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View Full Version : D&D 5e/Next Four custom monster classes for D&D 5e



Squibsallotl
2019-03-04, 10:23 PM
Hey all,

I'm about to start a new campaign where I've opened up monsterous PCs for my party. They've opted for the following:
A Vampire Spawn named Scarlett, a Mimic named Tentatively Bridgette (long story), A Mindwitness Beholder (from Volo's, just named The Witness) and a Flameskull (named Ignis).

To provide level-up perks, I've created a custom "class" for each monster type. Here they are in case anyone else wants to use them. Any comments or criticism is also welcome :)

Vampire Class

At each level up, Scarlett gains 8 (d8+3) hit points. At Vampire level 5 and 10, her proficiency bonus increases by one. Also at each level up, she can choose to gain one of the following perks, so long as she meets all the pre-requisites for the perk. Unless specified, each perk can be taken only once.

• Vampiric Senses. Scarlett’s Darkvision increases to 120ft in range.
• Magic Natural Weapons. Scarlett’s Bite and Claw attacks become magical for the purposes of overcoming enemies’ damage resistance.
• Stake to the Heart Resistance. Scarlett only becomes paralysed by a stake to the heart, rather than destroyed.
• Legendary Resistance. Once per day when Scarlett fails a saving throw, she can choose to succeed instead. This perk can be taken up to three times, providing an additional use of the ability per day.
• Children of the Night. Once per day Scarlett can magically call 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, she can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as her allies and obeying her spoken commands. The beasts remain for 1 hour, until Scarlett dies, or until she dismisses them as a bonus action.
• Vampiric Charm (requires Vampire level 3 or greater). Scarlett targets one humanoid she can see within 30ft of her. The target must make a Wisdom saving throw (DC = 8 + Scarlett’s Charisma modifier + Scarlett’s proficiency bonus) against this magic or be charmed by her. The charmed target regards Scarlett as a trusted friend to be heeded and protected. Although the target isn't under her control, it takes Scarlett’s requests or actions in the most favourable way it can, and it is a willing target for her bite attack. Each time Scarlett or her companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Scarlett is destroyed, is on a different plane of existence than the target, or she takes a bonus action to end the effect.
• Shapechanging: Bat form (requires Vampire Level 3 or greater). Scarlett can use her action to transform into a Tiny bat. Spending another action returns her to her true form. While in bat form, Scarlett can't speak, her walking speed is 5 feet, and she has a flying speed of 30 feet. Her statistics, other than size and speed, are unchanged. Anything she is wearing transforms with her, but nothing she is carrying does. Scarlett reverts to her true form if she dies.
• Shapechanging: Mist form (requires Shapechanging: Bat form). Scarlett can use her action to transform into a Medium cloud of mist. Spending another action returns her to her true form. In mist form, Scarlett can't take any actions, speak, or manipulate objects. She is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
• Misty Escape (requires Shapechanging: Mist form). When Scarlett drops to 0 hit points outside her resting place, she transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that she isn't in sun light or running water. If she can't transform, she is destroyed.
While Scarlett has 0 hit points in mist form, she can't revert to her vampire form, and she must reach her resting place within 2 hours or be destroyed. Once in her resting place, Scarlett reverts to her vampire form. She is then paralysed until she regains at least 1 hit point. After spending 1 hour in her resting place with 0 hit points, she can expend a hit dice to regain health.
• Vampiric Awakening (requires Vampire Level 5 or greater). Scarlett’s Strength, Dexterity and Constitution scores are raised by 2 points each permanently.
• Greater Regeneration (requires Vampiric Awakening). Scarlett’s Regeneration trait instead heals 20 hit points at the start of her turn. It retains all other features and restrictions.
• Legendary Actions (requires Vampiric Awakening). Scarlett gains one legendary action per round, which she can only use at the end of another creature’s turn. For this action, she can either move up to her speed without provoking attacks of opportunity, or she can make one Claw attack. This perk can be taken up to three times, providing an additional legendary action for Scarlett each round. Once she has two or more legendary actions she also gains the ability to use her Bite attack (costs 2 actions).


Mimic Class

At each level up, Tentatively Bridgette gains 9 (d12+2) hit points. At Mimic level 5 and 10, its proficiency bonus increases by one. Also at each level up, it can choose to gain one of the following perks, so long as it meets all the pre-requisites for the perk. Unless specified, each perk can be taken only once.

• Alpha Mimic. You are stronger, tougher and more ferocious than most of your kind. You gain a +1 bonus to Strength, Constitution and Wisdom, and when you take the Attack option you can make both a Pseudopod and a Bite attack.
• Master Mimic (requires Alpha Mimic and Mimic Level 5 or greater). Your Strength, Constitution and Wisdom scores increase by a further 2 points each, and your Pseudopod and Bite attacks each gain +1d8 to damage.
• Magic Natural Weapons. Your Pseudopod and Bite attacks count as magic weapons for the purposes of overcoming enemy damage resistance.
• Travel Form. You gain a new quadrupedal form which looks like an artist's impersonation of a big cat (if the artist was a surrealist, blind, or had only third-hand knowledge of what one looked like). In this form you gain a land speed of 30ft, but cannot make Pseudopod attacks without spending an action to transform back into True or Object forms.
• What's Inside that Matters. When shapechanged, you can meld any equipment you are wearing into your new form. You continue to gain the benefits of the equipment without any obvious visual cues to give away your identity, unless the equipment creates an obvious magical effect that is impossible to disguise.
• Hardened Shapechanging. When shapechanged into Object form you gain resistance to slashing, piercing and bludgeoning damage.
• Adaptive Form. When you use an action to shapechange into Object form you gain resistance to one type of elemental damage of your choice (fire, cold, lightning, or thunder damage). You retain this resistance until you use your action to assume a new form.
• Elusive Form (requires Adaptive Form). When you are targeted by an attack, you can use your reaction to gain +3 to AC against the triggering attack.
• Riposting Pseudopods (requires Elusive Form). Whenever your use of Elusive Form causes a melee attack to miss you, you can immediately make a Pseudopod attack against the target.
• Huge and Tiny Shapechanging. You gain the ability to shapechange into object forms much larger than yourself (up to Huge) or much smaller than yourself (down to Tiny).
• Wall Form (requires Hardened Shapechanging and Huge and Tiny Shapechanging). You gain the ability to transform into a wall comprised of ten 10ft-by-10ft panels in any continuous configuration. You can make Pseudopod or Bite attacks from any panel in the wall on your turn.
• Humanoid Shapechanging (requires Alpha Mimic). You gain the ability to assume humanoid forms when you shapechange. These forms allow you to loosely imitate any humanoid race you've seen before, but fails to withstand close scrutiny. The forms always have some missing details or incorrect elements that a sharp observer might notice.
• Doppelganger (requires Humanoid Shapechanging). If you have at least 5 minutes to study a subject before shapechanging, your humanoid form becomes indistinguishable from that creature. You can even mimic accents, mannerisms, expressions, and clothing or equipment with accuracy.
• Flying and Swimming Forms (requires Travel Form). As an action, you can grant your Travel Form either a flying or a swimming speed equal to half its land speed. It can only have one or the other mode of travel at a time, and requires an action to switch between them.
• Supreme Travel Form (requires Flying and Swimming Forms). Your Travel Form's speed increases to 60ft in all travel modes (land, flying and swimming), you no longer need to spend an action to change travel modes, and you gain the ability to make Pseudopod attacks and use your Adhesive trait in this form.
• Many-Fingered and Multi-Necked (requires What's Inside that Matters). You ignore the 3-item attunement restriction for magic rings and necklaces that require attunement. You can attune up to 9 of these items.
• Magic Item Master (requires Many-Fingered and Multi-Necked). As an action, you can give up some of your own vitality to replenish your magic items. Every magic item you are attuned with either regains one charge (if the item uses charges) or recharges one daily use power. You suffer one level of Exhaustion each time you use this ability.

Mindwitness Class

At each level up, The Witness gains 8 (d10+2) hit points. At Mindwitness level 5 and 10, its proficiency bonus increases by one. Also at each level up, it can choose to gain one of the following perks, so long as it meets all the pre-requisites for the perk. Unless specified, each perk can be taken only once.

• Skin Hardening. Your natural armour class increases by one point. This perk can be taken up to three times.
• Magic Resistance. You have advantage on saving throws against spells and other magical effects.
• Magic Natural Weapons. Your Bite and Tentacles attacks count as magical for the purposes of overcoming enemies' damage resistances.
• Path of the Brain Devourer (requires Mindwitness Level 3 or greater). Your Dexterity score increases by 4 points, which increases the attack bonus and damage bonus of your Bite and Tentacle attacks, your initiative, Dexterity saving throws, and associated skills.
• Path of the Beholder (requires Mindwitness Level 3 or greater). Your Constitution score increases by 2 points, and your Intelligence and Wisdom scores increase by a point each, increasing your hit points, Save DCs against your eye rays, and associated skills and saving throws.
• Gnashing Teeth (requires Path of the Brain Devourer). Your Bite attack damage increases to 4d6 + Dexterity.
• Barbed Tentacles (requires Path of the Brain Devourer). Your Tentacles attack damage increases to 4d8 + Dexterity.
• Psionic Tentacles (requires Path of the Brain Devourer). When an enemy becomes grappled by your Tentacles attack, it must also make an Intelligence saving throw or be stunned until the grapple ends.
• Devour Brain (requires Psionic Tentacles). You gain an additional attack (attack bonus = your proficiency bonus + your Dexterity modifier) which can only target incapacitated humanoids grappled by you. On a hit you deal 10d10 damage, and if this damage reduces the target to 0 hit points it is instantly slain.
• Psionics (requires Path of the Brain Devourer). You gain the ability to cast the Detect Thoughts spell at-will, and the Dominate Monster spell once per day. Intelligence is your casting ability for these spells, and you do not require any material components to cast them.
• Mind Blast (requires Psionics). You gain the ability to use Mind Blast once per day using your action. You emit psychic energy in a 60ft cone. Each creature in that area must succeed on an Intelligence saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or take 4d8 + your Intelligence modifier damage and become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
• Rays of Telepathy (requires Path of the Beholder). You gain two additional eye rays, as follows:
Psychic Ray. The target must succeed on an Intelligence saving throw or take 6d8 psychic damage.
Charm Ray. The targeted must succeed on a Wisdom saving throw or be charmed by the Mindwitness for 1 hour, or until the Mindwitness or its allies harms the creature.
• Rays of Fatigue (requires Path of the Beholder). You gain two additional eye rays, as follows:
Enervation Ray. The targeted must make a Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one.
Sleep Ray. The target must succeed on a Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
• Rays of Transmutation (requires Path of the Beholder and Mindwitness Level 5 or greater). You gain two additional eye rays, as follows:
Disintegration Ray. If the target is a creature, it must succeed on a Dexterity saving throw or take 10d8 force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller non magical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
Petrification Ray. The target must make a Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
• Rays of Necrosis (requires Path of the Beholder and Mindwitness Level 5 or greater). You gain two additional eye rays, as follows:
Death Ray. The target must succeed on a Dexterity saving throw or take 10d10 necrotic damage. The target dies if the ray reduces it to 0 hit points.
Paralysing Ray. The target must succeed on a Constitution saving throw or be paralysed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
• Legendary Actions (requires Path of the Beholder and Mindwitness Level 5 or greater). You gain one legendary action, which can only be taken at the end of another creature's turn. You can use this action to use a random eye ray against that creature from your list of available eye rays. You regain all spent legendary actions at the start of your turn. This perk can be taken up to 3 times, increasing your number of legendary actions per round.
• Antimagic Cone (requires Path of the Beholder and Mindwitness Level 5 or greater). You can use your action to create an area of antimagic from your central eye, as in the antimagic field spell, in a 150ft cone. At the start of each of your turns, you can decide which way the cone faces and whether the cone is active. The antimagic area negates your own eye rays.

Flameskull Class

At each level up, Ignis gains 6 (d6+2) hit points. At Flameskull level 5 and 10, its proficiency bonus increases by one. Also at each level up, it can choose to gain one of the following perks, so long as it meets all the pre-requisites for the perk. Unless specified, each perk can be taken only once.

• Bone Hardening. Your natural armour class increases by one. This perk can be taken up to three times.
• Burn Everything. Your spells and abilities ignore the target’s resistance to fire damage. A target immune to fire damage is treated as resistant to fire damage instead.
• Fiery Temper. Your fire spells and abilities gain a bonus to damage equal to your proficiency bonus.
• Smouldering Gaze. Your Fire Ray attack’s range is doubled from 30ft to 60ft, it ignores half cover and three-quarters cover, and on a miss the target of the attack still takes half damage.
• Past Life Memories. You gain proficiency in any combination of four skills or languages of your choice.
• Lucky Recall. You gain 2 Luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. You regain your expended luck points when you finish a long rest. This perk can be taken up to three times, gaining an additional 2 Luck points each time.
• Ritual Caster. You gain the Ritual Caster trait, and can cast the following spells as rituals with a 10-minute cast time. Casting these spells does not consume a spell slot:
Alarm, Detect Magic, Tenser’s Floating Disk, Augury, Leomund’s Tiny Hut
• Arcane Empowerment (requires Flameskull level 3 or greater). You gain the ability to cast fourth-level spells, and gain one additional spell slot of each level from 1st to 4th. In addition, you add the following to your list of prepared spells:
Cantrip: Control Flames, 1st Level: False Life, 2nd level: Pyrotechnics, 4th Level: Wall of Fire
• Arcane Mastery (requires Flameskull level 5 or greater and Arcane Empowerment). You gain the ability to cast fifth-level spells, and gain one additional spell slot of each level from 2nd to 5th. In addition, you add the following to your list of prepared spells:
Cantrip: Minor Illusion, 3rd Level: Melf’s Minute Meteors, 4th level: Confusion, 5th Level: Immolation
• Arcane Supremacy (requires Flameskull level 7 or greater and Arcane Mastery). You gain the ability to cast sixth-level spells, and gain one additional spell slot of each level from 3rd to 6th. In addition, you add the following to your list of prepared spells:
3rd Level: Dispel Magic, 4th Level: Greater Invisibility, 5th Level: Telekinesis, 6th Level: Investiture of Flame
• Attach Body Part (Special). Ignis gains this perk automatically whenever it locates and re-attaches one of its original body parts. In addition to any extra movement or actions the body part grants, Ignis’ Charisma score increases by 2, up to a maximum score of 20. The DM will also provide a memory of Ignis’ former life.
• Whole Again (Special). Ignis gains this perk automatically once it has located and re-attached all missing body parts (left arm, right arm, torso, left leg and right leg). All of Ignis’ attributes are increased by 2, and the DM will reveal its true identity and former life in full.

Beastlands
2019-03-05, 12:24 AM
Interesting idea, this reminds me of savage species from 3.5. I really loved that content. Looks like it is heading in a good direction for 5e

Jussisa Tot
2019-03-12, 07:03 PM
This is awesome, I may use these but try and format them more closely to the humanoid classes (archetype at 3rd, stat's at 4,8, etc). Did you avoid this on purpose? I feel it would be easier to balance and plan if there was some consistency with the rest of the game. Would be intrigued to see how your encounters go!