution and Strenght

class levels:

1 Regeneration 3, two-weapon attack fighting style (with claw), claw raise to d6 damage, natural armor: +1 AC, thus 11 plus dexterity
2 Regeneration 4, natural armor raise to +2
3 Regeneration 5, claws damage raise to d6
4 Regeneration 6, abilities increase (like any level 4 class in d&d 5e)

5 Regeneration 7 claws damage raise to d8, natural armor raise to +3
6 Regeneration 8 claws damage raise to d10
7 Regeneration 9, claw damage 2d6, third attack with bite , bite attack raised to d6, natural armor raise to +4
8 Regeneration 10, abilities increase, natural armor raise to +5

mictrepanier
2014-12-30, 11:00 AM
Satyr (ELC +1 for piper, CR not given in MM)

Medium fey, chaotic neutral
Speed : 40 ft. +10’ than normal
Abilities adjustments: +2 Dx, +1 Ch
Languages Common, Elvish, Sylvan

Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.

Ram: The Satyr has an highly efficient unarmed damage - 2d4 caused by a head butt

Satyr bonus Proficiencies: any one musical instrument


Piper Satyr Racial class (Piper option: ECL +1, CR not given)


Skills, Weapons and armor proficiencies: any 3 Skills (bard list) , simple weapons, any sword, shortbow,light armor.

Hit Dice: D8, as a medium creature

Prefered Saves: Dexterity and Charisma

level 1: Satyr Pipes, expertise (as per rogue class feature)

A satyr might carry panpipes that it can play to create magical effects. Usually, only one satyr in a group carries such pipes. If a satyr has pipes, it gains the following additional action option. See MM p267 for description

A satyr piper can play pipes at will, to her endurance limits

3 effects (see MM)

Charming Melody.
Frightening Strain.
Gentle Lullaby.

mictrepanier
2014-12-30, 03:07 PM
Medusa a +8 ELC monster (Challenge 6 NPC)

Medium monstrosity, mostly lawful evil
Speed 30 ft.
DX +1, CO +1
Senses Darkvision 60ft
Size: Medium
Languages Common

Snake Hair: The race has a new striker. Attack action gives 1 piercing damage + 1d6 poison

Petrifying Gaze (weaker than the one at MM p214)

As an innate ability and a bonus action, the Medusa can gaze on one creature. The effect is as Hold Person spell, usable once before needing a short rest. This needs no components but the recipicient must see the Medusa as stated in the MM p214. The Medusa is no humanoid and then not affected by her reflection.

Note: The DMG Eladrin example (pp 286-7) is used here. Hold Person is a more potent 2th level spell but with restrictions and the Race other features are weaker than those of an Elf. To get full effect, the Medusa should get experience as an huntress.


Petrifying Gaze. When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if
the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained . The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can
avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.



Huntress: Medusa Race class levels:


Class Proficiencies: Any 2 skills, All Martial Weapons, Light Armors

Hit Dice: D8, as a medium creature

Prefered Saves: Dexterity and Charisma

A Medusa gets a tougher Hide and deadlier poison with experience as a gift from the Gods. As a dark joke, her Curse gets worse at level 6 when she can now affects herself…

1 Bonus melee attack with snake hair fighting style , natural armor: +2 AC, thus 11 plus Dexterity, snake piercing damage raised to 1d4
2 Natural armor raise to +5
3 Snakes Poison damage raised to 2d6
4 Abilities increase
5 Second attack, poison damage raised to 3d6
6 Petrifying Gaze effect is as Hold Monster. It is usuable only once before needing a short rest.
7 Poison damage raised to 4d6. Petrifying Gaze Hold Monster effect can be used at will as a bonus action and needs no concentration or components.
8 Abilities increase, Petrifying Gaze effect can be as MM p214 (the range is reduced to 30’).

Reality check vs a eldritch warrior with dual-weapon style: level 1,2,3: on par ; 5 and after- better, but the feature has a workaround, especially for intelligent opponents.
Hindrance: As any other (multi)class.

mictrepanier
2014-12-30, 04:14 PM
The Minotaur, large monstrosity ECL +3, CR 3

Minotaur Traits

Ability Score Increase- The minotaur gains 2 Strength and 1 Constitution
and minus 4 intelligence (exception to the positive abilities rule for dumb races)

Age- The Minotaur can live up to one hundred years of age.
Average Height-The minotaur's average height is seven to seven and a half foot tall.
Average Weight-The average weight for a minotaur is three hundred to three hundred fifty
pounds.
Size. Large. Minotaurs are larger and bulkier then a human, and they can range from 7-8 ft tall and weigh from 300-450 Pounds. Your Size is Medium. ( Equipment and weapon are treated as Large creature .) Due to the large size, it is hard to come by any armor, nor find people willing to make it for you. For this reason you have to craft your own armor at 4 times the cost of equivalent armor made for humanoids, and it weighs four times more.
Speed-Base walking speed is thirty feet.

Alignment-The minotaur is primarily evil and worships the Horned King, Baphomet.

Languages-The minotaur can speak both Common and Abyssal.

Darkvision-The minotaur can see in darkness as if it were daylight up to sixty feet.

Horns: 1d4 piercing and slashing unarmed attack

Labyrinthine Recall-The minotaur can perfectly recall any path it has traveled.

Minotaur Proficiencies-The minotaur is proficient with any axe and with Perception skill

Reckless-At the start of your turn, the minotaur can gain advantage on all melee attack
rolls it makes during that turn, but all attack rolls against the minotaur also have
advantage until the start of its next turn.


Krynn variant: The basic minotaur has -2 intelligence, +1 strenght and is Lawful evil
------------------------


Raging Bull- Minotaur Racial Class


Features (MM p 223)

Skills, Weapons and armor proficiencies: any 2 Skills (ranger list) , simple weapons, axes, light armor.

Hit Dice: D10, as a large creature

Prefered Saves: Constitution and strenght

levels

1 Gore damage 1d8 , Natural Armor +2
2 Gore damage 2d6, Natural Armor +4
3 Gore damage 2d8 , Charge
4 Abilities increase

mictrepanier
2015-01-01, 08:12 PM
Succubus/incubus, medium fiend (ECL +7, CR 4)
speed: 30', land

Abilities modifiers: Dx +1, Ch +2

Damage Resistances : One of: cold, fire, lightning, poison; bludgeoning, piercing, or slashing from nonmagical weapons

Alignment: Mostly Evil


Racial Features (see MM p285):

-Darkvision 60', see elves, dwarves, etc in PHB

-Shapechanger modified 2nd level spell-like ability, no expiration but with plain humanoid apparence, no race features like amphibious or claws. Without wings, the fiend loses its flying speed.




Temper(ress)- Succubus/Incusbus Racial Class Features

Hit Dice: D8, as a medium creature

Skills, Weapons and armor proficiencies: any 3 Skills (Rogue List), simple weapons, light armor.

Prefered Saves: Dexterity and Charisma

levels:

level 1 Claws, 1d4 bludgeon damage- unarmed attack while in natural form. Charm person spell: at will, dc vs 8+ proficiency + charisma modifier; one person charmed at a time. Draining Kiss, 1d10+1, another damage resistance

level 2 Draining Kiss, 2d10+2, another damage resistance

level 3 Claws, 1d6 bludgeon damage- unarmed attack while in natural form.
Draining Kiss, 3d10+3, another damage resistance

level 4 Abilities increase or feat

level 5 Telepathic Bond, Wings, Etherealness, another damage resistance

level 6 Draining Kiss, 4d10+4, another damage resistance, Expertise with all known skills.

level 7 Charm (full effect), Draining Kiss, 5d10+5, another damage resistance

level 8 Abilities increase or feat

features description: see MM p285