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Bhu
2023-10-28, 06:42 PM
MONSTER
You have offended a God, Archfey, Great Old One, or other being of vast supernatural power. They turned you into a Monstrosity as punishment. At first you may have been upset at being a giant, humanoid ground squirrel, but you may have learned to like your newfound abilities. You may have even found a way to use them to gain acceptance. Or the populace may consider you a dangerous beast. It's not likely you're getting a cure ever, so you may as well learn to use your new form to it's utmost. After all, you're stronger, faster and harder to hurt. So what if you look like a Mindflayer and an Aboleth had a child. People just need to learn to put their prejudices aside and get to know you. You're a nice person after all.

Well, maybe you're a nice person. Obviously the entity that cursed you doesn't feel that way. And you may have gone mad a few times, and killed a few dozen sheep (or people). Then there's that kid you yeeted into a lake... Look, all were saying is you probably have some issues you need to work through.

CREATING A MONSTER
As you create your monster, think about what God or other being of power made you this way. Who did you offend, and why? How have you lived since then? Were you accepted, or cast out by your narrow minded peers to roam the wilderness? Did you accept your change, or do you fight it all the way? Did you retain your Humanoid mentality, or has life as a Monstrosity changed you? What do you do now, and how did you meet up with a band of Adventurers, let alone get them to accept you?

Quick Build
You can make a Monster quickly by following these suggestions. First, make Strength your highest (and Primary) ability score, followed by Constitution. Second, choose the Cursed background.


Proficiency Bonus Features
1. +2 Teeth, Unarmored Defense, Fighting Style, Primary Ability Score, Monstrosity
2. +2 Monstrous Ability, Modified Attack
3. +2 Monster Type
4. +2 Ability Score Improvement
5. +3 Extra Attack (x1)
6. +3 Magic Fang
7. +3 Monster Type
8. +3 Ability Score Improvement
9. +4 Monstrous Ability, Modified Attack
10.+4 Primary Advantage
11.+4 Extra Attack (x2)
12.+4 Ability Score Improvement
13.+5 Monstrous Ability, Modified Attack
14.+5 Ability Score Improvement
15.+5 Primary Ability Score Increase
16.+5 Ability Score Improvement
17.+6 Monstrous Ability, Monstrous Accuracy, Modified Attack
18.+6 Monster Type
19.+6 Ability Score Improvement
20.+6 Legendary Monster

CLASS FEATURES
As a Monster you gain the following features:

HIT POINTS
Hit Dice: 1d12 per Monster Level
Hit Points at 1st Level: 12 + your Constitution Modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution Modifier per Monster Level after 1st

PROFICIENCIES
Armor: None
Weapons: None
Tools: None
Saving Throws: Choose 1 from Strength, Intelligence and Charisma, and 1 from Constitution, Dexterity and Wisdom. At least one Save must match your Primary Ability Score (see below)
Skills: Choose 3 from Acrobatics, Athletics, Insight, Intimidation, Nature, Perception, Stealth, and Survival

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

You start with a pouch of 50 gold pieces.



TEETH
At 1st Level, your monstrous body grants you two Natural Attacks. This can be teeth and claws, pincers and a sting, etc. They do 1d6 plus your Primary Ability Score Modifier for attack and damage rolls (choose from Bludgeoning, Slashing or Piercing for damage type). You can use either attack for your attack action, or mix and match when you get Extra Attack. When you get your second Extra Attack, choose which of the two Natural Attacks get used with an Attack Action, and which one is used only once.

UNARMORED DEFENSE
At 1st Level, while you are not wearing any armor, your armor class equals 10 + your Primary Ability Score modifier + your Proficiency Bonus. You can use a shield and still gain this benefit (once you get Shield Proficiency).

FIGHTING STYLE
At 1st Level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again:

Aggression. As a Bonus Action, when you reduce a creature to 0 hit points with an attack on your turn, you can move up to half your speed and make a Natural Attack.

Ambusher. During your first turn, you have Advantage on attack rolls against any creature that hasn't taken a turn. Any hit you score against a surprised creature is a critical hit.

Berserker. When at half maximum hit points or less, you have Advantage on all attack rolls.

Bloodthirsty. You have advantage on melee attack rolls against any creature that is at less than half of it's maximum hit points.

Constrictor. When you have successfully Grappled a creature, it is also Restrained.

Grappler. You have Advantage on attack rolls against any creature you have Grappled.

Mobile. Your movement doesn't provoke opportunity attacks.

Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

PRIMARY ABILITY SCORE
At 1st Level choose one ability score to be your Primary Ability Score. Your Class Abilities will revolve around this ability score.

MONSTROSITY
At 1st Level your Type changes to Monstrosity.

MODIFIED ATTACK
At 2nd, 9th, 13th and 17th Level you choose any one modified attack from the following list (Note that abilities that modify Natural Attacks can be stacked on one Natural Attack. For example you can add Charging Attack and Shoving Attack to the same Natural Attack. Abilities with a * can be taken more than once. When you gain a Level allowing you to choose a Modified Attack, you may replace one you already have with a new one. For example you can swap Elemental Attack for Improved Elemental Attack. Abilities with a # are swappable.):

*Charging Attack. Choose one of your Natural Attacks. If you move at least 20 feet straight toward a target and then hit it with that Natural Attack on the same turn, the target takes an extra 2d6 bludgeoning damage.

*Critical Attack. Choose one of your Natural Attacks. It does one additional die on a successful critical hit.

*Elemental Attack. Choose one of your Natural Attacks, or a Monstrous Ability requiring an attack roll. That attack does an additional 1d6 damage from one of the following options: Acid, Cold, Fire, Lightning, Necrotic or Poison.

*Grappling Attack. Choose one of your Natural Attacks. If that attack successfully hits the target, and the target is a creature, it is Grappled.

*Reach Attack. Choose one of your Natural Attacks. That attack has a Reach of 10 feet.

*Shoving Attack. Choose one of your Natural Attacks. If that attack hits successfully a creature who is Large or smaller, your target must make a Strength Saving Throw. If it fails you can shove it 10 feet, and it lands prone. The Save DC is 8 plus Proficiency Bonus plus Primary Ability Score modifier.

The following Modified Attacks aren't available until Level 9:

*Continuous Attack. Choose one Natural Attack or Monstrous Ability doing energy damage. If that attack successfully hits, it does another 1d6 damage at the beginning of each of the targets turns, unless it makes a Constitution Saving Throw. The Save DC is 8 plus Proficiency Bonus plus Primary Ability Score modifier. The damage lasts a max of (Primary Ability Score Modifier) turns.

*Diseased Attack. Choose one Natural Attack or Monstrous Ability doing Necrotic damage. If it hits, and if the target is a creature, it must succeed on a DC Constitution saving throw against disease or the target can't regain hit points boy other than magical means until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. The Save DC is 8 plus Proficiency Bonus plus Primary Ability Score modifier.

Follow-up Attack. Prerequisite: Charging Attack, Grappling Attack, Shoving Attack or Stunning Attack. Choose one of the prerequisite attacks. If you are successful with that attack, you may use your Bonus Action to make an Attack.

#*Improved Elemental Attack. Your Elemental Attack now does +2d6 damage.

#*Improved Poisoning Attack. Your target is now Poisoned for 1 Hour on a failed Save, instead of 1 Minute.

*Life Draining Attack. Choose one Natural Attack or Monstrous Ability doing Necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

*Paralyzing Attack. Choose one Natural Attack or Monstrous Ability doing cold, lightning, necrotic or poison damage. If it hits successfully, the target must succeed on a Wisdom saving throw or be paralyzed for 1 Minute. This ability has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target. The Save DC is 8 plus Proficiency Bonus plus Primary Ability Score modifier. You may do this once per long rest.

*Poisoning Attack. Choose one Natural attack or Monstrous Ability doing Poison damage. Any target it successfully damages must make a Constitution Saving Throw, or be Poisoned for 1 Minute. The Save DC is 8 plus Proficiency Bonus plus Primary Ability Score modifier.

*Stunning Attack. Choose one Natural Attack or Monstrous Ability doing Bludgeoning, Cold or Lightning damage. Whenever it succeeds, the target must succeed on a Constitution saving throw or be stunned until the end of your next turn. The Save DC is 8 plus Proficiency Bonus plus Primary Ability Score modifier. You may do this a number of times equal to your Proficiency Bonus per long rest.

The following Modified Attacks aren't available until Level 13:

*Potent Attack. Choose one attack or Monstrous Ability that requires your target to make a Saving Throw. A number of times per day equal to your Proficiency Modifier, you can give the target Disadvantage on that Saving Throw.

The following Modified Attacks aren't available until Level 17:

#Greater Elemental Attack. Your Elemental Attack now does +3d6 damage.

#Improved Critical Attack. Your Critical Attack now scores a critical hit on an 18-20.

Legendary Attack. Choose one Natural Attack or Monstrous Ability that does damage (choose one damage type if it does more than one). Opponents who are immune to that type of damage have resistance instead. Opponents who only had resistance are affected by it normally.

MONSTROUS ABILITY
At 2nd, 9th, 13th and 17th Level you choose any one ability from the following list (Abilities with a * can be taken more than once. When you gain a Level allowing you to choose a Monstrous Ability, you may replace one you already have with a new one.):

Devil's Sight. Magical Darkness doesn't impede your Darkvision.

Magic Resistance. You have advantage on saving throws against spells and other magical effects.

*Movement. You gain a movement speed you don't already have equal to your land speed (burrow, climb, fly, swim, etc.).

Relentless. If you take damage equal to or less than your Monster Level that would reduce you to 0 hit points, you are reduced to 1 hit point instead. You may use this once per short or long rest.

*Ranged Attack. You gain a new Natural Attack similar to the ones listed under the Teeth ability, but it has a range of 30/60.

#*Resistance. Choose one type of damage other than force, psychic or radiant. You have resistance to that damage type..

Speak With Plants and Beasts. You can communicate with beasts and plants as if you shared a language.

Spider-kin. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. While in contact with a web, you know the exact location of any other creature in contact with the same web. You ignore movement restrictions caused by webbing.

Standing Leap. Your long jump is up to 25 ft. and its high jump is up to 15 ft., with or without a running start.

Stench. Any creature that starts its turn within 5 feet of you must succeed on a Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to your stench for 1 hour. The Save DC is 8 plus Proficiency Bonus plus Primary Ability Score modifier.

Web. This is a ranged attack against a Large or smaller creature, with a range of 30/60 feet. The attack roll uses your Primary Ability Score Modifier. If it hits the creature is restrained by webbing. As an action, the restrained creature can make a Strength check (DC is based on your Primary Ability Score Modifier), escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.

The following Monstrous Abilities aren't available until Level 9:

Barbed Hide. At the start of each of your turns, you deal 1d10 piercing damage to any creature grappling you. You also do this damage to anyone attacking you with an Unarmed Strike. This counts as a Natural Attack for purposes of being modified by other Monstrous Abilities (specifically Elemental Attack, Poisoning Attack, Continuous Attack, Diseased Attack, Life Draining Attack, Paralyzing Attack, Potent Attack, Legendary Attack, or any iteration thereof).

Breath Weapon. You can use your Breath Weapon a number of times per long rest equal to your Proficiency Bonus. It takes the form of Line 30 feet long by 5 feet wide, or a 30 foot Cone. Each creature in that area of effect must make a Dexterity saving throw, taking 8d6 damage on a failed save, or half as much damage on a successful one. The Save DC is 8 plus Proficiency Bonus plus Primary Ability Score modifier. When choosing this MA, choose one of the following damage types for it to do: Acid, Cold, Fire, Necrotic or Poison. Damage increases by +2d6 at Levels 13 and 17.

Chameleon. You gain Advantage on all Dexterity (Stealth) Checks, and may take the Hide Action as a Bonus Action.

Change Shape. As an Action, you can magically polymorph into a small or medium humanoid, or back into your true form. Your statistics are the same in each form. Any equipment you are wearing or carrying isn't transformed. If you dies,you revert to your true form.

#*Condition Immunity. Choose one Condition. You are immune to that Condition.

Elemental Body. Choose one of the following damage types: Acid, Cold, Fire, Lightning, Necrotic, or Poison. A creature that touches you or hits you with a melee attack while within 5 feet of it takes 1d10 damage of that type. This can be modified by the following as if it were a Natural Attack: Poisoning Attack (Poison damage only), Continuous Attack (energy damage only), Shoving Attack (Lightning damage only), Life Draining Attack (Necrotic damage only), Paralyzing Attack (Cold, Lightning, Necrotic or Poison damage only), Stunning Attack (Cold or Lightning damage only), Potent Attack or Legendary Attack.

Feral Instincts. You gain Advantage on Initiative rolls, and may use your Bonus Action the first round of any combat to make an attack.

Freedom of Movement. You ignore difficult terrain, and magical effects can't reduce your speed or cause you to be restrained. You can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Haste. As an Action you can gain the benefits of the Haste spell for 1 minute. You can do this a number of times equal to your Proficiency Bonus per long rest. You regain full use of this ability with a long rest.

#Improved Stench. If a creature fails it's Saving Throw against your Stench, it now takes an additional 1d6 Poison damage at the beginning of each of it's turns (it gains a Saving Throw each turn to end this effect).

#Improved Web. Your webs are now toxic, and targets trapped in them take 1d6 damage each round they remain restrained in them. Damage can be either Acid, Necrotic or Poison. If you choose Poison damage, your webs may be modified with Poisoning Attack as though they were a Natural Attack. If you choose Necrotic damage, your webs may be modified with Life Draining Attack as though it were a Natural Attack. If you choose Acid damage, your webs may be modified with Continuous Attack as though they were a Natural Attack.

*Immunity. Choose one Type of damage you have Resistance to, other than Bludgeoning, Piercing or Slashing. You are now Immune to it instead.

Immutable Form. You are immune to any spell or effect that would alter your form.

Regeneration. At the beginning of each of your turns you gain temporary hit points equal to your Proficiency Bonus plus your Primary Ability Score Modifier.

*Resilience. You gain Proficiency with one Saving Throw you are not already proficient in.

The following Monstrous Abilities aren't available until Level 13:

Check Opponent. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.

Damage Absorption. Choose one damage type you are Immune to. Whenever you are subjected to that type of damage, you take no damage and instead regain a number of hit points equal to the damage dealt.

*Fighting Style. You can choose a second Fighting Style from the list.

#Improved Breath Weapon. Your Breath Weapon now does 10d6.

#Improved Regeneration. Instead of gaining temporary hit points, you now regain hit points equal to your Proficiency Bonus plus your Primary Ability Score Modifier at the start of your turns if you have at least 1 hit point.

*Improved Resilience. You gain Advantage on any one Saving Throw you do not already have Advantage with. This stacks with Resilience.

The following Monstrous Abilities aren't available until Level 17:

Blindsight. You gain Blindsight with a range of 30 feet.

#Greater Breath Weapon. Your Breath Weapon now does 12d6.

MONSTER TYPE
At 3rd level, you choose an archetype that you strive to embody in physical form. The archetype you choose grants you features at 3rd level and again at 7th, and 18th level.

ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 14th, 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
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.

MAGIC FANG
At 6th Level, your Natural Attacks are considered magical for purposes of overcoming damage resistance or immunity. The damage of your Natural Attacks increases to 2d6 plus your Primary Ability Score.

PRIMARY ADVANTAGE
At 10th you gain Advantage on one Type of Skill Check related to your Primary Ability Score.

PRIMARY ABILITY SCORE INCREASE
At 15th Level your Primary ability score by 2. The maximum for this score is now 22.

MONSTROUS ACCURACY
At 17th level, your mastery of tooth and claw grants you extraordinary accuracy. If you miss with an attack roll using a Natural Attack on your turn, you can reroll it. You can use this feature only once on each of your turns, and only a number of times equal to your Primary Ability Score Modifier per Long Rest..

LEGENDARY MONSTER
At 20th Level you become one of the worlds most famous monsters. Your Primary Ability Score increases by 4. The maximum for this score is now 26.

Bhu
2023-10-28, 06:43 PM
Cursed
Somehow you managed to anger one of the most powerful beings in the universe, and it's made your life Hell as a result. Everyone knows the Gawd (or other entity) hates you, and they avoid you like the plague, even going so far as to send torch bearing mobs to convince you to move along. You can be sure the entities worshipers/cultists/allies spread the word where ever you may go as well. No one seems willing to argue you case before your malefactor, even other deities, so it looks like you're going to have to go full on werewolf to survive.

Skill Proficiencies: Choose two of Deception, Persuasion, Stealth or Survival.
Tool Proficiencies: None.
Languages: Choose any 2 Languages, you've had to move around a lot.
Equipment: A hunting trap, the skull of a beast, a beast-hide cloak, a set of traveler's clothes, and a pouch containing 15gp

Feature: Terror
People won't help you, but they won't hinder you or get in your way either. No one wants to attract either you, or your Malefactor. No one even looks you in the eye. So you can get away with some minor crimes or bad behavior, just as long as you don't push it too far.

Suggested Characteristics
You've lived alone and on the run so long, you identify more with those Othered by society than society itself. Many of you are Monster Rights activists.

d8 Personality Trait

1: Yeeting things (and people) through windows or into bodies of water gives me great calm.
2: The world has caused me nothing but pain, and I intend to return that pain in kind.
3: I anger easily. Too easily. Sometimes because it's Tuesday.
4: I live to hunt. Mostly because I'll starve if I don't.
5: I'm good at hiding my true thoughts and feelings. You need to be when you look like a dead moose returned from Hell to devour the souls of the living.
6: I expect death and suffering. Mostly because heavily armored randos keep trying to kill me.
7: I remain hidden when possible. Which isn't always easy when you look like a 400 pound Devil.
8: Screw the Gawds, mortals are better off without them. All of life's problems originate with them.


d6 Ideal

1: Survival. No matter what the cost, you must survive (Neutral).
2: Fate. You can't escape Fate, regardless of how hard you try (Any).
3: Anarchy. Let the world burn (Chaotic).
4: Nihilism. Life has no worth or meaning (Neutral).
5: Redemption. I have to prove I'm not a monster (Good).
6: Death. I'm a monster now, and I'm here to do a Monsters work (Evil).


d6 Bond

1: Everything was taken from me, and I mean to get it back. Hopefully with swift and blinding violence.
2: Other Cursed are my new family, and I will protect them with my life. But mostly with my teeth.
3: One day I will have my blood stained revenge. You should all be glad those are only blood stains.
4: I only hope one day that I can atone for what I've done, and pay to get that kid at the pond Resurrected.
5: The beast in me is caged in frail and fragile bars. And you dumb bastards keep giving him the key to the lock.
6: No women, no kids. Everything else is negotiable. Well, almost everything. I don't kill pets either.


d6 Flaws

1: I am troubled by the excesses I commit when I'm angry. Or drunk. Or 'frisky'.
2: Bitter experience, and pitchforks, have led me to hate people.
3: I have accepted that life is suffering. And I intend to share this suffering.
4: Mercy is for the weak. Especially those too weak to kill you back.
5: I have laid down all hope, and only the sweet release of madness is left. Unfortunately, I remain stubbornly sane.
6: I will do that which no one else can, for I am already lost. And drunk. Very, very drunk.

Bhu
2023-10-28, 06:43 PM
STRONG MONSTER
Strong Monsters have Strength as their Primary Ability Score Modifier. They tend to be physically powerful, and rely on brute strength to solve their problems.

GRAPPLER
At 3rd Level you can now Grapple a creature 2 Size Categories larger than yourself.

MONSTROUS ABILITY
At 7th Level you can choose one additional Monstrous Ability from the main list, or from the list below (you may take the Monstrous Abilities from the list below anytime you would qualify for a new one as well):

Brute: Your successful melee attacks do +1d6 damage.

Powerful Build: You are considered to be one Size larger for the purpose of determining your carrying capacity.

Rampage (Prerequisite Level 9): When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a melee attack.

Savage Attack: When you score a critical hit with a melee attack, you can roll one of the attack’s damage dice one additional time and add it to the extra damage of the critical hit.

Siege Monster: You deal double damage to objects and structures.

LARGE
At 18th Level your Size increases to Large, giving one of your Natural Attacks a reach of 10 feet. You also gain the ability to throw rocks, logs and other debris as a ranged attack that uses Strength for attack and damage rolls. Range is 30/120 feet, 2d8 bludgeoning damage.


AGILE MONSTER
Agile Monsters have Dexterity as their Primary Ability Score Modifier, and rely on speed and agility to survive.

QUICK
At 3rd Level, you add your Proficiency Bonus to Initiative rolls.

MONSTROUS ABILITY
At 7th Level you can choose one additional Monstrous Ability from the main list, or from the list below (you may take the Monstrous Abilities from the list below anytime you would qualify for a new one as well):

Counter (Prerequisite: Level 9): If an opponent you can reach is within range of you, and fails an attack roll, you can make a Natural Attack as an Opportunity Attack as a Reaction.

Cunning Action: You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Evasion (Prerequisite Level 7): When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

*Sneak Attack: You deal an extra +1d6 damage when you hit a target with a Natural attack and have advantage on the attack roll, or when the target is within 5 ft. of an ally that isn't incapacitated and you don't have disadvantage on the attack roll.

Uncanny Dodge (Prerequisite Level 7): When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

ELUSIVE
At 18th Level you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.


TOUGH MONSTER
Tough Monsters are heavily armored or resistant to damage, and have Constitution as their Primary Ability Score Modifier.

ROUGH
At 3rd Level you gain the Tough Feat.

MONSTROUS ABILITY
At 7th Level you can choose one additional Monstrous Ability from the main list, or from the list below (you may take the Monstrous Abilities from the list below anytime you would qualify for a new one as well):

Battle-Hardened (Prerequisite: Level 7): When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

#Improved Condition Immunity: Choose any 3 Conditions to be immune to.

#*Improved Resistance (Prerequisite Level 13): You gain resistance to three different damage types.

Indomitable Spirit (Prerequisite 9th Level): if your total for a Constitution check is less than your Constitution score, you can use that score in place of the total.

*Legendary Saves (Prerequisite 13th Level): Once per day, if you fail a saving throw, you can choose to succeed instead.

HARD TO KILL
At 18th Level, you gain Resistance to three damage types of your choice.

Bhu
2023-10-28, 06:44 PM
PSYCHIC MONSTER
Psychic Monsters have unusual psionic abilities, and have Intelligence as their Primary Ability Score Modifier.

TELEPATH
At 3rd Level you magically read the surface thoughts of one creature within 60 ft. of you. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, you can continue reading its thoughts, as long as the your concentration isn't broken (as if concentrating on a spell). While reading the target's mind, you have advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

MONSTROUS ABILITY
At 7th Level you can choose one additional Monstrous Ability from the main list, or from the list below (you may take the Monstrous Abilities from the list below anytime you would qualify for a new one as well):

Forcefield: As an Action you gain +2 to your Armor Class against ranged attacks. This lasts 10 Minutes, and you may do this once per short rest.

*Innate Spellcasting: You can innately cast one spell from the list below once per day, requiring no material components. Its innate spellcasting ability is Intelligence.
Available at 7th Level: Charm Monster, Clairvoyance, Compulsion, Intellect Fortress, Raulothim's Psychic Lance
Available at 9th Level: Dominate Person, Modify Memory, Rary's Telepathic Bond, Scrying, Telekinesis
Available at 13th Level: Mass Suggestion, Mental Prison, Mirage Arcane, Project Image
Available at 17th Level: Dominate Monster, Mind Blank (self only), Psychic Scream, Telepathy

Psychic Attack (Prerequisite 9th Level): You gain a ranged attack using your Intelligence for attack and damage rolls. It has a range of 60 feet, and does 2d6 Force damage. This can be modified by Modified Attack as if it were a Natural Attack.

AWAKENING
At 18th Level you can cast True Seeing without using a spell slot or material components a number of times per day equal to your Proficiency Bonus, Spellcasting ability is Intelligence.


WITCH MONSTER
Witch Monsters have scraped together some magical prowess, and their Primary Ability Score Modifier is Wisdom.

WITCHCRAFT
At 3rd Level you may choose any three cantrips from any spell list. Spellcasting ability is Wisdom.

MONSTROUS ABILITY
At 7th Level you can choose one additional Monstrous Ability from the main list, or from the list below (you may take the Monstrous Abilities from the list below anytime you would qualify for a new one as well):

Lay on Hands: As an Action, you can touch a creature to remove one Condition (or one Level of a Condition in the case of Exhaustion). You may do this a number of times per long rest equal to your Proficiency Bonus.

*Innate Spellcasting: You can innately cast one spell from the list below once per day, requiring no material components. Its innate spellcasting ability is Wisdom.
Available at 7th Level: Animate Dead, Bestow Curse, Blight, Divination, Summon Abberation
Available at 9th Level: Commune With Nature, Contagion, Geas, Tree Stride, Wrath of Nature
Available at 13th Level: Create Undead, Divine Word, Eyebite, Finger of Death
Available at 17th Level: Dark Star, Maddening Darkness, Power Word Kill, Reality Break

Big Darn Hex: When you roll a 20 on a Saving Throw against a spell, you may turn that spell back on it's caster as a Reaction.

WINDWALKER
At 18th Level you can cast Wind Walk (Self only) without using a spell slot or material components a number of times per day equal to your Proficiency Bonus. Spellcasting ability is Wisdom.


SCARY MONSTER
Scary Monsters seem to pulse with terror, and Charisma is their Primary Ability Score Modifier.

PHANTASMAL ATTACK
At 3rd Level, if you have any of the following Monstrous Abilities/Modified Attacks, you can choose to have them deal Psychic damage instead of their normal damage: Elemental Attack, Elemental Body, Improved Elemental Attack, or Greater Elemental Attack. If it takes psychic damage from this attack, it must make a Wisdom Saving Throw (DC is 8 + Proficiency Bonus + Charisma modifier) or be Frightened until the beginning of your next turn.

MONSTROUS ABILITY
At 7th Level you can choose one additional Monstrous Ability from the main list, or from the list below (you may take the Monstrous Abilities from the list below anytime you would qualify for a new one as well):

Enhanced Fear: Whenever you cause a creature to be Frightened, it must move at least 20 feet from you on each of it's turns until it is no longer Frightened, or cannot see you.

Fear Aura (Prerequisite Level 9): Any creature hostile to you that starts its turn within 60 feet of you must make a Wisdom saving throw (DC is 8 + Proficiency Bonus + Charisma modifier), unless you are incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to your Fear Aura for the next 24 hours.

Feeds on Fear: When attacking targets who are Frightened, you gain Advantage on the first attack of each turn.

Frightful Presence (Prerequisite Level 13): As an Action, each creature of your choice that is within 60 feet of you and aware of it must succeed on a Wisdom saving throw (DC is 8 + Proficiency Bonus + Charisma modifier) or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours.

Terror: Once per turn, when you cause a creature to become Frightened, it takes 2d6 Psychic damage.

EYES OF TERROR
At 18th Level you can cast Eyebite without using a spell slot a number of times per day equal to your Proficiency Bonus. Spellcasting ability is Charisma.

Bhu
2023-10-28, 06:45 PM
AMPHIBIOUS MONSTER
Amphibious Monsters can breathe air and water, and their Primary Ability Score Modifier is Strength, Dexterity or Constitution.

AMPHIBIOUS
At 3rd Level you can breathe air or water, and your Swimming Speed increases by +10 feet. You cannot gain Disadvantage on your Primary Ability Score Saves while in water.

MONSTROUS ABILITY
At 7th Level you can choose one additional Monstrous Ability from the main list, or from the list below (you may take the Monstrous Abilities from the list below anytime you would qualify for a new one as well):

Cavitating Claw (Prerequisite: 13th Level): As an action, you snap you claw and it creates a wave of heat and pressure. This attack has a 10 foot range, and uses your Primary Ability Score modifier for attack rolls, and creatures hit with it must make a Constitution Saving Throw, or take 5d6 Thunder and 5d6 Radiant damage, and be Stunned for 1 Round (half damage and no Stunning with a successful Save). You may do this a number of times equal to your Proficiency Bonus per long rest.

Electric Pulse (Prerequisite: 13th Level): You unleash an electrical pulse in a 10 foot radius from yourself as an Action. Any creature within the area must make a Constitution Saving Throw, or take 10d6 Lightning damage and be Stunned for 1 round (half damage and no Stunning with a successful Save). You may do this a number of times equal to your Proficiency Bonus per long rest.

Multi-Limbed (Prerequissite: 9th Level): You can take one reaction on every turn in a combat, as long as that Reaction is an attack with a hand held weapon or a Natural Attack defined as a limb.

Ink Spray (Prerequisite: 9th Level): Once per short or long rest, a 20-foot-radius cloud of ink extends all around you if you are underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, you can use the Dash action as a bonus action. If you are on land you can make a ranged attack (use your Primary Ability Score for attack rolls), and if successful your target must make a Dexterity Save (DC is 8 + Proficiency Bonus + Primary Ability Score modifier), or be Blinded 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.

Swimby: You don't provoke opportunity attacks when you swim out of an enemy's reach.

AQUATIC STRENGTH
At 18th Level, once per turn you may re-roll any roll while you are at least partially in water. You may do this a number of times equal to your Proficiency Bonus per Long Rest.


FLYING MONSTER
Flying Monsters can, well, fly. Their Primary Ability Score Modifier is Dexterity or Wisdom.

AEROBATICS
At 3rd Level, you cannot gain Disadvantage on Reflex Saves or Attack rolls while flying.

MONSTROUS ABILITY
At 7th Level you can choose one additional Monstrous Ability from the main list, or from the list below (you may take the Monstrous Abilities from the list below anytime you would qualify for a new one as well):

Far Attack (Prerequisite: Ranged Attack, 9th Level): Your attacks range increases to 150/600).

Flyby Attack (9th Level): You don't provoke opportunity attacks when you fly out of an enemy's reach. You may also attack opponents when flying at any time during your move, and if you have multiple attacks may divide them among those enemies you pass adjacent to.

Power Dive (Prerequisite: 13th Level): IF you move at least 20 feet straight towards a creature, and then hit with any Natural attacks that turn, each of those attacks does an extra 2 dice.

Snatch (Prerequisite: Flyby Attack): You can now make Grapple Checks instead of attacks when doing your Flyby Attack, and if you succeed you snatch up your opponent and carry him with you. You may let go of him anytime as a Reaction, and he will take falling damage depending on your height, as well as fall Prone.

Strafing (Prerequisite Ranged Attack or Breath Weapon, 13th Level):

RAPTOR
At 18th Level, you have Advantage on attack rolls when flying.


BURROWING MONSTER
Burrowing Monsters travel underground, and their Primary Ability Score Modifier is Strength or Wisdom.

TREMORS
At 3rd Level, your burrowing speed increases by +10 feet, and you gain Tremorsense with a range of 30 feet.

MONSTROUS ABILITY
At 7th Level you can choose one additional Monstrous Ability from the main list, or from the list below (you may take the Monstrous Abilities from the list below anytime you would qualify for a new one as well):

Anchor (Prerequisite: 7th Level): When making a Saving Throw to avoid being knocked Prone or moved involuntarily, you may add double your Proficiency Bonus.

Death From Below (Prerequisite: 9th Level): To use this attack, you must be at least 10 feet underground, and your opponent must not know you are there. As an Action, burrow up to attack your target, who is considered surprised (giving you Advantage on the attack roll). Make an attack roll, and if you succeed you do 6d6 plus your Primary Ability Score modifier damage (type depends on your Natural Attack), and your opponent must make a Strength Saving Throw or fall Prone (DC is 8 + Proficiency Bonus + Primary Ability Score modifier).

Roll Up (Prerequisite 9th Level): You can roll up as an Action Die. Until you unroll, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to unroll.

Tremor (Prerequisite: 9th Level): As an Action, you can cause all creatures within a 10 foot radius from yourself to make a Dexterity Saving Throw, or fall Prone and take 2d6 bludgeoning damage. You must be on or in the ground to use this.

Tremorsense (Prerequisite 13th Level): You gain Tremorsense with a range of 30 feet.

CALL UPON THE EARTH
At 18th Level you can cast Investiture of Stone without using a spell slot or material components a number of times per day equal to your Proficiency Bonus, Spellcasting ability is Wisdom.

Bhu
2023-10-28, 06:45 PM
DIVINE MONSTER
Divine Monsters were cursed by the Gods to serve them, and their Primary Ability Score Modifier is Wisdom or Charisma.

DIVINE FAVOR
At 3rd Level you gain Proficiency with a Saving Throw of your choice that you are not already proficient in. Your Type changes to Celestial, and you can speak Celestial.

MONSTROUS ABILITY
At 7th Level you can choose one additional Monstrous Ability from the main list, or from the list below (you may take the Monstrous Abilities from the list below anytime you would qualify for a new one as well):

Death Curse (Prerequisite: 13th Level): When you start your turn with 0 hit points, you release a curse on those around you. Each creature within 30 feet of you when you die must succeed on a Charisma saving throw or be cursed for the next 24 hours.

While cursed in this way, an affected creature gains no benefit from finishing a short or long rest. At the end of every hour, the creature must succeed on a Charisma saving throw or take 2d10 psychic damage. Save DC is (8 + Proficiency Bonus + Primary Ability Score Modifier).

Divine Resistance (Prerequisite: Level 17): You gain Immunity to Bludgeoning, Piercing and Slashing damage from non-magical weapons.

*Innate Spellcasting: You can innately cast one spell from the list below once per day, requiring no material components. Its innate spellcasting ability is Wisdom.
Available at 7th Level: Bestow Curse, Fireball, Fire Shield, Polymorph
Available at 9th Level: Cloudkill, Contagion, Flame Strike, Holy Weapon
Available at 13th Level: Disintegrate, Divine Word, Finger of Death, Flesh to Stone
Available at 17th Level: Earthquake, Meteor Swarm, Storm of Vengeance, Tsunami

GAZE OF DESTRUCTION
At 18th Level you gain a gaze attack. If a creature starts its turn within 30 feet of you and the two of you can see each other, you can force the creature to make a Constitution saving throw if you aren't incapacitated. On a failed save, the creature magically 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. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see you until the start of its next turn, when it can avert its eyes again. If it looks at you in the meantime, it must immediately make the save. You may only target one creature at a time, Save DC is based off of your primary ability score modifier.

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again.


DRACONIC MONSTER
Draconic Monsters were turned into dragon like beings, and their Primary Ability Score is Constitution or Charisma.

DRAGONHIDE
At 3rd you may choose to be Immune to one of the following damage types: Acid, Cold, Fire, Necrotic or Poison. (If you later choose a Breath Weapon via Monstrous Ability, it should be the same type of damage). Your Type changes to Dragon, and you can speak Draconic.

MONSTROUS ABILITY
At 7th Level you can choose one additional Monstrous Ability from the main list, or from the list below (you may take the Monstrous Abilities from the list below anytime you would qualify for a new one as well):

Draconic Immunity: You are now immune to the damage type you chose at 3rd level.

*Innate Spellcasting: You can innately cast one spell from the list below once per day, requiring no material components. Its innate spellcasting ability is Wisdom.
Available at 7th Level: Elemental Bane, Fly, Polymorph, Protection from Energy,
Available at 9th Level: Circle of Power, Control Winds, Maelstrom, Summon Draconic Spirit
Available at 13th Level: Draconic Transformation, Investiture of Wind, Tenser's Transformation, Whirlwind
Available at 17th Level: Control Weather, Illusory Dragon, Invulnerability, Shapechange

Shattering Roar (Prerequisite: Level 13): You roar, forcing all creatures within 30 feet of you to make a Constitution Saving Throw (Save DC is 8 + Proficiency Bonus + Primary Ability Score Modifier). If they fail, they take 3d12 thunder damage, and are Incapacitated until the end of their next turn. If they succeed, they take half damage and are not Incapacitated.

DRACONIC TRANSFORMATION
At 18th Level you can Shapechange (as per the spell) into a Dragon for 1 Minute. You may do this once per Long Rest, and the type of Dragon depends on what type of damage you chose at 3rd Level: Acid (Black Dragon Wyrmling), Cold (White Dragom Wyrmling), Fire (Red Dragon Wyrmling), Necrotic (use Blue Dragon Wyrmling stats, but it does Necrotic damage) or Poison (Green Dragon Wyrmling). You must maintain concentration, just like the spell.


FEY MONSTER
Fey Monsters were cursed by an Archfey, and their Primary Ability Score Modifier is Dexterity or Charisma.

FEY STEP
At 3rd Level, you may opt to teleport in any direction up to your full land speed, neatly allowing you to avoid certain hazards. Your Type changed to Fey, and you can speak Sylvan.

MONSTROUS ABILITY
At 7th Level you can choose one additional Monstrous Ability from the main list, or from the list below (you may take the Monstrous Abilities from the list below anytime you would qualify for a new one as well):

Charming Presence (Prerequisite: Level 13):

*Innate Spellcasting: You can innately cast one spell from the list below once per day, requiring no material components. Its innate spellcasting ability is Wisdom.
Available at 7th Level: Charm Monster, Conjure Woodland Beings, Hypnotic Pattern, Summon Fey
Available at 9th Level: Awaken, Commune with Nature, Far Step, Geas
Available at 13th Level: Conjure Fey, Druid Grove, Mirage Arcane, Teleport
Available at 17th Level: Feeblemind, Glibness, Mass Polymorph, Weird

Invisibility (Prerequisite: 9th Level): You can magically turn invisible as an Action until your concentration ends (as if concentrating on a spell). Any equipment you wear or carry is invisible with you.

SUMMON HELP
At 18th Level you can cast Conjure Fey without using a spell slot or material components a number of times per day equal to your Proficiency Bonus. Spellcasting ability is Charisma.

Bhu
2023-10-28, 06:46 PM
ABERRANT MONSTER
Aberrant Monsters were cursed by the Far Realm, and their Primary Ability Score is Intelligence or Constitution.

THOUGHT THIEF
At 3rd Level you can innately cast Detect Thoughts twice per long rest. Your Type changes to Aberration, and you can speak Deep Speech.

MONSTROUS ABILITY
At 7th Level you can choose one additional Monstrous Ability from the main list, or from the list below (you may take the Monstrous Abilities from the list below anytime you would qualify for a new one as well):

Aberrant Body (Prerequisite: 9th Level): A creature that touches you or hits you with a melee attack while within 5 feet of you takes 1d10 Psychic damage. This can be modified by the following as if it were a Natural Attack: Continuous Attack, Life Draining Attack, Paralyzing Attack, Stunning Attack, Potent Attack or Legendary Attack.

Alien Aura: Creatures within 5 feet of you have Disadvantage on attack rolls and saving throws against it.

Alien Mind: If a creature tries to read your thoughts or deals psychic damage to you, that creature must succeed on an Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Gibbering (Prerequisite: 9th Level): You babbles incoherently when you can see any creature and aren't incapacitated. Each creature that starts its turn within 20 feet of you and can hear the gibbering must succeed on a Wisdom saving throw. Save DC is (8 + Proficiency Bonus + Primary Ability Score Modifier). On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

Mental Attack (Prerequisite 9th Level): You gain a ranged attack using your Primary Ability Score modifier for attack and damage rolls. It has a range of 60 feet, and does 2d6 Psychic damage. This can be modified by Modified Attack as if it were a Natural Attack.

MUTATE
At 18th Level you can cast Tenser's Transformation without using a spell slot or material components a number of times per day equal to your Proficiency Bonus. Spellcasting ability is Primary Ability Score.


FIENDISH MONSTER
Fiendish Monsters were cursed by Fiends, and their Primary Ability Score Modifier is Strength or Wisdom.

FIENDISH NATURE
At 3rd Level you gain resistance to bludgeoning, piercing and slashing damage from non-magical attacks. Your Type changes to Fiend, and you can speak either Abyssal or Infernal.

MONSTROUS ABILITY
At 7th Level you can choose one additional Monstrous Ability from the main list, or from the list below (you may take the Monstrous Abilities from the list below anytime you would qualify for a new one as well):

Devil's Sight: Magical Darkness doesn't impede your Darkvision.

Fiendish Curse (Prerequisite: 13h Level): Creatures struck by you with a melee attack must make a Constitution saving throw or be unable to regain hit points for 1 Minute.

*Innate Spellcasting: You can innately cast one spell from the list below once per day, requiring no material components. Its innate spellcasting ability is Wisdom.
Available at 7th Level: Ashardalon's Stride, Charm Monster, Tiny Servant, Wall of Fire
Available at 9th Level: Dominate Person, Immolation, Infernal Calling, Rary's Telepathic Bond
Available at 13th Level: Planar Ally, Plane Shift, Power Word Pain, Summon Fiend
Available at 17th Level: Gate, Glibness, Telepathy, Wish

CURSE OF THE NETHERWORLD
At 18th Level you can cast Harm without using a spell slot or material components a number of times per day equal to your Proficiency Bonus. Spellcasting ability is Primary Ability Score.


JELLY MONSTER
Jelly Monsters have become Oozes, and their Primary Ability Score Modifier is Strength or Constitution.

GELATINOUS
At 3rd Level you become immune to the Blinded, Charmed, Deafened, Frightened or Prone conditions. You gain Blindsight with a range of 30 feet, but are blind past that radius. You can move through a space as narrow as 1 inch wide without squeezing.

MONSTROUS ABILITY
At 7th Level you can choose one additional Monstrous Ability from the main list, or from the list below (you may take the Monstrous Abilities from the list below anytime you would qualify for a new one as well):

Corrosive Form (Prerequisite: Elemental Body: Acid): Any nonmagical weapon made of metal or wood that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.

Nonmagical ammunition made of metal or wood that hits you is destroyed after dealing damage.

You can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

Engulf (Prerequisite: Elemental Body: Acid): You move up to your speed. While doing so,you can enter Medium or smaller creatures' spaces. Whenever you enter a creature's space, the creature must make a DC Dexterity saving throw. Save DC is (8 + Proficiency Bonus + Primary Ability Score Modifier).

On a successful save, the creature can choose to be pushed 5 feet back or to the side of you. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, you enter the creature's space, and the creature takes acid damage from your Elemental Body (as well as any other effects linked to it) and is engulfed. The engulfed creature can't breathe, is restrained, and takes your acid damage at the start of each of your turns. When you move, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a Strength check (DC is same as above). On a success, the creature escapes and enters a space of its choice within 5 feet of you.

Increased Blindsight (Prerequisite: 9th Level): The range of your Blindsight increases to 60 feet.

Liquid Form (Prerequisite: 13th Level): You become immune to the following Conditions: Grappled and Restrained. You may also enter an enemy's space and stop there.

Transparent (Prerequisite: 7th Level): Even when you are in plain sight, it takes a successful Wisdom (Perception) check to spot yo if you have neither moved nor attacked. A creature that tries to enter your space while unaware of you is surprised by you. Check DC is (8 + Proficiency Bonus + Primary Ability Score Modifier).

GROWTH
At 18th Level your Size becomes Large, increasing your reach +5 ft. If you also have Engulf, you can now use it on Large or smaller creatures. If you have Elemental Body, it does another +1d10 damage. If you don't have Elemental Body, you gain it (it does acid damage). Your Blindsight range increases by +30 ft.

Bhu
2023-10-28, 06:47 PM
VEGETAL MONSTER
Vegetal Monsters are now Plants or Fungi. Their Primary Ability Score Modifier is Strength, Constitution or Wisdom.

I AM A SHRUBBERY
At 3rd Level, you are indistinguishable from normal plant/fungus matter, and you gain resistance to bludgeoning damage. Your Type changes to Plant, and you can speak Sylvan.

MONSTROUS ABILITY
At 7th Level you can choose one additional Monstrous Ability from the main list, or from the list below (you may take the Monstrous Abilities from the list below anytime you would qualify for a new one as well):

*Innate Spellcasting: You can innately cast one spell from the list below once per day, requiring no material components. Its innate spellcasting ability is Wisdom.
Available at 7th Level: Grasping Vine, Plant Growth, Speak With Plants, Summon Plant*
Available at 9th Level: Commune With Nature, Spore Cloak*, Tree Stride, Wrath of Nature
Available at 13th Level: Animate Plants*, Poison Vines*, Transport Via Plants, Wall of Thorns
Available at 17th Level: Control Plants*, Forest Child*, Shambler*, Unyielding Roots*

Pollen Cloud (Prerequisite: 13th Level): As an Action you eject spores within a 10 ft. radius from yourself. The pollen spreads around corners. Living creatures within the area must succeed on a Constitution saving throw or be stunned for 1 minute. The targets can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Save DC is (8 + Proficiency Bonus + Primary Ability Score Modifier). You may do this a number of times per Long Rest equal to your Proficiency Bonus.

Spore Cloud (Prerequisite: 17th Level): As an Action, you can unleash a 10-foot-radius cloud of toxic spores. The spores spread around corners. Each creature in that area that isn't a Plant must succeed on a Constitution saving throw or be poisoned. While poisoned in this way, a target takes 2d8 poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may do this a number of times per Long Rest equal to your Proficiency Bonus.

FOREST OF ANGER
At 18th Level the ground in a 10 foot radius around you is difficult terrain. A creature entering the area must succeed on a Strength saving throw or be restrained by the entangling plants until you move more than 10 feet away. A creature restrained by this effect can use its action to make a Strength check. On a success, it frees itself. Both the Save DC and Check DC are equal to (8 + Proficiency Bonus + Primary Ability Score Modifier). You may suspend, or resume, this effect without using an Action once per round. As a Bonus Action, you can cause one creature you have Restrained to make a Strength check or be pulled Prone. A creature held Prone can make a Strength check to stand.

Summon Plant
4th Level Conjuration
Casting Time: 1 Action
Range: Touch
Components: V, S, M (a bit of spores or pollen)
Duration: Concentration, up to 1 hour
You call forth a plant creature of challenge rating 5 or less. It manifests in an unoccupied space that you can see within range. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it take the Dodge action and uses its move to avoid danger.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.

Spore Cloak
5th Level Conjuration
Casting Time: 1 Action
Range: Self and square you occupy
Components: V, S, M (a pinch of spores)
Duration: Concentration, up to 10 minutes
The square you occupy becomes occupied with a twisting cloud of fungal spores. Anything in the square is lightly obscured, but you can see through the spores just fine. Anything attacking you from 5 feet away or that enters your square must make a Constitution Save or take 5d8 Poison damage (half as much on a successful Save).

At Higher Levels:When you cast this spell using a spell slot of 4th level or higher,

Animate Plants
7th Level Transmutation (Ritual)
Casting Time: 1 Action
Range: 120 ft.
Components: V
Duration: Concentration, up to 1 Minute
Plants come to life at your command. Choose two Large or 1 Huge nonmagical Plants within range. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

An animated plant has an AC of 15 + the Level of the Spell, and it's hit points, attacks, Strength, and Dexterity are determined by its size. Its Constitution is 15 and its Intelligence and Wisdom are 4, and its Charisma is 3. Its speed is 30 feet (40 feet if Large or Huge). It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated plant drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to its original form.

If you command a plant to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific plant inflicts slashing or piercing damage based on its form. A Large Plant has 60 hit points (plus an additional 15 hp per Spell Level over 7th). A Huge Plant has 90 hit points (plus an additional 15 hp per Spell Level over 7th). Strength is 18 for a Large creature, and 23 for a Huge creature. Dexterity is 10 for a Large creature, and 8 for a Huge one. Attack is +8 to hit and does 2d10+4 damage for a Large creature. Attack is +10 to hit and does 2d12+6 damage for a Large creature.

Optionally, you can choose to partially animate every nearby plant. IF this option is chosen it has the effects of an Entangle spell within a 40 foot square area. Duration becomes 10 Minutes, no Concentration.

At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the creature you animate gains increased AC and Hit Points. If option two is taken, increase the area of effect by 10 square feet for every spell slot Level above 7th.

Poison Vines
4th Level Conjuration
Casting Time: 1 Action
Range: 90 feet (20 foot radius)
Components: V, S, M (crown of ivy leaves)
Duration: Concentration, up to 1 minute
This is identical to the Entangle spell, but with the addition of sprouting toxic vines. Any creature starting it's turn or entering the area of the spell must make a Constitution Save or take 3d5 Poison damage (half damage is the Save is successful).

Control Plants
8th Level Enchantment
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
One or more Plant creatures that you can see within range must make a Wisdom Save, or become controlled by you for the duration of the spells. The total CR of all the creatures cannot exceed your Hit Dice. It otherwise works like Dominate Monster.

At Higher Levels:When you cast this spell using a spell slot of 4th level or higher,

Forest Child
8th Level Transmutation
Casting Time: 1 Action
Range: 120 feet
Components: V, S, M (hardwood replica of yourself worth 10 gp)
Duration: Concentration, up to 1 Hour
You draw forth a humanoid figure from the wood of a Large or bigger tree. It is a wooden statue resembling yourself, with the same ability scores (except Int and cha, which are both 3) and stats, but without your Class Abilities or equipment. It has Damage Resistance to Bludgeoning and Piercing damage, and Vulnerability to Fire damage. It's Armor Class is 18 plus your Dexterity modifier. While your creature is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your creature's eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own Senses. The creature is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The creature lasts until it drops to 0 hit points, or the spell ends. As a Bonus Action you can switch places with it (anything that would affect teleport affects this), but it reduces the maximum duration of the spell by 5 minutes each time you do this. You may also cast a spell through it as an Action, and it's origin point is the creature instead of you. Spells you cast with a Range of Self may be cast on yourself or the creature in this manner. Using this ability likewise reduces the maximum duration of the spell by 5 Minutes each time it is used.

Shambler
9th Level Conjuration
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 7 hours
You summon three Shambling Mounds, which appear in an unoccupied space that you can see within range. The Shambling Mounds disappear when they drop to 0 hit points or when the spell ends.

The Shambling Mounds are friendly to you and your companions for the duration. Roll initiative for the Shambling Mounds, which has their own turns. They obey any verbal commands that you issue to it (no action required by you), as long as they aren't suicidal demands. If you don’t issue any commands to the creatures, they defend themselves from hostile creatures but otherwise take no actions.

Unyielding Roots
9th Level Transmutation (Ritual)
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
For the duration of the spell you (or one touched creature) gins the following abilities:

You cannot be moved against your will, and are immune to the Prone condition.
Advantage on Strength, Constitution and Willpower Saving Throws.
Immunity to Poison and Necrotic damage.
At the beginning of each of it's turns the recipient of the spell heals 5 hit points, as long as it has one or more hit points.



UNDEAD MONSTER
Undead Monsters are deceased, but still moving. Their Primary Ability Score Modifier is any Ability Score of your choice.

DEATHLY PALLOR
At 3rd Level, your Type becomes Undead, and you gain immunity to Poison damage, and the Poisoned Condition.

MONSTROUS ABILITY
At 7th Level you can choose one additional Monstrous Ability from the main list, or from the list below (you may take the Monstrous Abilities from the list below anytime you would qualify for a new one as well):

*Innate Spellcasting: You can innately cast one spell from the list below once per day, requiring no material components. Its innate spellcasting ability is Wisdom.
Available at 7th Level: Animate Dead, Death Ward, Shadow of Moil, Summon Undead
Available at 9th Level: Antilife Shell, Contagion, Danse Macabre, Enervation
Available at 13th Level: Circle of Death, Create Undead, Finger of Death, Regenerate
Available at 17th Level: Bodak's Glare*, Create Greater Undead*, Energy Drain*, Plague of Undead*

Turning Defiance (Prerequisite: 13th Level): You and any undead within 30 feet of you have advantage on saving throws against effects that turn undead.

Withering Gaze (Prerequisite: 17th Level): As an Action, one creature that you can see within 60 feet of you must make a Constitution saving throw, taking 4d10 necrotic damage on a failed save, or half as much damage on a successful one. Save DC is (8 + Proficiency Bonus + Primary Ability Score Modifier).

UNDEAD FORTITUDE
At 18th Level If damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.

Bodak's Glare
8th Level Necromancy
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
When a creature that can see your eyes starts its turn within 30 feet of the you, you can force it to make a Constitution saving throw if you aren't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the frightened condition. Otherwise, a creature takes 8d10 psychic damage on a failed save.

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 has disadvantage on attack rolls against you until the start of its next turn. If the creature looks at you in the meantime, it must immediately make the saving throw. If you kill a Humanoid with this spell, it rises as a Bodak 24 hours later.

Create Greater Undead
8th Level Necromancy (Ritual)
Casting Time: 1 Minute
Range: 10 feet
Components: V, S
Duration: Instantaneous
Identical to Create Undead, but creates ghosts instead of ghouls.

At Higher Levels: When you cast this spell using a 9th-level spell slot, you can animate or reassert control over four ghosts.

Energy Drain
9th Level Necromancy
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 5d10 necrotic damage, and the spell ends. On a failed save, the target takes 10d10 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 10d10 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

Plague of Undead
9th Level Necromancy (Ritual)
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M (black sapphire worth 100 gp)
Duration: Instantaneous
You can cast this spell only at night. Every corpse of a Medium or Small humanoid within range becomes a skeleton or zombie under your control. The DM has game statistics for these creatures.

As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Creatures you create with this spell are under your control indefinitely, and you can control one skeleton or zombie per Level.


ZOANTHROPIC MONSTER
Zoanthropic Monsters are half man half Beasts, cursed by the the Gods. Well usually. Were curses are mighty popular among supernatural beings who value chaos and despair. Whether or not they spread their curse varies heavily on the personality of the cursed. Primary Ability Score is Strength, Dexterity or Constitution.

CURSED'
At 3rd Level, you gain the Shapechanger tag, and you can use your Action to change from an animal/humanoid hybrid, to an animal of whatever type you happen to be.

MONSTROUS ABILITY
At 7th Level you can choose one additional Monstrous Ability from the main list, or from the list below (you may take the Monstrous Abilities from the list below anytime you would qualify for a new one as well):

Control (Prerequisite: Cursed Bite, 13th Level): You can attempt to tell Zoanthropic Monsters you have created. AGainst zoanthropes created by your Cursed Bite, you can effectively cast Geas/Quest once per long rest as an Action.

Cursed Bite (Prerequisite: Natural Attack defined as a Bite): If the target of your successful Bite is a humanoid, it must succeed on a Constitution saving throw or be cursed with were something ism. If your PC is a 'Werewolf', they become standard werewolves. Save DC is (8 + Proficiency Bonus + Primary Ability Score Modifier)

Improved Pack Tactics (Prerequisite: Pack Tactics): You now gain advantage as long as you can see a friendly creature who isn't Incapacitated.

Improved Regeneration (Prerequisite: 13th Level, Regeneration): You now regenerate double your Proficiency Modifier in damage at the start of your turn, unless you took damage from a silvered weapon in the previous round.

Weapon Immunity (Prerequisite: 17th Level): You become immune to bludgeoning, piercing, and slashing from non-magical attacks that aren't silvered

BESTIAL ATTACK
At 18th Level you may 'power up' as a Bonus Action up to 3 times per long rest. All attacks you make with your Natural Attacks on the rest of your turn do one additional die of damage.