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Monstrous Heroes (Preview v.4.4)
Monstrous Heroes (Preview v.4.4)
Monstrous Heroes (Preview v.4.4)
Credits
Designer/Author/Editor/Layout: Esper
Illustrators: Esper, Joan Maldonado
PROPOSED CONTENTS
Introduction/Rules
Using this Book Monster Classes
To use the content in Monstrous Heroes, you only need the 5e • Arachnir (monstrosity)
basic rules or core rulebooks.
• Arborean (plant)
• Brindlecap (fey)
New Creatures, Spells, Items, • Dragon (dragon)
etc. • Lycanthrope (monstrosity)
Any content marked with MH is found within Monstrous • Minotaur (monstrosity)
Heroes.
• Nefarix (fiend)
Rules • Ogre (giant)
• Oosia (elemental)
Race-Class. A monster class serves as both your race and • Paracosma (aberration)
class. Therefore you must begin a monster class as a 1st-level • Protean (ooze)
character. You cannot take levels in another class unless you
• Revenant (undead)
have the feature Versatility. This represents the monstrous
race developing into its various features. Also, without the • Vampire (undead)
Versatility feature, monster classes would be particularly • Vivilith (construct)
susceptible to exploitation through level-dipping. • Yadira (celestial)
Most monster classes gain Versatility at a certain Backgrounds
point in their level progression. Once you have this feature,
further levels you gain can be either in your monster class
Feats
or in another class. For example, at 9th-level vampire you Spells
gain Versatility. When you reach the next level, instead of Items
taking vampire 10, you decide to take warlock 1. You are Settings & Campaign Plots
then considered a multiclass character (vampire 9/warlock
NPCs
1). Later, when you reach the following level, you can take
vampire 10 or warlock 2 or the first level in a different class.
Page Count Estimate: 190
Character Backgrounds. You still select a background as
normal when playing a monster class. See the Backgrounds
chapter for monstrous backgrounds.
Stretch Goals (still locked)
• Hag (fey)
• Additional Settings (more monstrous cities
& campaign plots)
• Troll (giant)
Product Identity: The following items are hereby identified
as Product Identity, as defined in the Open Game License • Sphinx (monstrosity)
version 1.0a, Section 1(e), and are not Open Content: product, • Additional NPCs
logos, identifying marks, trademarks, trade dress; creatures,
characters, deities; stories, plots, dialogue, lore, flavor text, Page Count Estimate (with Stretch Goals): 250
sidebars; artwork, graphics; spells, special abilities, new class
options; magic items, enchantments, equipment, magic shops;
traps, puzzles, riddles; and names (of characters, creatures,
places, etc.). Elements that have previously been designated as
Open Content are not included in this declaration.
A Shrouded Past
Multiple stories exist that each claim to explain the origin of
minotaurs. One myth states that a god cursed a disobedient
royal family, so that the children they bore were flesh-
eating, bull-headed monsters. Another tale purports that
long ago, a cult performed a ritual that transformed them
from humans into minotaurs. Other lorekeepers believe that
a person can turn into a minotaur by successfully reaching
the heart of a certain labyrinth, while others still argue that
minotaurs are simply a natural race, like any other, whose
homeland was ravaged by war long ago.
Esper
Minotaur Racial Acute Senses. You have both proficiency and expertise in
Perception.
Traits Darkvision. You have superior vision in dark and dim
conditions. You can see in dim light within 60 feet of you as
Minotaur provides both your racial traits and class features. if it were bright light, and in darkness as if it were dim light.
Ability Score Increase. Your Strength score increases by You cannot discern color in darkness, only shades of gray.
2, and one other ability score of your choice increases by 2. Gore. Your horns are a natural weapon, which you can
Age. Minotaurs go through several growth spurts, use to make unarmed strikes. On a hit, your gore attack
typically reaching adulthood around age 14. Those who do deals piercing damage equal to 1d8 + your Strength modifier.
not die from violent conflict can live for more than a century, Labyrinthine Recall. You can perfectly recall any path
with some rare individuals achieving 200 years. you have traveled.
Typical Alignments. Chaotic evil, chaotic neutral. Languages. You can speak, read, and write Abyssal and
Minotaurs are volatile and combative, though certain Common. Abyssal is your mother tongue, while Common is
individuals find ways to manage their wildness. Minotaurs secondary to you.
tend toward evil, in a brutish sense, but there are some who
channel their aggressiveness away from malevolence. Preferred Ability Scores
Creature Type. Your creature type is monstrosity. Most minotaurs prefer Strength as their highest ability
Size. Minotaurs begin at the upper end of Medium size, score, followed by Constitution and Wisdom. If you plan to
standing between 7 and 8 feet tall and weighing from 250 cast spells, you might favor Wisdom as your second-highest
to 350 pounds. Your size later increases, as described at 5th ability score.
level.
Speed. Your base walking speed is 30 feet.
Minotaur Class 3. Your next gore attack this turn deals an additional 1d6
piercing damage.
Features 4. Make a gore attack.
Hit Dice: 1d10 per minotaur level Dualism
Hit Points at 1st Level: 10 + your Constitution modifier You are adept at striking and parrying with two weapons.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution • When you are two-weapon fighting, the weapons do not
modifier per minotaur level after 1st. need to have the Light property.
• You can draw or stow two one-handed weapons
Proficiencies simultaneously.
Armor: Shields • As a reaction, you can add 2 to your AC against one
melee attack that would hit you. To do so, you must see
Weapons: Simple weapons, martial weapons the attacker and be wielding two one-handed weapons.
Tools: None
Saving Throws: Strength, Constitution Spiritguard
Skills: Choose two from Animal Handling, Athletics, You are a sentinel who is in touch with the mystical aspects
Intimidation, Investigation, Nature, Stealth, and Survival of battle.
• As a bonus action, choose yourself or a minotaur you
Equipment can see within 60 feet of you. The target gains a +1d4
bonus on the attack roll of the next gore it makes before
You start with the following equipment, in addition to the the start of your next turn.
equipment from your background: • When a creature casts a spell, you can make an
• A martial weapon opportunity attack against it with your gore.
• A simple weapon
• (a) a dungeoneer’s pack or (b) an explorer’s pack Unrelenting
You fight in a frenzy, making constant attacks at every
• 25 gp worth of equipment (keep any unused portion as
coins) possible opportunity.
• When you miss with a two-handed melee weapon
Minotaur Feature DC attack on your turn, you can use a bonus action to make
another attack with the same weapon, striking with
Certain minotaur features require that the target make a its pommel or haft. If this attack hits, the weapon’s
saving throw. The DC for your minotaur features is 8 + your damage is 1d4 bludgeoning (or 2d4 bludgeoning if you
proficiency bonus + your Strength modifier. This does not are Large and wielding a Larged-sized weapon).
apply to spells, which are handled separately. • When a creature stands up from prone, you can make
an opportunity attack against it with your gore.
Charge (level 1)
As an action, you move up to your speed and make a Unarmored Defense: Tough
gore attack. If you move at least 10 feet in a straight line and Wary (level 1)
immediately before making this attack and you hit, you deal While you are not wearing any armor, your Armor Class
an additional 1d8 piercing damage. This additional damage equals 10 + your Constitution modifier + your Wisdom
increases to 2d8 once your size increases at 5th level. modifier. You can use a shield and still gain this benefit.
When you deal the additional damage to a creature that
is no more than one size category larger than you, it must
succeed on a Strength saving throw or be pushed 10 feet
Battle Vigor (level 2)
away from you and knocked prone. You have tasted battle and how the thrill of victory
invigorates you. When you reduce an enemy to 0 hit points
Minotaur Fighting Style with a melee attack, you can regain 2d6 hit points. The
amount of hit points you regain increases by 1d6 every two
(level 1) minotaur levels beyond 1st (3d6 at 3rd level, 4d6 at 5th level,
You have a particular way of fighting, which was either etc.). Once you use this feature, you must finish a short or
taught to you by fellow minotaurs or that you naturally long rest to regain it.
developed. Choose one of the following options.
Demonhorn
Reckless Attack (level 2)
You can throw aside all concern for defense to attack
Wild power runs through your blood.
with fierce desperation. When you make your first
• When a creature enters your reach, you can make an
attack on your turn, you can decide to attack recklessly.
opportunity attack against it with your gore.
Doing so gives you advantage on melee weapon attack
• As a bonus action, roll 1d4:
rolls using Strength during this turn, but attack rolls
1. Vicious spirits deal 1d6 psychic damage to you and
against you have advantage until your next turn.
each creature within 10 feet of you.
2. You roar uncontrollably and cannot speak until your
next turn.
Minotaur Myth
(levels 3, 7, 10, 14, and 18)
Choose a minotaur myth, which influences the way in which
you stalk through labyrinths and wild lands: Juggernaut,
Labyrinth Hunter, or Horned Shaman. Each of these myths
are detailed at the end of this section.
Your natural weapons are magical and therefore overcome your proficiency bonus. You regain expended uses when you
resistance and immunity to nonmagical attacks. finish a long rest.
Improved Traps
(levels 7, 10, 14, and 18)
Your traps become deadlier, dealing a larger amount of
damage dice: 3 dice at 7th level, 4 dice at 10th level, 5 dice at
14th level, and 6 dice at 18th level.
Blindsight (level 5)
You gain blindsight out to 20 feet. Within this range, you
can perceive effectively regardless of any visual
obscurement, such as blindness, darkness, or invisibility.
Cover still functions normally.
Multiattack (level 5)
You have learned how to better coordinate your attacks.
As an action, you can make two attacks. Only one of these
attacks can be Shoot Web.
Magical Attacks
(level 6)
Your natural weapons are magical and
therefore overcome resistance and
immunity to nonmagical attacks. This
benefit extends to any spiders you
magically summon.
Versatility (level 6)
Further levels you gain can either be in
arachnir or another class.
Supernatural
Venom (level 9)
Poison damage you deal ignores resistance
and immunity. Along with this, you ignore creatures’ Dreadfang
immunity to the poisoned condition. This benefit extends to The dreadfangs are the most ferocious of the arachnir. They
any spiders you magically summon. are suited for close combat and wield the most venomous
bites of their kind. They are feared not only for their fangs,
Arachnir Flurry (level 11) but for the bristles they can launch from their bodies.
You learn how to string together a combination of mobile
attacks. As an action, you can move up to your speed without Chitinous Warrior (level 1)
provoking opportunity attacks. You can make four attacks Dreadfangs are among the hardiest of arachnirs.
at any points throughout this movement. Up to two of these • Your AC increases by 1.
attacks can be Shoot Web. • You have resistance to poison damage, and you gain
Once you use this feature, you must finish a short or advantage on saving throws against poison.
long rest to regain it.
Quick Spring (level 1)
—Arachnir Broods— You have a sly springing maneuver that enhances your
skirmishing combat style. As a bonus action, you can move
The arachnir are a terrifying and versatile race of monstrous up to 10 feet without provoking opportunity attacks. This
Joan Maldonado
folk, loathed by many for their venomous bites, entrapping movement can be walking, climbing, or jumping.
webs, and mastery of the dark arts. Among their ranks,
there are different roles, which are known as broods. An
arachnir’s brood is both a matter of inborn characteristics
and specialized training.
Empowered Venom (level 3) yours, and it has 20 hp (vulnerability to fire; immunity to
When you hit a creature with a bite attack, you can deliver a bludgeoning, poison, psychic). If you lose contact with it for
more powerful dose of venom. The bite deals an additional 24 hours, it becomes a dry cobweb that rots to uselessness.
2d8 poison damage, and the target must succeed on a You can replace your gossamer segment by finishing a long
Constitution saving throw or be poisoned for 1 minute. rest.
The target repeats the saving throw at the end of each of its
turns, ending the effect on itself on a success. Web Mastery (level 3)
The DC for your Empowered Venom is 8 + your There are none so masterful in the art of web-spinning as the
proficiency bonus + your Constitution modifier. murkweavers.
You can use this feature a number of times equal to • The range of your Shoot Web increases to 60 ft./120 ft.,
your proficiency bonus. You regain expended uses when you and the webbing’s hit points increase to 10.
finish a long rest. • As a bonus action, you can engage in a Strength
(Athletics) contest with a creature restrained by your
Stinging Bristles (level 7) webbing within 60 feet of you. If you win the contest,
you pull the creature up to 20 feet closer to you.
Your abdomen is covered in miniscule, toxic bristles that you
can project, either by kicking them off or shooting them. Spider Shifter (level 7)
As an action, you project the bristles in a 30-foot cone. Each
As an action, you can magically transform into a spider that
creature in this area must make a Constitution saving throw.
is approximately 4 inches in diameter. Your statistics remain
On a failed save, a creature takes 1d6 piercing damage per
the same, with the following exceptions:
two arachnir levels you have and is poisoned for 1 minute. If
a creature fails this saving throw by 5 or more, it is blinded • Your size is Tiny. You can squeeze through openings as
narrow as 1/2 inch wide.
as long as it is poisoned. An affected creature can repeat the
• The only attack you can make is your bite. You only deal
saving throw at the end of each of its turns, ending the effect
1 piercing damage with it, though the poison damage is
on itself on a success. A creature that succeeds on its initial unchanged.
saving throw takes half damage and is not poisoned. • You cannot cast spells.
The DC for your Stinging Bristles is 8 + your proficiency
• You cannot speak or perform any action that a Tiny
bonus + your Dexterity modifier. spider is incapable of.
You can use this feature a number of times equal to • Attack rolls made against you by Medium and larger
your proficiency bonus. You regain expended uses when you creatures have disadvantage.
finish a long rest. When you transform, your equipment melds into your new
form, and you cannot use or otherwise benefit from any of
Paralytic Toxin (level 10) it.
When a creature fails its saving throw against your This transformation lasts a number of hours equal to
Empowered Venom, it is paralyzed for as long as it is half your arachnir level, though you can end it early as a
poisoned. bonus action. You also revert to your normal form if you
drop to 0 hit points or die.
Murkweaver Once you transform into a Tiny spider, you must finish
a short or long rest to regain the use of this feature.
In arachnir society, murkweavers possess a variety of
wondrous talents. They are master web-spinners, elite
Broodcaller (level 10)
scouts who transform into tiny spiders, and summoners As an action, you can magically summon a hunting spider
who call upon hunting spider companions. in an unoccupied space you can see within 60 feet of you
(use the stat block below). It is your ally, and it takes its turn
Gossamer (level 1) immediately after yours in initiative. It obeys your spoken
commands, and if you give it no command, it defends
You carry with you a gossamer segment that is highly
itself, though otherwise does nothing. The hunting spider
versatile. It functions as a weapon: a whip or sling. It also
disappears after 1 hour, if reduced to 0 hit points, or if you
functions as a 60-foot strand of silk rope that can hold up to
dismiss it as a bonus action. After you use this feature, you
700 pounds.
must finish a long rest to regain it.
Aside from the normal functions of these items, you
can use the segment in one of the following ways as a bonus
action:
• Make a whip or sling weapon attack.
• Attach the rope strand to a surface or object you can see
within 60 feet of you, shooting it if need be. It adheres
until removed as a bonus action. An object must be
unattended or in the possession of a willing creature.
You can have only one gossamer segment. Its AC is equal to
Spell Slots and Spells Known. The Arachnomancer
Spellcasting table shows how many spell slots you have and
Hunting Spider how many spells you know. You regain all expended spell
Medium beast, unaligned slots when you finish a long rest. Whenever you learn a spell,
choose from the sorcerer and warlock spell lists. Whenever
Armor Class 16 (natural armor) you gain a level in this class, you can replace one of these
Hit Points 75 (10d8 + 30) spells with another spell of your choice from those lists, as
Speed 40 ft., burrow 10 ft., climb 40 ft. (spider climb) long as it is of a level for which you have spell slots.
STR DEX CON INT WIS CHA Spellcasting Ability. Charisma is your spellcasting
15 (+2) 18 (+4) 16 (+3) 5 (−3) 14 (+2) 7 (−2) ability. Your spell save DC is 8 + your proficiency bonus +
your spellcasting ability modifier. Your spell attack modifier
Saving Throws Str +4, Dex +6, Con +5
Skills Perception +4, Stealth +8 is your proficiency bonus + your spellcasting ability modifier.
Senses blindsight 20 ft., darkvision 120 ft., Spellcasting Focus. You can use an arcane focus as a
passive Perception 14 spellcasting focus for your arachnomancer spells.
Languages understands Arachnir but cannot speak
Challenge 4 (1,100 XP) Proficiency Bonus +2
Multiclass Spellcaster
If you multiclass with another class that has the Spellcasting
Agile Jumper. The spider’s long jump is up to 40 feet and feature, you add one third your arachnir level (rounded
its high jump is up to 20 feet, with or without a running down) in order to determine your available spell slots.
start. It ignores the first 30 feet of falling damage, as long
as it is not incapacitated.
-ACTIONS-
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 3d6 + 4 piercing damage plus 2d8 poison
damage.
Arachnomancer
The arachnomancers are the primary spellcasters of the
arachnir race, wielding powerful spider magic and casting
spells that can assault foes, bolsters allies, and summon
swarms of spiders.
Ursine Mauler
Fast Movement (level 5) Cave Bear (ogrish fighting style)
Your speed increases by 10 feet while you are not wearing Your extraordinary bear-like qualities advance.
heavy armor. • You deal an additional 1d6 damage on attacks against
creatures you are grappling.
Size Increase (level 5) • You do not suffer disadvantage on unarmed strikes you
Your extraordinary growth has brought you to greater make while prone.
proportions. You are now Large size. You stand between • Your unarmed strikes are magical and therefore
8 and 9 feet tall and weigh from 450 to 550 pounds. Your overcome resistance and immunity to nonmagical
carrying capacity doubles, as does the amount of weight you attacks.
can push, drag, or lift. Your Strength score increases by 2,
and your maximum Strength score is now 22. Improved Toughness (level 9)
With this increase to size category, you can now wield Your Toughness feature now provides resistance to any
weapons suited to Large-sized creatures. Their damage damage type except psychic.
dice are double that of their medium equivalents,
as are their weights. For example, a javelin deals 2d6
damage, and a greatsword deals 4d6 damage.
Tenacity of Giants (level 11) Grim Overlord
Your tenacity and resilience reach incredible proportions.
When you drop to 0 hit points and do not die outright, You embody the archetype of a brutal warlord. Many fear
you can drop to 1 hit point instead. In addition, when you you, and those who do not will soon learn. The ones who
activate Tenacity of Giants, you can make a weapon attack as defy you will end up adding to your adornments with their
a reaction. treasures—or their very bones.
Once you use this feature, you regain it via Recharge 6.
At the start of each of your turns, roll 1d6. On a result of 6, Browbeat Strike (level 2)
you regain the use of Tenacity of Giants.
When you hit a creature with a melee weapon attack, you
can declare a browbeat strike. The creature must make a
Wisdom saving throw. On a failed save, it is frightened of
—Ogre Paths— you until the end of your next turn, and it must choose one
Though most ogres are dull-witted oafs and disorganized of the following:
marauders, certain rare individuals display exceptional • It takes an additional 2d10 damage from the attack.
talents. These go on to become astounding battle hulks, • The only action it can take on its next turn is Dash or
fearsome overlords, or even mysterious ogre mages. Dodge.
Once you use this feature, you must finish a short or long
rest to regain it.
Brute
You began as a ruffian and warrior, but as time goes on, Embodied Menace (level 2)
your incredible power reveals your potential to become a An intimidating air surrounds you, and those who cross you
champion among giant-kin. shudder to behold that you are a dread overlord on the rise.
• You gain proficiency with the Intimidation skill. If you
Hulking Ogre (level 2) are already proficient with this skill, you gain expertise
in it.
Your musculature is a spectacle to behold. The feats of
• You gain advantage on saving throws made against
strength that you perform truly are those of giants. being frightened.
• You have advantage on Strength checks.
• You ignore the first 30 feet of falling damage, as long as
you are not incapacitated. Minions (level 6)
You have 3 goblin allies that attend you, fight alongside you,
and otherwise obey your commands to the best of their
Rampage (level 2) ability. Their statistics are the same as the basic goblin. In
When you reduce a creature to 0 hit points with a melee combat, they share the same initiative. They do not gain
weapon attack on your turn, you can use a bonus action levels or accrue experience points, unless the GM decides to
to move up to half your speed and make a melee weapon make an exception.
attack. When you choose this feature, you find the goblins the
next time you finish a short or long rest in a location where
Onslaught of Rancor (level 6) goblins could potentially dwell (which is almost anywhere).
As an action, make two melee weapon attacks against one They follow you out of fear, awe, and the chance for
creature. If both attacks hit, make a third attack against the plunder. When one or more of the goblins die, you can gain
same creature, which deals half damage on a hit. replacements in the same fashion as the originals.
Special: If the target creature has harmed you at any
previous point in time, you have advantage on these attack
rolls. Boneclad Despot (level 10)
Once you use this feature, you must finish a short or You adorn yourself with the bones of those you have slain,
long rest to regain it. wearing them as adornments or armor. This reflects the
grim and vicious power you wield.
Quake Landing (level 10) As a bonus action, you can place a curse on a creature
When you land on a solid surface after jumping or dropping you can see within 30 feet of you. The first time you hit the
Joan Maldonado (right)
at least 20 feet, you can use a bonus action to cause a violent cursed creature with a melee attack on each of your turns, it
tremor. Each creature in contact with the surface and within takes an additional 1d10 necrotic damage and must succeed
10 feet of you must succeed on a Dexterity saving throw or on a Wisdom saving throw or be frightened of you until
take 2d6 bludgeoning damage and fall prone. the end of your next turn. The curse lasts until magically
removed. It also ends if you curse a different creature or you
die.
Once you use this feature, you must finish a short or
long rest to regain it.
Oni-Blooded Ghostly Gift (level 2)
Once per long rest, you can cast invisibility without
Running through your veins is an innate magical expending a spell slot. If you have 2nd-level spell slots, you
connection, owing to your oni heritage. Your skin has a more can also cast this spell normally.
colorful hue than most ogres, two small horns sprout from
your forehead, and there is a supernatural intensity to your
eyes. Breath of Dreaming Mists
(level 6)
Spellcasting (level 2) You can cast gaseous form and hypnotic breathMH each once per
You learn a number of spells through your oni lineage. long rest without expending a spell slot. If you have 3rd-level
Cantrips. At 2nd level, you know two cantrips. Choose spell slots, you can also cast these spells normally.
them from the sorcerer spell list. At 11th level, choose
another cantrip in this way. Breath of Brumal Fury
Spell Slots and Spells Known. The Oni Spellcasting
table shows how many spell slots you have and how many (level 10)
spells you know. You regain all expended spell slots when you Once per long rest, you can cast cone of cold without
finish a long rest. Whenever you learn a spell, choose from expending a spell slot. If you have 5th-level spell slots, you
the sorcerer spell list. Whenever you gain a level in this class, can also cast this spell normally.
you can replace one of these spells with another spell of your
choice from this list, as long as it is of a level for which you
have spell slots.
Spellcasting Ability. Charisma is your spellcasting
ability. Your spell save DC is 8 + your proficiency bonus +
your Charisma modifier. Your spell attack modifier is your
proficiency bonus + your Charisma modifier.
Spellcasting Focus. You can use a rod, staff, or totem as
a spellcasting focus.
Multiclass Spellcaster
If you multiclass with another class that has the Spellcasting
feature, you add one third your ogre level (rounded down) in
order to determine your available spell slots.
Vampire After draining the noble lady, the vampire slips off into
the night. His coachman awaits him in the gloom behind a
stable. Secluded within the carriage is his coffin, where he
Having scaled up the manor wall, the nocturnal stalker will rest by day, while traveling to meet with the treasure
vaults onto the veranda. He taps on the ornate window hunters who have contracted him for their delve into the
screen until the young noble lady awakens. “What are you dreaded Tomb of Weeping Caryatids.
doing here?” she gasps, draping a robe over her nightgown.
“I told you I would come visit you, and we would
dance in the moonlight.” He smiles through the frills of the Hunger and Desire
lacquered screen. Of all the many traits associated with vampires, what
“I thought you had said that in jest.” The maiden means defines them the most are their ravenous urges. Behind
to protest the visitor, but then she meets his gaze—two everything they do is a hunger they cannot escape. Even
alluring eyes staring through the tiny window openings. Her one who pursues interests such as collecting fine art and
resolve melts away like candle wax beside a bonfire. amassing a library of books is ultimately beholden to the
“Come to me, lovely thing,” says the visitor on the bloodlust that underpins his every endeavor. Some vampires
balcony. At that, the lady unlatches the window screen and seek friendship or romance, but such relationships will
crawls out into his embrace. He hoists her onto the veranda, never be as they are for mortals; rather, they are shadows,
where they commence to dance and to speak of many a dark tendrils that end up serving the goal of feeding upon
fanciful thing. She giggles and coos into his ear as they sway the living. Other vampires reject any affectations of a normal
under the soft glow of the moon. life, and embrace the foulest depths of their nature.
I swear, most of them want to be taken. In their hearts, they
crave such a sweet release. The rake brings his lips to the girl’s The Night that Never Ends
delicate neck and sinks his fangs into her. What a delight you
New vampires are created by a sire, sometimes called
are, lovely thing … a last delight before I go onto the filthy work that
a vampire lord, which is a vampire that has reached a
must be done.
particularly high level of power. If a sire slays a humanoid
with its blood-draining bite, and the victim is buried in the
ground, the person rises as a vampire spawn the following
nightfall. The spawn represents a lowly form of vampire,
dangerous in its own way, but nothing compared to the sire
and unlikely to ever strengthen in any substantial way.
A different type of a vampire (the one presented here
in Monstrous Heroes) is created through a dark ritual. This
process involves a sire draining a person’s blood to the
very brink of death, then opening one of its own veins and
feeding the subject. The ritual subject is placed in a tomb
or coffin, then rises again at sunset the next evening. This
new vampire begins weaker than a spawn, but its potential
is vast. Whether or not the subject willingly took part in the
ritual, they are forevermore a creature of the night, for not
only does the sun bring incapacitating fatigue, but its rays
are pure destruction.
Vampire Racial Traits You do not need to eat food or drink water to survive. Also
note that most forms of healing magic do not function on
Vampire provides both your racial traits and class features.
undead.
Ability Score Increase. Your ability scores each increase
Size. Your size is Medium, and your height and weight
by 1.
are that of your original humanoid form.
Age. Vampires do not age and are immortal unless
Speed. Your base walking speed is 30 feet.
killed. A vampire that has gone an extended period of time
Darkvision. You have superior vision in dark and dim
without feeding will appear haggard or cadaverous, but once
conditions. You can see in dim light within 120 feet of you as
it has sated itself on blood, its usual countenance returns.
if it were bright light, and in darkness as if it were dim light.
Typical Alignments. Neutral evil, lawful evil, chaotic evil.
You cannot discern color in darkness, only shades of gray.
While vampires are a diverse group in some ways, at their
Languages. You speak the language(s) of your original
core, they are undead killers who drain the life from people
humanoid race.
in order to sustain their unnatural existence. Rarely does
Vampirism. See the description below for details.
a vampire retain even a shred of compassion or goodwill
Natural Weapons. You have two natural weapons. One
from its prior life. A good-aligned vampire is considered
is a bite, and the other can be either claws or a slam (choose
an impossibility, and those who manage neutrality instead
one).
of evil do so through cold reasoning and philosophical
determination (along with concerted efforts to find solutions
to the need for feeding upon the living).
Creature Type. Your creature type is undead. You were
previously a member of a humanoid race, but after going
through a dark ritual, you have been transformed into a
vampire. You retain none of your original race’s racial traits.
Bite Grappling
Your sharp canine fangs are a natural weapon with the Certain vampire features allow you to grapple a creature
finesse property, which you can use to make unarmed when you hit with an attack. As normal, in order to grapple a
strikes. You can only use your bite to attack a target that creature, it must be no more than one size larger than you.
is willing or that is grappled by you, incapacitated, or
restrained. On a hit, your bite attack deals piercing damage
equal to 1d6 + your Strength or Dexterity modifier plus 1d6 Vampirism
necrotic damage. The target’s hit point maximum is reduced Being a vampire involves a number of characteristics, as
by an amount equal to the necrotic damage taken, and you detailed below.
regain hit points equal to that amount. The reduction lasts Feeding. As a vampire, you have a necessity to feed upon
until the target finishes a long rest. The target dies if this living people. For the purpose of this feature, a person is a
effect reduces its hit point maximum to 0. humanoid, dragon, fey, giant, or monstrosity that is sapient
You do not deal necrotic damage if the target is a and speaks a language. A feeding involves you drinking a
construct or undead, if the target does not have blood, or if person’s blood until you have killed them with your necrotic
the target’s heart has stopped beating. damage. Feeding is a supernatural process, as a person’s
When you hit a creature grappled by you with your bite blood remains in your system for only a moment before your
attack, you can choose to latch on. As long as the creature body converts it into the life essence that sustains you.
remains grappled by you, you can automatically deal your If ten nights pass in which you have not fed, you must
bite’s necrotic damage to it as an action. If you want to make make a Charisma saving throw the following sunset. The
another bite attack, you must end the latch-on (no action DC is 10 and increases by 1 each sunset thereafter. On a
required). failed save, you become no more than mindless hunger that
At 6th-level vampire, your bite’s necrotic damage carelessly attacks any living creature in sight. You regain
increases to 2d6, and at 11th-level vampire, it increases to control of yourself after you have fed.
3d6. Breathless. You can draw breath in order to speak
or to appear as a living person, but you do not require air
Claws to survive. You also have no heartbeat, and when lying
Your sharp nails are a natural weapon with the finesse motionless, you appear as a corpse.
property, which you can use to make unarmed strikes. On Gravebound. The ritual that transformed you into a
a hit, your claw attack deals slashing damage equal to 1d8 + vampire bound you to a coffin or crypt. This is known as your
your Strength or Dexterity modifier, or instead of dealing resting place, though it does not need to remain stationary
damage, you can grapple the target. (you can keep your coffin in a carriage, for example). You can
Slam only take long rests within your resting place, though you
Strikes from your limbs are a natural weapon with the can take short rests normally.
finesse property, which you can use to make unarmed If your resting place is destroyed, you can bind yourself
strikes. On a hit, your slam attack deals bludgeoning to a new one by performing a 1-hour ritual. You must be
damage equal to 1d8 + your Strength or Dexterity modifier, in the new resting place during the entirety of the ritual,
or instead of dealing damage, you can grapple the target. and the ritual fails if the coffin or crypt already belongs to
someone else.
Weaknesses. You have the following flaws.
Dealing Necrotic Damage Forbiddance. You cannot enter a residence without an
When you roll your bite’s damage, it is a good idea to use invitation from one of the occupants.
different colors of dice for the necrotic and the piercing Harmed by Running Water. You take 20 acid damage if
damage. you end your turn in running water.
One method for a GM to record the damage is for Stake to the Heart. If a piercing weapon made of wood is
the player to state the total damage dealt, which the GM driven into your heart while you are incapacitated in your
subtracts from the target’s current hit points, then the player resting place, you are paralyzed until the stake is removed.
states the necrotic damage only, which is subtracted from Sunlight Hypersensitivity. You take 20 radiant damage
the target’s maximum hit points. when you start your turn in sunlight. While in sunlight, you
Another method is for the player to state the piercing have disadvantage on attack rolls and ability checks.
damage first, which the GM subtracts from the target’s
current hit points, then the player states the necrotic Preferred Ability Scores
damage, which is subtracted from the target’s current and Vampires are highly versatile, as they came from all walks
maximum hit points. of life before being converted into undead, and various
Furthermore, if the GM is confident that a bitten target bloodlines wield different kinds of powers. It is a good idea
is not going to be regaining hit points, it is usually preferable to first look over the bloodlines to get an idea of what kind of
to simply not track the reduction of maximum hit points. vampire you want to play.
A dark beguiler will want high Charisma, a nocturne
needs high Intelligence, and a strigoi or a vampiric warrior
favors Strength or Dexterity.
Vampire Class Features Magical Attacks (level 7)
Your natural weapons become magical and therefore
Hit Dice: 1d8 per vampire level overcome resistance and immunity to nonmagical attacks.
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Versatility (level 9)
modifier per vampire level after 1st. Further levels you gain can either be in vampire or another
class.
Proficiencies
Armor: Light armor Essence Drain (level 10)
Weapons: Simple weapons Necrotic damage you deal ignores resistance and treats
Tools: None immunity as resistance.
Saving Throws: Dexterity, Charisma Furthermore, your bite now deals necrotic damage to
Skills: Choose two from Acrobatics, Athletics, Deception, constructs, undead, and creatures without blood. As long as
Insight, Intimidation, Perception, Persuasion, Religion, the creature is not completely dead, the effects of your bite
Stealth, and Survival function. This does not change your need to feed upon living
people.
Equipment
You start with the following equipment, in addition to the Regeneration (levels 10 and 18)
equipment from your background: The undead force within you develops into an innate
• A simple weapon regeneration. You regain 2 hit points at the start of your
• A resting place (see the gravebound portion your turn if you have at least 1 hit point and are not in sunlight or
Vampirism feature)
running water. If you take radiant damage or damage from
• 100 gp worth of equipment (keep any unused portion as holy water, this regeneration does function at the start of
coins) your next turn.
At 18th level, the amount of hit points you regain from
Bloodline (levels 1, 3, 7, 9, 14, and 18) your regeneration increases to 5.
Choose a bloodline, which determines a number of powers
that you possess: Dark Beguiler, Nocturne, Strigoi, or Mist Form (level 11)
Vampiric Warrior. Each of these bloodlines are detailed at
If you are not in sunlight or running water, you can use your
the end of this section.
action to polymorph into a Medium cloud of mist or back
Your choice provides you features when you choose it at
into your true form. While in mist form, you cannot take any
1st level and again at 3rd, 7th, 9th, and 14th level.
actions, speak, or manipulate objects. You are weightless,
have a flying speed of 20 feet, can hover, and can enter a
Expert Skills (levels 2 and 8) hostile creature’s space and stop there. In addition, if air
Choose two skills. If you are not proficient with a chosen can pass through a space, you can do so without squeezing,
skill, you gain proficiency with it. If you are proficient with a and you cannot pass through water. You have advantage
chosen skill, you gain expertise with it. on Strength, Dexterity, and Constitution saving throws,
and you are immune to all nonmagical damage, except the
Necrotic Resistance (level 2) damage you take from sunlight. When you transform, your
You gain resistance to necrotic damage. equipment melds into your new form, and you cannot use
or otherwise benefit from any of it. You revert to your true
Ability Score Improvement form if you die.
(levels 4, 6, 8, 12, 16, and 19)
You can increase one ability score of your choice by 2, or —Vampire Bloodlines—
you can increase two ability scores of your choice by 1. As Vampire bloodlines are different branches of the vampire
normal, you cannot increase an ability score above 20 using kindred, each of which possesses unique abilities and
this feature. characteristics. These bloodlines are passed down by sires,
through so-called generations.
Multiattack (level 5)
You have learned how to better coordinate your attacks.
As an action, you can make two attacks. Only one of these
Dark Beguiler
attacks can be a bite. Dark Beguilers are vampires who have a penchant for
influencing minds. They are also most likely to put on airs
Spider Climb (level 6) of romanticism, though this is nothing more than a tactic to
get close to prey.
You can climb any surface that is not completely smooth,
even upside down, without needing to make ability checks.
You still must use your hands and feet to climb.
Dark Beguiler Save DC it does not obey suicidal commands. If the target completes
Certain dark beguiler features require the target to make an order and does not receive further direction from you, it
a saving throw. Your save DC for these features is 8 + your acts according to its nature, though influenced by its loyalty
proficiency bonus + your Charisma modifier. to you.
During initiative, your thrall has the same initiative as
Charming Gaze (level 1) you, and it takes its turn immediately before or after yours.
You have the ability to manipulate minds and emotions with Whenever you are targeted by an attack, spell, or other
your gaze. As an action, target a beast or humanoid you can effect, and your thrall is within 5 feet of you, you can use
see within 30 feet of you. If the target can see you, it must your reaction to make the thrall the target instead of you.
succeed on a Wisdom saving throw or be magically charmed In order for a creature to be your thrall, its CR or level
by you for 1 hour. The target makes this saving throw with must be no more than 1/3 your vampire level (rounded
advantage if you or your allies are fighting it. down). The thrall is released from service if you bind a new
The charmed target regards you with trust and thrall or if you die. You can also release a thrall as an action
fascination, and it is a willing target for your bite attack. by declaring to it that you have freed it.
Each time you or your allies do anything harmful to the
target, it can repeat the saving throw, ending the effect on Heightened Defenses:
itself on a success. The effect also ends if you die or take a Willpower (level 3)
bonus action to end it. In any case, when the charm ends, You gain proficiency with Wisdom saving throws.
the target is aware that you influenced its mind.
You can use this feature a number of times equal to
your proficiency bonus. You regain expended uses when you
Pervasive Influence (level 7)
finish a short or long rest. You can now target any type of creature with Charming
Gaze, not only beasts and humanoids.
Insidious Beckoning (level 1) Furthermore, you bypass creatures’ immunities to the
charmed and frightened conditions, as long as the CR or
You can use your innate magic to control creatures. As an
level of such a creature is not higher than your vampire level.
action, target a creature you can see within 60 feet of you,
which must make a Wisdom saving throw. On a failed save,
choose two of the following effects to apply to the target:
Terrify (level 7)
• The target takes 1d6 psychic damage. This damage You can induce extreme fear in others. As an action, target
increases by 1d6 when you reach certain vampire levels: any number of creatures you can see within 30 feet of you.
5th level (2d6), 11th level (3d6), and 17th level (4d6). If a target can see you, it must succeed on a Wisdom saving
• Move the target 10 feet closer to you. Until the end throw or be magically frightened for 1 minute.
of your next turn, each 1 foot of distance the target If a creature fails its saving throw by 5 or more, the only
moves away from you costs it an additional 1 foot of actions it can take are Dash, Dodge, and Hide as long as it is
movement. frightened.
• The next saving throw the target makes before the end At the end of each of its turns, the frightened creature
of your next turn suffers a −1d4 penalty. repeats the saving throw, ending the effect on itself on a
success.
Unarmored Defense: Once you use this feature, you must finish a short or
Preternatural Deflection long rest to regain it.
(level 1)
Dominating Gaze (level 9)
While you are not wearing any armor, your Armor Class
Your ability to influence minds increases drastically. As an
equals 10 + your Dexterity modifier + your Charisma
action, target a beast or humanoid you can see within 30
modifier. If you later gain proficiency with shields, you can
feet of you. If the target can see you, it must succeed on a
use a shield and still gain this benefit.
Wisdom saving throw or be magically charmed by you for 1
hour.
Bind Thrall (level 3) The charmed target regards you as its master that
You have mastered the secret of binding creatures to your it must heed and protect. It does its best to obey your
service. To attempt to bind a thrall, you must spend 1 minute commands, though it does not obey suicidal commands. If
interacting with a creature within 10 feet of you that is the target completes an order and does not receive further
charmed by your Charming Gaze. The target then makes a direction from you, it defends and preserves itself to the best
Wisdom saving throw, and on a failed save, it becomes your of its ability.
thrall. On a successful save, the charmed condition ends, Each time you or your allies do anything harmful to the
and the target becomes immune to Bind Thrall for 24 hours. target, it can repeat the saving throw, ending the effect on
Your thrall regards you as its master that it must heed itself on a success. The effect also ends if you die or take a
and protect. It does its best to obey your commands, though bonus action to end it.
Once you use this feature, you must finish a long rest to
regain it.
Heartdrinker (level 9)
You have developed the power to draw emotional energy Your Spellbook
from your prey. You gain immunity to the charmed and The spells that you add to your spellbook as you gain levels
frightened conditions. reflect the arcane research you conduct on your own, as well
In addition, when you feed upon a person, you gain as intellectual breakthroughs you have had about the nature
strengthened emotions for 24 hours. During this time, of the multiverse. You might find other spells during your
whenever you make an ability check or saving throw based adventures. You could discover a spell recorded on a scroll or
on Wisdom or Charisma, roll 1d6 and add it to the result. an ancient spell tome.
Copying a Spell into the Book. When you find a wizard
spell of 1st level or higher, you can add it to your spellbook if
Nocturne it is of a spell level you can prepare and if you can spare the
time to decipher and copy it. Copying that spell into your
Those known as Nocturnes are dark scholars and arcanists spellbook involves reproducing the basic form of the spell,
who spend long nights pursuing esoteric knowledge. They then deciphering the unique system of notation used by the
are essentially vampiric wizards, though they have the mage who wrote it. You must practice the spell until you
ability to blend shadow magic with wizardry. understand the sounds or gestures required, then transcribe
it into your spellbook using your own notation.
Spellcasting (level 1) For each level of the spell, the process takes 2 hours and
You command an amount of arcane magic, which you obtain costs 50 gp. The cost represents material components you
through extensive studies and practice. expend as you experiment with the spell to master it, as well
Cantrips. At 1st level, you know four cantrips. Two of as the fine inks you need to record it. Once you have spent
the cantrips are blade of deathMH and shadowgazeMH (these this time and money, you can prepare the spell just like your
count as wizard spells for you). Choose the other two other spells.
cantrips from the wizard spell list. At 11th level, choose Replacing the Book. You can copy a spell from your
another cantrip from the wizard spell list. own spellbook into another book—for example, if you want
Spellbook. At 1st level, you have a spellbook containing to make a backup copy of your spellbook. This is just like
four 1st-level spells, which you chose from the wizard spell copying a new spell into your spellbook, but faster and
list. Your spellbook is the repository of the spells you know, easier, since you understand your own notation and already
except your cantrips, which are fixed in your mind. know how to cast the spell. You need to spend only 1 hour
Preparing and Casting Spells. The Nocturne and 10 gp for each level of the copied spell.
Spellcasting Table shows how many spell slots you have. You If you lose your spellbook, you can use the same
regain all expended spell slots when you finish a long rest. procedure to transcribe the spells that you have prepared
You prepare spells from those that are in your spellbook. into a new spellbook. Filling out the remainder of your
To do so, choose a number of spells from your spellbook spellbook requires you to find new spells to do so, as normal.
equal to your Intelligence modifier + half your vampire level For this reason, many vampires keep backup spellbooks in a
(rounded down). The spells must be of a level for which you safe place.
have spell slots. The Book’s Appearance. Your spellbook is unique to
Casting the spell does not remove it from your list you. It might be a beautiful tome you received as a gift from
of prepared spells. You can change your list of prepared your sire, a discreet volume that resembles a journal, or even
spells when you finish a long rest. Preparing a new list of a sinister thing bound in human skin.
spells requires time spent studying your spellbook and
memorizing the incantations and gestures you must make
to cast the spell: at least 1 minute per spell level for each spell Multiclass Spellcaster
on your list. If you multiclass with another class that has the Spellcasting
Spellcasting Ability. Intelligence is your spellcasting feature, you add half your vampire level (rounded down) in
ability. Your spell save DC is 8 + your proficiency bonus + order to determine your available spell slots.
your Intelligence modifier. Your spell attack modifier is your
proficiency bonus + your Intelligence modifier.
Ritual Casting. You can cast a spell as a ritual if that
spell has the ritual tag and you have the spell in your
spellbook. You do not need to have the spell prepared.
Spellcasting Focus. You can use an arcane focus as a
spellcasting focus for your nocturne spells.
Learning Spells of 1st Level and Higher. Each time you
gain a vampire level, you can add one spell to your spellbook
for free. You must choose this spell from the wizard spell
list, and it must be of a level for which you have spell slots.
On your adventures, you might find other spells that you can
add to your spellbook.
Deepening Shadows (level 7)
Your abilities with shadow magic increase, providing you the
following umbras.
Wings of Night (umbra): As an action, you cast the spell cloak
of shadowsMH without expending a spell slot.
Umbral Hunger (umbra): When you deal damage with a
spell, convert the damage type to necrotic (if it was not
already). Choose one creature damaged by this spell, and
regain hit points equal to the amount of necrotic damage it
took. If this damage kills a person, it counts as a feeding.
Spiritdrinker (level 9)
You have developed the power to draw mystical energy
from your prey. When you feed upon a person, you gain
three levels worth of bonus spell slots. In other words, this
functions as either one 3rd-level slot, one 2nd-level slot plus
one 1st-level slot, or three 1st-level slots. If unused, these
bonus spell slots disappear after 24 hours.
If the person you fed upon had the ability to cast spells,
you instead gain four levels of bonus spell slots.
Once you use this feature, you must finish a long rest to
regain it.
Strigoi
The most monstrous of the vampire bloodlines, Strigoii
Unarmored Defense: Abjuring often dwell in sewers, crypts, or ruins. They are frightfully
Ward (level 1) effective at attacking with their natural weapons, and
While you are not wearing any armor, your Armor Class they have a supernatural connection to nocturnal beasts.
equals 10 + your Dexterity modifier + your Intelligence
modifier. If you later gain proficiency with shields, you can Strigoi Save DC
use a shield and still gain this benefit. Certain strigoi features require the target to make a
saving throw. Your save DC for these features is 8 + your
Heightened Defenses: proficiency bonus + your Strength or Dexterity modifier.
Willpower (level 3) Feral Striker (level 1)
You gain proficiency with Wisdom saving throws.
You are a bloodthirsty monster, gaining the following
benefits:
Shadowcaster (level 3) You can make bite attacks against creatures without the
You develop the ability to tap into the power of the Plane of conditions that are normally required.
Shadow. You gain the following umbras. Once you use an Whenever you hit with a natural weapon, you can
umbra, you must finish a long rest to regain it. grapple the target in addition to dealing damage. You can
choose to latch on if it was a bite attack.
Shadow-Woven Spell (umbra): When you use an action to If you spend an action to deal your necrotic damage to a
cast a spell, you also cast blade of deathMH or shadowgazeMH creature you are latched onto, double the damage dice.
immediately before or after the spell.
Nocturnal Veil (umbra): As an action, you cast the spell Damage Transfer (level 1)
darkness without expending a spell slot. You are able to see If you take damage while grappling a creature, you can
through the magical darkness created by this instance of the spend your reaction to take half the damage, and the
spell. creature you are grappling takes the other half.
Once you use this feature, you must finish a short or long
rest to regain it.
Unarmored Defense:
Toughened Skin (level 1)
While you are not wearing any armor, your Armor Class
equals 10 + your Dexterity modifier + your Constitution
modifier. If you later gain proficiency with shields,
you can use a shield and still gain this benefit.
Heightened Defenses:
Durability (level 3)
You gain proficiency with Constitution saving throws.
Unarmored Defense:
Toughened Skin (level 1)
While you are not wearing any armor, your Armor Class
equals 10 + your Dexterity modifier + your Constitution
modifier. You can use a shield and still gain this benefit.
Heightened Defenses:
Durability (level 3)
You gain proficiency with Constitution saving throws.
Bloodflow (level 7)
Whenever you use Sanguine Blade on a creature, it must
succeed on a Constitution saving throw or suffer bloodflow.
An affected creature takes the necrotic damage of your
bite attack (including all the associated effects) at the start
of each of its turns for 1 minute. This effect ends if you die or
are more than 120 feet away from the creature.
As an action, the affected creature or a creature within
reach can end the bloodflow by making a successful Wisdom
(Medicine) check against your vampiric warrior save DC. A
creature cannot suffer from multiple instances of bloodflow
at the same time.
Crawling Infiltrators
SPELLS 3rd-level conjuration (druid, ranger, sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 60 feet
Blade of Death Components: V, S, M (a spider or a few spider legs)
Necromancy cantrip (cleric) Duration: Concentration, up to 1 hour
Casting Time: 1 action
Range: 60 feet You summon crawling infiltrators in a space you can
Components: V, S see within range. This swarm is your ally, and it takes its
Duration: Instantaneous turn immediately after yours in initiative. It obeys your
commands, and if you give it no command, it defends
A spectral blade flies through the air, as though cast from itself, though otherwise does nothing. It understands the
an angel of death. Make a ranged spell attack. On a hit, the languages you know but cannot speak.
target takes 1d8 necrotic damage, and if you did not score a You can communicate with the swarm telepathically,
critical hit, the next time you hit the target with blade of death up to a range of 1 mile. Furthermore, as an action, you can
before the end of your next turn, it is a critical hit. perceive through the swarm’s senses until the start of your
This spell’s damage increases by 1d8 when you reach 5th next turn. During this time, you are deaf and blind with
level (2d8), 11th level (3d8), and 17th level (4d8). regard to your own senses.
Carnage
2nd-level transmutation (druid, sorcerer) Crawling Infiltrators
Casting Time: 1 bonus action Medium swarm of Tiny beasts, unaligned
Range: 30 feet
Components: V, S, M (a drop of blood) Armor Class 15 (natural armor)
Duration: Concentration, up to 1 minute Hit Points 38 (7d8 + 7)
Speed 30 ft., climb 30 ft. (spider climb)
Choose up to three creatures within range, who become STR DEX CON INT WIS CHA
filled with ferocity and deadly accuracy. Each target can 3 (−4) 18 (+4) 12 (+1) 3 (−4) 14 (+2) 3 (−4)
score a critical hit on a roll of a natural 18–20. Skills Perception +4, Stealth +8
At Higher Levels. When you cast this spell using a spell Damage Resistances bludgeoning, piercing, slashing
slot of 3rd level or higher, you can target one additional Condition Immunities charmed, frightened, grappled,
creature for each slot level above 2nd. paralyzed, petrified, prone, restrained, stunned
Senses blindsight 20 ft., darkvision 60 ft.,
Cloak of Shadows passive Perception 14
3rd-level conjuration (sorcerer, warlock, wizard) Languages —
Casting Time: 1 action Challenge 3 (700 XP) Proficiency Bonus +2
Range: Self
Components: V, S Pervasive Infiltrators. Creatures within 5 feet of the
Duration: Concentration, up to 1 hour swarm have disadvantage on saving throws against poison.
Creatures in this area that have resistance to poison
You cloak yourself in conjured shadow essence, which damage lose that resistance, whereas creatures that have
provides the following benefits: poison immunity can suffer the poisoned condition and are
• While you are in dim light or darkness, you gain treated as having only resistance to poison damage.
advantage on Dexterity (Stealth) checks.
• As a bonus action on each of your turns, you can lash Swarm. The swarm can occupy another creature’s space
out with shadows at a creature within 15 feet of you. The and vice versa, and the swarm can move through any
creature must succeed on a Dexterity saving throw or opening large enough for a Tiny insect. The swarm cannot
take 2d8 necrotic damage. regain hit points or gain temporary hit points.
• You gain a flying speed equal to your walking speed.
Web Sense. While in contact with a web, the swarm knows
the exact location of any other creature in contact with the
same web.
-ACTIONS-
Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one
target in the swarm’s space. Hit: 6d4 poison damage, or
3d4 poison damage if the swarm has half of its hit points
or fewer
Fury Trance your next turn.
4th-level transmutation (druid, sorcerer) At Higher Levels. When you cast this spell using a spell
Casting Time: 1 action slot of 6th level or higher, its effects strengthen. For each slot
Range: Self level above 5th, the poison damage increases by 1d6, and the
Components: V, S, M (a tooth, claw, or piece of horn from an CR thresholds each increase by 1.
aggressive animal)
Duration: Concentration, up to 1 minute Maw of the Gorger
5th-level transmutation (druid, sorcerer)
You invoke a fury spirit into yourself, which puts you into a Casting Time: 1 bonus action
fearsome trance and causes you to take on primal aspects— Range: Self
claws, fangs, horns, fiery spit, and the like. For the duration Components: V
of the spell, you have advantage on saving throws, and you Duration: Concentration, up to 1 minute
gain two fury attacks: an elemental blast and a natural
weapon. You channel into yourself the spirit of a mighty carnivorous
You can use a fury attack as a normal attack, and you behemoth. For the duration of the spell, you gain a bite
can also use it as a bonus action. Fury attacks are magical, attack that you can use to make unarmed strikes. This
and you are proficient with them. The attack roll for your natural weapon is magical, and you are proficient with it.
elemental blast uses your spellcasting ability modifier. The On a hit, your bite attack deals piercing damage equal to 4d8
attack and damage rolls for your natural weapon use either + your Strength modifier. Instead of using your Strength
your Strength modifier or your spellcasting ability modifier. modifier for the attack and damage rolls of the bite, you can
Elemental Blast. Range 60 feet; 2d8 cold, fire, lightning, use your spellcasting ability modifier.
or thunder damage When you hit with this bite attack, you can choose to
Natural Weapon. Melee; Bludgeoning, piercing, or make it a mauling bite. You deal an additional 4d8 piercing
slashing damage equal to 2d6 + your ability modifier damage to the target, and you regain hit points equal to half
the total piercing damage you deal. If this attack reduces
Hypnotic Breath
the target to 50 hit points or fewer, it must succeed on a
3rd-level enchantment (bard, sorcerer, wizard)
Constitution saving throw or suffer 4 levels of exhaustion
Casting Time: 1 action
due to a debilitating injury. Once you have done a mauling
Range: Self (30-foot cone)
bite, the spell ends.
Components: V, S
Duration: 1 round Mystic Shield
You exhale magical vapors in a 30-foot cone. Each creature 1st-level abjuration (cleric, sorcerer, wizard)
in this area must succeed on a Constitution saving throw or Casting Time: 1 reaction, which you take when you
fall unconscious for 1 minute. This effect ends for a creature take damage
if it takes damage or someone uses an action to shake or slap Range: self
it awake. Components: V, S
A creature immune to the charmed condition is Duration: Instantaneous
unaffected by hypnotic breath. You gain resistance to this instance of the triggering
damage.
Infestation Onslaught
5th-level conjuration (druid, ranger, warlock) Noxious Mist
Casting Time: 1 action 2nd-level conjuration (warlock)
Range: 120 feet Casting Time: 1 action
Components: V, S, M (a spider or other venomous vermin) Range: 10 feet
Duration: Varies Components: V, S
Duration: Instantaneous
Spirits of deadly vermin swarm onto creatures in a 20-foot
radius, centered on a point you can see within range. The Poisonous green mists exude from you. Each creature within
spirits bite and sting viciously, and each creature in the 10 feet of you must make a Constitution saving throw. On
spell’s area must make a Constitution saving throw. On a a failed save, a creature takes 4d6 poison damage and is
failed save, a creature takes 6d6 poison damage and suffers poisoned for 1 minute. A poisoned creature repeats the
effects based on its CR or level. On a successful save, a saving throw at the end of each of its turns, ending the effect
creature takes half damage and suffers no other effect. on itself on a success. On a successful save, a creature takes
CR 1 or less: The creature is paralyzed for 1 minute and half damage and is not poisoned.
poisoned for 1 hour. At Higher Levels. When you cast this spell using a spell
CR 2–4: The creature is paralyzed until the end of your slot of 3rd level or higher, the damage increases by 1d6 for
next turn and poisoned for 1 minute. each slot level above 2nd.
CR 5 or higher: The creature is poisoned until the end of
Permeating Spores Shadowgaze
2nd-level conjuration (druid, warlock) Divination cantrip (warlock)
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 120 feet
Components: V, S, M (spores from a toxic fungus) Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
You pry into the psyche of a creature that you can see within
You create a 20-foot-radius area of magical spores centered
range. The target must make a Wisdom saving throw. On
on a point you can see within range. The sphere spreads
a failure, the target takes 1d6 psychic damage, you have
around corners, though does not obscure sight. While
advantage on attack rolls made against the target until
within this area, a creature with damage resistance loses
the end of your next turn, and you have advantage on
that resistance, whereas a creature with damage immunity
Intelligence checks to recall information about the target for
is treated as only having damage resistance. Furthermore,
1 hour.
creatures lose immunity to the poisoned condition while
This spell’s damage increases by 1d6 when you reach 5th
within the area.
level (2d6), 11th level (3d6), and 17th level (4d6).
On each of your subsequent turns after you cast this
Special: You can apply to shadowgaze any option or
spell, you can use a bonus action to move the area of spores
enhancement that applies to eldritch blast. For this purpose,
up to 30 feet in any direction.
when a target fails its saving throw against shadowgaze, this
Razor Web counts as you hitting it.
Conjuration cantrip (sorcerer, wizard)
Casting Time: 1 action
Veiling Strike
3rd-level illusion (bard, sorcerer, wizard)
Range: 60 feet
Casting Time: 1 bonus action
Components: V, S, M (a bit of spiderweb)
Range: self
Duration: 1 round
Components: V, S
You target a creature you can see within range, which must Duration: Concentration, up to 1 minute
make a Dexterity saving throw. On a failed save, the creature
The first time you hit a creature with a weapon attack before
is wrapped in razor webs of arcane force. Until the start of
this spell ends, the weapon draws an illusory veil over
your next turn, the creature takes 1 force damage for every
the target’s senses. The attack deals an extra 3d6 psychic
5 feet it moves. Teleportation or falling does not trigger this
damage, and you become invisible to the target until you
damage, though forced movement does.
make an attack, cast a spell, or stop concentrating on the
This spell’s damage increases by 1 when you reach 5th
spell.
level (2), 11th level (3), and 17th level (4).
At Higher Levels. When you cast this spell using a spell
Savage Frenzy slot of 4th level or higher, the damage increases by 1d6 for
3rd-level enchantment (druid, sorcerer, warlock) each slot level above 3rd.
Casting Time: 1 action
Range: Self (30-foot cone)
Vexing Vermin
Conjuration cantrip (druid, sorcerer, warlock, wizard)
Components: V, S, M (a tooth, claw, or piece of horn from an
Casting Time: 1 action
aggressive animal)
Range: Touch
Duration: 1 round
Components: V, S
Duration: 1 round (see description)
With a roar, you release a wave of savage impulses in a 30-
foot cone. Each creature in this area must make a Wisdom Make a melee spell attack against one creature within 5 feet of
saving throw. On a failed save, a creature must make a melee you. On a hit, a tiny vermin such as a centipede, spider, leech,
attack against a random creature on its next turn (excluding or rat appears on the target’s body. At the end of the target’s
itself). It moves up to its speed if necessary, but otherwise next turn, the vermin deals 1d12 magical piercing damage to
does nothing else. If it is unable to attack a creature, it takes it, then disappears.
3d8 psychic damage at the end of its turn. The target or another creature within reach can attempt
A creature immune to the charmed condition is to remove the vermin before it deals its damage. As an
unaffected by savage frenzy. action, the attempting creature makes a Dexterity (Sleight of
Hand) check against your spell save DC, and on a successful
removal, the vermin disappears.
This spell’s damage increases by 1d12 when you reach
5th level (2d12), 11th level (3d12), and 17th level (4d12).
MAGIC ITEMS Vanguard Weapon
Weapon (any melee), uncommon (requires attunement)
This weapon is forged with the spirit of those who hasten
Amulet of Saving Grace ahead to meet the foe in battle. Once on each of your turns,
Wondrous Item, uncommon (requires attunement) when you spend movement to move closer to an enemy, you
While wearing this amulet, you gain proficiency with one can move an additional 20 feet closer to the enemy.
saving throw of your choice. You make this choice when you
attune to the amulet. You can swap out which saving throw
proficiency it grants by finishing a short rest, focusing on
the amulet throughout the hour.
If you fail a saving throw while wearing this amulet, you
can activate it to reroll the saving throw. Once you use this
property, it cannot be used again until the next dawn.
Bone Dagger
Weapon (dagger), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls with this
weapon. On a hit, it deals an additional 1d4 necrotic damage.
As an action, you can present the bone dagger and
speak a dark phrase commanding the undead. Each undead
creature that can see or hear you within 30 feet of you must
make a DC 15 Wisdom saving throw. If a creature fails
its saving throw, it is commanded for 1 minute, during
which time it follows your spoken commands to the best
of its ability. A commanded undead ignores any suicidal
commands, and each time it takes damage, it can repeat the
saving throw, ending the commanding effect on itself on a
success. Once you use this property, it cannot be used again
until the next nightfall.
Giant’s Satchel
Wondrous item, uncommon
This satchel weighs 20 lbs. and is always full of rocks suitable
for throwing. A rock drawn from the satchel is a magical
weapon, and it disappears after 1 round. If the wielder has a
rock attack as part of its own features, it uses those statistics
for the rock. Otherwise, the rock is treated as an improvised
weapon.
Murkthorn
Where Shadows Dwell
Hebutown
The Seven Cantons
Upcoming Monster Classes
Changes Log
V.4.3
February 24th, 2023
Ogre
• Ability Score Increase (racial trait): Revision
• Brutal Bludgeons (racial trait): Addition
• Hit Die: Increased to d12
• Crashing Storm ogrish fighting style (1st level): Revision
• Falling Tree ogrish fighting style (1st level): Revision
• Toughness (1st level): Revision
• Improved Toughness (9th level): Revision
• Browbeat Strike (grim overlord 2nd level): Revision
V.4.4
February 28th, 2023
Minotaur
• Blood Rage (juggernaut 7): Revision
Ogre
• Falling Tree ogrish fighting style (1st level): Revision
• Savage Strike greater ogrish fighting style (3rd level):
Revision
• Ability Score Improvement: Previous version
erroneously showed 6th level as having an ASI.
• Overwhelming Strike superior ogrish fighting style (7th
level): Revision
• Boneclad Despot (grim overlord 10th level): Revision
Magic Items
• Section addition
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