Monster Classes 2 - Version 2.0

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 49

Play as a monster from 1st to 20th level, with thematic class features,

rollable tables, and immersive lore. Featuring the Dragon, Ogre and Lycanthrope.
Credits Table of Contents
Lead Designer & Writer Introduction..................................3
Fermin Caballero Dragon...........................................5
https://www.youtube.com/mrrhexx
True Dragons................................ 5
Editor
Covetous Minds............................ 5
Gavin Wadsworth
Otherworldly Body...................... 6
Additional Design & Writing
Prismatic Personality................. 6
Gavin Wadsworth
Racial Features...................... 10
Graphic Design & Layout
Dave H. Newkirk II Class Features........................ 11
https://www.instagram.com/dnew2photo Draconic Colors.............................. 14
Cover Art Brass Dragon.............................. 14
Dominika Denes Bronze Dragon........................... 15
https://www.instagram.com/fankiiiart
Copper Dragon........................... 17
Interior Art Gold Dragon................................ 19
Dominika Denes
Silver Dragon.............................. 21
https://www.instagram.com/fankiiiart
Lycanthrope............................... 24
Additional Art
https://www.shutterstock.com True Lycanthropy.......................24
Pathologic Lycanthropy............24
Maledictive Lycanthropy..........25
First Printing: February 2023 Class Features........................28
©2023 MrRhexx Gaming. All Rights Reserved. Werewolf...................................... 31
MrRhexx Gaming and Monster Classes 2 design Werebear......................................33
are trademarks of Fermin Caballero.
Wererat.........................................35
Ogre............................................. 38
This work includes material taken from the System Reference
Simple-Minded...........................38
Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available
at https://dnd.wizards.com/resources/systems-reference-document. Fabled Gluttony..........................38
The SRD 5.1 is licensed under the Creative Commons Attribution Covetous Nature.........................39
4.0 International License available at https://creativecommons.org/
licenses/by/4.0/legalcode. All other content ©2023 MrRhexxGames. Racial Features...................... 42
Class Features........................ 43
Introduction
N
o fantasy story is ever complete until the hero Many of the monsters presented under Monster
slays the beast. From the dragon that lairs far Classes possess peculiar abilities that break apart
above the mountain, to the fiery demon that typical 5e class design. That is of course because they
slumbers deep below the earth. Monsters are monsters! It wouldn’t had been right to design a
allow us, the players, to have a villain to vanquish. ghost without granting it the ability to move through
An obstacle to overcome. A thing to fear. But not all walls, or a familiar that can fight without the assistance
monsters need to be the enemy. of its summoner. Many of the classes presented here
share the unique eccentricities of the creature from
From treants rising in the forest to fight the orcs which they are inspired. After all you are here to
to the vampire that hunts those of its own kind, play the monster, not some pale imitation that lacks
any creature has the potential to become the main the abilities which makes the former interesting in
character of a story. the first place.
Monster Classes offer you the ability to play as Lastly be mindful that none of these Monster Classes
monsters. Some, like the treant and the familiar are balanced for multiclassing. Because they have been
function as both your race and your class, while designed often with peculiar features that break the
others like the vampire function primarily as a class mold, there are certain combinations of monsters and
but influence some of your racial features. Included classes that have the potential to break the game, or
here is lore, character creation assistance, and all the even weaken your character. However if you do wish
necessary features for you to level up your monster all to multiclass regardless, then know you may not gain
the way to 20th level. levels in any Monster Class unless you are that monster
Do not ever feel chained to the alignment or the lore and possess its accompanying racial traits.
that these monsters possess. They are merely there Thank you so much for your endless support.
as guidance for you to understand where the monster —Fermin Caballero (MrRhexx)
comes from, or how others may perceive it; but you are
the ultimate arbiter of how your character will behave.
You are free to use or discard any of it as you see fit.
True Dragons
Draconic blood is not the only measure by which one
would catalog a creature as a true dragon, for there are
many monsters like the wyvern and the dragon turtle
who lack the most important and fundamental quality
that defines true dragons. This is the fact that true
dragons become stronger the older they get, seemingly
without any limitation.
The power that a dragon obtains upon aging is unlike
that of any other monster, for this power is not reserved
exclusively to muscular might. A dragon’s brain
enlarges as it grows older, making the dragon more
intelligent over time. Its magical blood becomes denser
and purer, granting the creature more powerful innate
magics as it grows older; its scales grow thicker, its
claws larger, its eyesight clearer, and its ears and nose
more discerning. The oldest dragons are among the
most powerful creatures in the world, able to contend
with even demon lords.

Covetous Minds
Even though many dragons have their own reasons
for doing so, all of them desire and hoard wealth,
collecting massive mounds of treasure and dedicating
their existence to protecting it. Most dragons consider
the brilliance of precious gems and the value of coins
to be worthy of their treasure hoard. However, what a
dragon would consider “treasure” shifts dramatically
depending on the kind of dragon in question. There are
dragons who collect precious tomes of lore and history,
while there are others who prefer the pleasant sight of a
perfectly sculpted set of statues as treasure.
Because of the immense value of a dragon’s treasure
Dragon hoard, it is never safe from thieves. So dragons go to

D
ragons are winged, reptile-like creatures of great any lengths necessary to secure the protection of their
power and intelligence. They are known for wealth. Some dragons hire minions to safeguard their
their great size, their capabilities for destruction, lair, while others go so far as to magically trap entire
and the resilience of the scales which adorn rooms against tampering. Since fear of having their
and protect their bodies. They are fearsome predators treasure stolen never relents, and many give way to
who possess the ability to consume almost anything, their neuroticism, dragons often end up sleeping atop
from scores of living creatures to even hard, inorganic their own piles of money, often recounting every coin
materials like stone or minerals. before and after rest.

5 CHAPTER 1 | Dragon
Otherworldly Body Creating a Dragon
The draconic body is a vessel for magical energy, which The dragon class featured here is at the ripe age for
the dragon cannot help but exude naturally. Commonly, adventuring. Being between the ages of 50 to 100, your
this is seen in the form of a breath weapon—an attack dragon has probably just recently left the territory of
which allows a dragon to project a blast of elemental its parents and begun its journey to find and claim its
energy from its mouth. Less commonly, this is also own. The lengthy process of finding the perfect lair can
seen as a change in the fauna, flora, and elemental take decades however, since a dragon has to examine
properties of the area in which the dragon resides. each individual region for enemies which may contest
its superiority.
Because of the inherent magical power of the draconic
body, dragons often find themselves the targets of In this particular age group of dragonkind, your
adventuring groups who seek to slay them; if not for dragon would have just entered young adulthood, which
their wealth, then for either their scales or organs. is a special time for every dragon. It is not just the time
Many humanoid groups have made the ritualistic when it searches for a territory, but it is also at this time
imbibing of draconic blood a customary tradition in when the desire to mate begins. Many dragons start an
order to obtain the might of dragons, while others dress extensive search for a prospective long-term partner at
themselves in the powerful scales of slain wyrms. this time, though they seldom settle until after their first
Experienced sages and wizards often seek esoteric century. It is also through the dawning of adulthood
parts of the draconic body in order to fuel dark spells of when dragons start innately developing their first spells,
incredible potency. including their ability to polymorph—which at this point
is still fairly limited.
Prismatic Personality When you create your dragon, consider that this is
meant to be the adventurous spate of its life. As every
As a species, most dragons don’t really share much with dragon knows, as soon as it collects enough treasure
one another outside of their rough physical description and finds a suitable territory, it will become increasingly
and some specific traits like those described above. difficult to leave it. Up until this point, it might have
This is because every individual kind of true dragon lived its entire life stuck in a lair with all its brothers
is magical in its own way, and is defined by its specific and sisters or living alone with its mother atop a great
subtype within the true dragon category. This class mountain. Consider that dragons teach their children
entry describes and provides options for metallic much about the world, but that still doesn’t change the
dragons: brass, bronze, copper, gold, and silver. fact that your dragon has probably never seen much
Each draconic color is its own subtype, comprised of what the world has to offer. Make sure to really sell
of its own personality traits, ecology, biology, physical that draconic curiosity that your draconic character
descriptors, elemental connection, diet, habitat, society, is bound to have!
and even forms of combat. In general, metallic dragons
are considered to be morally good, noble in demeanor,
and respected by wise humanoids. They commonly
gain the ability to shapeshift into humanoid forms as
they get older, and can recognize people by the smell of
their blood by the time they are full adults.

CHAPTER 1 | Dragon 6
Social Hierarchy d12 Social Relationships
1 You are the laughingstock of the draconic community
As dragons become young adults, they start embroiling because of a faux pas you made at the last
themselves in the local politics of their region; mainly dragon council.
with other dragons of their kind which they inevitably 2 A dragon from a far away land has been spending days
come across. Such encounters—primarily with other just flying to your territory in order to gaze at you from
metallic dragons—tend to be respectful at first, but afar. You are growing very concerned.
can easily devolve into centuries-long disputes over 3 You have been living for far too long with your siblings,
territorial limits and land rights. and the lair has now recently become too small to
house all of you. It was decided you needed to move,
Some of these meetups can turn ugly from the very
so you have been on the search for a new territory
beginning—primarily when encountering chromatic ever since.
dragons—which result in a constant fear of sudden,
deadly ambushes. The delicate dance of territorial 4 There’s an extremely attractive dragon that you hope
would become your mate, who lives not so far from
aggression in these encounters can last for many
your territory. However, there are other interested
decades, generally only ending in the death of one or suitors with more impressive hoards.
both dragons in brutal combat. Many draconic alliances
5 Your lair is set in a highly-contested territory. However,
are formed and mercenaries are bribed during these
you have been blessed with an allied dragon who has
confrontations.
helped you protect it. This ally has been growing more
When building your dragon, think about how your distant during the last couple of years and you are
presence has shifted the delicate balance between getting worried.
all the other dragons in the area. Remember that no 6 You have been quite lucky with your neighbors so
dragon will simply hand-wave the existence of another far, and have kept a good relationship with most of
in its territory without strong consideration, since every them. You look forward to the meetings every decade
single dragon will eventually grow to become a terror; to discuss socio-political events with your fellow
brethren. The new meetup is coming soon, and you
it’s always only a matter of time. Feel free to use any of
cannot wait.
the examples below to further flesh out conflicts that
may have arisen between your dragon and others. 7 Astonishingly, you successfully killed a dragon much
older and bigger than you. Now all other dragons close
to your territory fear you. You know the truth however:
it was pure luck.
8 One day you found your treasure hoard stolen,
with nothing left save for a fallen scale of the
thieving dragon.
9 Because of a mistake you made years ago, every
dragon within a day’s flying distance figured out
the location of your treasure hoard. You have been
attempting to move your treasure slowly and carefully
throughout the years, hoping that nobody finds your
new location.
10 You got into a huge fight with your mate, so you
are spending some time apart while they take
care of the eggs. You believe if you were to bring
them an incredible gift, perhaps you may mend
your relationship.
11 For reasons you can’t understand, the humanoid
settlements nearby have been deemed “off limits” for
dragons to protect. You instead make most of your
gold by doing quests for them.
12 You study and keep meticulous notes on every
dragon within 100 miles of your lair. You seek to
learn their names, their territories, and even their
psychological profiles.

7 CHAPTER 1 | Dragon
Treasure Hoard
Every dragon has a particular taste for treasure and one
of the most unique aspects of dragonkind is figuring
out what exactly makes your dragon tick. All dragons
enjoy coinage but some might appreciate it simply for
its glow, others for its inherent value with which to
purchase things, others because of its rich history and
age. In fact, many dragons merely enjoy sleeping on
vast piles of gold.
The reason your dragon seeks treasure is an
important factor that helps distinguish them from other
dragons of their kind.

d12 Treasure Hoard


1 You collect treasure for its historical value. You are
fascinated by statues and vintage, crafted objects.
2 You know that true value can only be found in
books. You seek to form a library filled with ancient
knowledge to rival even the greatest of collectors.
3 Warfare intrigues you. You want to collect the
weapons and armor of powerful warriors and
recorded figures.
4 Magic is fascinating to you, and you enjoy spending
time collecting ancient magical relics to discover
their true potential.
5 You have been fixed since birth on the culture of
a particular race. You go out of your way to collect
clothing, pieces of art, crafted materials, and
literature from this race.
6 You prefer to wear your wealth, rather than keeping it
enclosed and secret.
7 You don’t seek treasure for its own sake, but rather
to purchase for yourself a great castle in which
to live.
8 What’s the point of a hoard if not to create a massive
pile on which to sleep? You collect all manner
of coins in hopes of creating a mound worthy
of respect.
9 You are cursed with a love for a specific type of gem.
Whenever you collect treasure, you obsessively try
to barter it or sell it in exchange for more of that
particular type of gem.
10 You seek to transform your hoard into a vault meant
to safeguard the most dangerous artifacts you find
on your journeys. Better locked up than in the hands
of your enemies.
11 You are on the lookout for a mighty and powerful
sentient magic item, to function as the crown of
your hoard.
12 Beauty is all that matters, and you cannot stop
yourself from seeking glittering objects.

CHAPTER 1 | Dragon 8
Manifest Destiny d12 Manifest Destiny
1 You seek to rule over humanoids as a monarch.
A very unfortunate trait that falls onto most true One day you will have a great fortress from which
dragons—even the good ones—is an inherent feeling to rule, vassal towns who will follow your laws, and
of superiority over others. Dragons understand deeply humanoid subjects to command.
that in every measurable quality, they are simply 2 You wish to become a crusader of justice and good
better than most other living creatures; whether it is in for the chief deity of metallic dragons. One day
might, intelligence, or in magic. This gets worse and you will gather hundreds of paladins to fight for
worse over time as the dragon grows older, since it will your cause.
notice itself outliving every friend it makes throughout 3 An unbelievably kind deed was done to you by a
the years…becoming too physically big to see itself humanoid when you were small, and you vowed
as an equal to all the small and weak mortals that that you would repay that kindness tenfold. The
roam around it. humanoid died a long time ago, but you have been
repaying that debt to his descendants whenever
This trait starts to form at the onset of young you can.
adulthood for dragons, as they see their form grow 4 You dream of every single person in the kingdom
to that of a large creature. At this stage of their lives, knowing your name, and by all measures possible
most dragons start developing rudimentary feelings you will make it happen.
of grandeur that manifest as a desire to accomplish
5 One day you will be the owner of a magical item of
world-changing activities. In essence, dragons dream artifact level.
big whenever they think about their future. Think
6 A million. That’s the number that has dominated
long and hard about what the desires for your dragon
your entire life. You will obtain one million gold
character would be, considering that it knows it will pieces before you leave this world.
most certainly accomplish them in due time.
7 You have been approached by cultists who profess
You can use the examples below to help fuel your that your destiny is to become a dracolich. All
ideas for interesting projects your dragon might you would need would be to find a pristine black
seek to carry out. sapphire worth twice your weight in gold.
8 Ancient dragon sages gave you a grand prophecy
when you were born, and you have spent your life
unearthing its secrets.
9 Your parents committed a great atrocity towards you
when you were little, and you will avenge yourself
upon them one day. You know you will stand no
chance against them, but you must try.
10 Chromatic dragons are a menace to an orderly and
virtuous world, and must be eradicated from this
land. You have vowed to end the existence of each
and every one you find.
11 You have always felt like there was a magical
discovery somewhere deep within this land that, if
unearthed, would fundamentally change history for
good. You will find it and change the world.
12 You aspire to one day ascend to a form of godhood,
whether to become part of the land as a living spirit,
to find the secret to eternal life, or to somehow gain
enough worshippers to become a walking demigod.

9 CHAPTER 1 | Dragon
are carrying more than either a single Medium creature
Quick Build or two Small creatures.
You can make a dragon quickly by following these Darkvision. You gain darkvision out to a
suggestions. First, Strength should be your highest range of 60 feet.
ability score, followed by Constitution (to improve your
survivability) or Charisma (to improve your breath Perfect Body. Dragons typically gain no benefit from
damage and the effectiveness of your spells). Second, weapons or armor, and their racial pride prevents
choose either the hermit or the outlander background. them from using them. You cannot use weapons or
armor while in your true draconic form unless the item
Racial Features specifically states you can. In their stead, the scales that
naturally grow in your body protect you, granting you
The dragon is both a player race and a class, so you an AC of 14 + your proficiency bonus (your Dexterity
don’t choose a separate race when you choose this modifier doesn’t affect this number).
class for your character. As a dragon, you have the
following racial traits: Awkward Flight. Your massive body flings about
awkwardly when attempting to stay in one place while
Ability Score Increase. Your ability scores each airborne. You have disadvantage on melee attacks while
increase by 1. flying when attacking creatures on the ground.
Creature Type. You are a Dragon. Change Shape. The magical ability to polymorph
Age. Dragons never stop growing, becoming more into humanoids is one that takes dragons centuries
powerful as they age and never diminishing in strength to perfect. Because this class represents a young
even in their venerable years. They leave their nests at dragon, your ability to shapeshift is limited to a single
25-50 years of age and spend the next set of decades humanoid shape which you cannot change after you
looking for territory to claim, treasure to collect, and a have decided its form and look. You can, as an action,
lair to live in. They reach adulthood at around 100 years transform into a humanoid (as if you had cast the spell
of age before they begin to settle. Dragons can live to polymorph except it lasts indefinitely and without the
be thousands of years old, varying depending on the need for concentration) or back into your true form.
type of dragon. You use the commoner stat block for your humanoid
form but your Intelligence, Wisdom, and Charisma
Alignment. Gold, silver, and bronze dragons dedicate scores, as well as any proficiencies you might have,
their lives to fight evil. They tend to be rigid in their remain the same while polymorphed in this way. In
ideologies and are often willing to sacrifice their own addition, you keep your Sorcerous Blood feature while
well-being for the sake of their ideals. They are typically polymorphed in this way.
lawful good. Copper and brass dragons are free-spirited
beings which constantly seek new adventures and Draconic Bite. Your fanged maw is a natural weapon,
experiences. They are good natured and caring, and which you can use to make unarmed strikes. If you hit
often seek to protect the weak and the frail that live with it, you deal magical piercing damage equal to 1d8
within their domains. They are typically chaotic good. + your Strength modifier + 1d4 elemental damage. The
elemental damage is the element that is associated with
Size. Dragon sizes vary dramatically as they age. your draconic color. You may only use your natural bite
However, this class represents a young dragon between during your turn, and only once per round.
the ages of 50 to 100. The overall length from your
head to the end of your tail is 30 feet. The physical Dragon Claws. Your sharp claws are natural
space you actually occupy is 10 feet long and 5 feet weapons, which you can use to make unarmed strikes.
wide, not counting your neck and head (9 ft long) or tail If you hit with them, you deal magical slashing damage
(11 ft long). Your standing height, from the top of your equal to 1d4 + your Strength modifier. Whenever you
forward shoulders to the ground, is 7 feet; if you include take the Attack action in order to make a single claw
your neck then you can reach a height of almost 20 attack, you can instead make two claw attacks.
feet. Your maximum wingspan is 45 feet in length, but Languages. You can speak, read, and write
the minimum amount of space that you need in order Common and Draconic. Draconic is thought to be
to maintain flight is 20 feet. You weigh an average of one of the oldest languages and is often used in
2,500 pounds. Your size is Large. the study of magic. The language sounds harsh to
Speed. Your base walking speed is 30 feet. You have a most other creatures and includes numerous hard
flying speed of 30 feet. You lose your flying speed if you consonants and sibilants.

CHAPTER 1 | Dragon 10
THE DRAGON
— Spell Slots Per Spell Level —
Proficiency Breath Weapon Spells
Level Bonus Features Damage Known 1st 2nd 3rd 4th 5th
1st +2 Dragon Color, Sorcerous Blood 3d6 2 2 — — — —
2nd +2 Breath Weapon, Detect 3d6 2 2 — — — —
3rd +2 Frightening Presence 4d6 3 3 — — — —
4th +2 Draconic Supremacy 4d6 3 3 — — — —
5th +3 Extra Attack 5d6 4 4 2 — — —
6th +3 Dragon Color feature 5d6 4 4 2 — — —
7th +3 Dragon Color feature 6d6 5 4 3 — — —
8th +3 Draconic Supremacy 6d6 5 4 3 — — —
9th +4 Dragon Color feature 7d6 6 4 3 2 — —
10th +4 Legendary Action 7d6 6 4 3 2 — —
11th +4 Draconic Growth 8d6 7 4 3 3 — —
12th +4 Draconic Supremacy 8d6 7 4 3 3 — —
13th +5 Breath Weapon improvement, 9d6 8 4 3 3 1 —
Legendary Action improvement
14th +5 Legendary Resistance 9d6 8 4 3 3 1 —
15th +5 Dragon-Sense 10d6 9 4 3 3 2 —
16th +5 Draconic Supremacy 10d6 9 4 3 3 2 —
17th +6 Improved Frightening Presence 11d6 10 4 3 3 3 1
18th +6 Dragon Color feature 11d6 10 4 3 3 3 1
19th +6 Draconic Supremacy 12d6 11 4 3 3 3 2
20th +6 With Age Comes Power 12d6 11 4 3 3 3 2

Equipment
Class Features You don’t start with equipment. Instead you get a
starting wealth of 6d4 x 10 gold pieces (or the average
Hit Points of 150 gold pieces). You may—and must unless you are
Hit Dice: 1d12 per dragon level a brass dragon—exchange some of that coinage into
Hit Points At First Level: 12 + your gemstones so that at least half of your starting wealth
Constitution modifier takes on the form of precious stones. Dragons typically
Hit Points At Higher Levels: 1d12 (or 7) + your hoard their wealth without spending it, admiring and
Constitution modifier per dragon level after the 1st guarding it as it grows larger over the centuries.

Proficiencies
Armor: None
Weapons: None
Tools: None
Saving Throws: Charisma, then choose one from
Dexterity, Constitution, or Wisdom.
Skills: Choose two from Stealth, Survival, Nature,
Arcana, Investigation, Insight, Perception, Persuasion,
and Intimidation

11 CHAPTER 1 | Dragon
Spellcasting Ability. Charisma is your spellcasting
Dragon Color ability for your sorcerer spells, since your spells come
1st-level Dragon feature from your innate power. You use your Charisma
Starting from the moment you pick this class, you whenever a spell refers to your spellcasting ability. In
choose a draconic color which defines what kind addition, you use your Charisma modifier when setting
of dragon you will be. This choice determines your the saving throw DC for a sorcerer spell you cast and
personality, abilities, diet, alignment, elemental when making an attack roll with one.
resistance, and more. The options included are Gold, Spell save DC = 8 + your proficiency bonus
Silver, Copper, Bronze, and Brass; all detailed at the + your Charisma modifier
end of the class description.
Spell Attack modifier = your proficiency bonus
Your choice grants you features at 1st level and again + your Charisma modifier
at 2nd, 6th, 7th, 9th, and 18th levels. Your choice also
influences the type of Breath Weapons and elemental Components. You can cast sorcerer spells without
resistances you possess. the need for somatic or material components (unless
the component has a material cost that is worth
5 gp or more).
Sorcerous Blood
1st-level Dragon feature Breath Weapon
Many spend decades studying magic and how to 2nd-level Dragon feature
control it. To you, it comes innately. Dragons count as
sorcerers for the purposes of satisfying magical item Your draconic elemental breath is the most powerful
requirements and can also cast spell scrolls which tool in your arsenal. As an action, you can take a deep
contain spells from the sorcerer’s spell list. breath and then exhale out a potent current of energy
whose elemental type and shape is dependent on your
Cantrips. You learn two cantrips of your choice from dragon color. Refer to your Draconic Color subclass
the sorcerer spell list. You learn an additional sorcerer for its ability.
cantrip of your choice at 10th level.
Because of the extreme expansion of your chest as
Spell Slots. The Dragon Class table shows how many part of the action, you cannot use your breath weapon
spell slots you have to cast your sorcerer spells of 1st while wearing any kind of medium or heavy armor.
level and higher. To cast one of these spells, you must Once you use this feature, you cannot do so again until
expend a slot of the spell’s level or higher. You regain all you finish a short or long rest.
expended spell slots when you finish a long rest.
Starting from 6th level, whenever you use your breath
Spells Known of 1st-level and Higher. You know two weapon, you may roll a d6 at the start of each of your
1st-level sorcerer spells of your choice. turns. On a 5 or 6, you regain the use of your breath
weapon feature. Once you regain a use of your breath
The Spells Known column of the Dragon Class table
weapon in this way, you cannot do so again until you
shows when you learn more sorcerer spells of 1st level
finish a short or long rest. The number of times you
or higher. Each of these spells must be of a level for
can regain a use of your breath weapon in this way
which you have spell slots.
increases to two after 13th level.
Whenever you gain a level in this class, you can
replace one of the sorcerer spells you know with
another spell of your choice from the sorcerer spell
Detect
list. The new spell must be of a level for which you 2nd-level Dragon feature
have spell slots. You can make Wisdom (Perception) checks as
a bonus action.
Further, you know the exact value of treasure that
you can see, and can count with perfect accuracy how
many coins there are in a hoard. You can also discover
the magical properties of items which you hold. If you
hold a magical item for 1 minute, you can discern its
properties and how to use them as if you had cast an
identify spell.

CHAPTER 1 | Dragon 12
turn. Immediately after using this feature, you may
Frightening Presence fly and move up to half your movement speed to an
3rd-level Dragon feature unoccupied space.
Primal fear takes over the heart of your enemies as they
realize they fight a true dragon.
Draconic Growth
As an action, you force each creature of your choice 11th-level Dragon feature
that you can see within 30 feet of you to make a
The power of your natural weapons increases. Your
Wisdom saving throw. On a failed save, a creature
claw attacks now deal magical slashing damage equal
becomes frightened of you for 1 minute. The frightened
to 1d6 + your Strength modifier and your bite now deals
creature can repeat this saving throw at the end
magical piercing damage equal to 1d12 + your Strength
of each of its turns, ending the effect on itself on a
modifier + 1d12 elemental damage.
success. A creature that succeeds on the saving throw
becomes immune to your Frightening Presence for the
next 24 hours. Legendary Resistance
Once you use this feature, you cannot do so again until 14th-level Dragon feature
you finish a short or long rest. Your perfect body grants you proficiency in
all saving throws.
Draconic Supremacy
4th-level Dragon feature Dragon-Sense
When you reach 4th level, and again at 8th, 12th, 16th, 15th-level Dragon feature
and 19th level, you can increase one ability score of If you are able to smell, you are aware of the location of
your choice by 2, and increase each other ability score any hidden or invisible creature within 30 feet of you.
by 1. Or, at your GM’s discretion, you can take a feat
instead of these increases.
As normal, you can’t increase an ability score above
Improved Frightening Presence
20 using this feature, with one exception: your Strength 17th-level Dragon feature
score maximum increases to 22, instead of 20. The Your Frightening Presence can now be activated as
maximum further increases to 24 at 12th level, and to part of an Attack action. When used in this way, you
26 at 19th level. can automatically activate it again whenever you take
the Attack action for the next minute. These subsequent
activations within that minute ignore the normal once
Extra Attack per rest restriction, but once the minute is over you
5th-level Dragon feature must still finish a short or long rest before you can use
When you take the Attack action and make only a single Frightening Presence again.
attack with your bite, you can make two additional
attacks with your claws as part of the same action. With Age Comes Power
20th-level Dragon feature
Legendary Action You have grown past your young stage. You are a true
10th-level Dragon feature adult dragon and nothing can stop you now. You gain
You gain an additional reaction each turn which you the following benefits:
can use only to make a natural weapon attack with your • Your size increases to Huge.
tail against a target that just hit you with a melee attack. • Your Dragon-Sense feature’s range
On a hit, your tail attack deals magical bludgeoning increases to 60 feet.
damage equal to 1d10 + your Strength modifier.
• Your flying speed increases to 60 feet.
Starting from 13th level, instead of attacking with • Your darkvision range increases to 120 feet.
your tail, you gain the option to instead flap your wings
• The ranges for your Breath Weapon
with immense draconic power. When you do so, each
features are doubled.
creature on the ground within 10 feet of you must make
a Dexterity saving throw. Creatures that fail fall prone • You gain an extra special reaction with which to use
and cannot take reactions until the end of your next your Legendary Action feature.

13 CHAPTER 1 | Dragon
all costs—because without these critters, the dragon
Draconic Colors would certainly not have anyone else to talk to.
The options presented below all belong to the metallic Age. Brass dragons can live up to 3,200 years old.
category of dragons, representing about one third of
the most well-known draconic types. They generally Lair. Brass dragons prefer living underground in
see themselves as being part of the world around them, locations where digging is the most convenient to
without seeking to subjugate or destroy it. They tend to them. These places tend to be dry, arid landscapes,
have positive moral compasses and the ability to relate desert areas, and badlands, where they can easily
to humanoids in philosophical terms. swim through the ground with the least amount of solid
rock on the way.
Brass Dragon Diet. Brass dragons dislike consuming anything
that might alter the brittle ecosystems in which they
Brass dragons’ heads have a massive plate at the
forehead and bladelike horns at the chin. They have live. This means that they will not eat animals unless
frills which run the length of the neck, and possess it is to the benefit of the ecosystem, and will refuse to
manta ray-like wings. They smell like sunbaked sand, eat plants while living in a desert. Thankfully, these
and their scales glisten like polished brass. dragons have the supernatural ability to receive all
the nourishment they require from the smallest of
meals, sometimes sustaining themselves solely on the
Social Butterflies morning dew of plants.

Brass dragons live for conversation and will talk for Treasure. Brass dragons are unique in that they
hours with any intelligent being it meets, whether they dislike metallic treasures and precious stones, so
like it or not. They love exchanging stories, discussing gold and gems are wasted on them. Instead, they seek
drama between dragons, unraveling and debating artistic crafts as their favorite type of treasure—from
political philosophies, and overall just talking in beautiful, crafted statues to exquisitely-made paintings.
general. Their love for conversation sometimes goes They enjoy possessing libraries and decorating their
so far that they have been known to imprison others lairs with rugs and fancy banners. The gold they do
in order to prevent them from leaving, just so that the collect, they instead bury underground in places where
dragon can have a partner to talk to. it can easily be unearthed if needed. The best treasure a
brass dragon could ever obtain is a sentient magic item,
Many get the impression that brass dragons are since the dragon could talk to it whenever it wants to.
cowards, since they seem to always go out of their way
to avoid fighting in order to resolve things peacefully.
The reality is that these dragons will always attempt to Draconic Element
talk it out just in an effort to converse with an enemy, 1st-level Brass Dragon feature
rather than as a way to avoid combat.
The associated element of the brass dragon is fire.
You have resistance to fire damage, and the elemental
Master of Tongues damage dealt from your dragon features is fire damage.
At 11th level, you gain immunity to fire damage.
The average adult brass dragon knows over one
hundred and fifty languages, which include barely-
spoken tribal languages that might exist within its Incessant Speaker
territory and the language of most animals which 1st-level Brass Dragon feature
reside nearby. The brains of these dragons acclimate
supernaturally fast to new languages and so they You learn three languages of your choice. In
can learn new ones in a mere week of training. This addition, you can comprehend and verbally
allows them to talk to virtually any creature they are communicate with beasts.
bound to meet.
One of the most impressive feats in their arsenal is
their uncanny ability to learn and speak the language
of animals. Every brass dragon is born with this
ability and uses it to great effect in learning about the
environments in which they reside. It is thanks to this
fact that many brass dragons form strong connections
with the land in which they live, seeking to protect it at

CHAPTER 1 | Dragon 14
Breath Weapon: Fire Breath
2nd-level Brass Dragon feature
Your breath weapon takes on the form of a stream of
fire in a line 60 feet long and 5 feet wide. Each creature
in that line must make a Dexterity saving throw. On a
failure, the creature takes fire damage equal to 2d6 plus
a number of d6s equal to half your level in this class
(rounded up) as shown in the Dragon table, or half as
much damage on a success.
that the source of the vibrations is in contact with the
same ground you are under. With this ability, even if
Alternate Breath Weapon: you can’t see them, you know if other creatures are
Sleep Breath burrowing near to you or if creatures are walking above
6th-level Brass Dragon feature ground close to you.
As an action, you can spend a usage of your breath
weapon in order to exhale a sleep-inducing gas in a 30- Improved Taunt
foot cone. Each creature in that area must succeed on
18th-level Brass Dragon feature
a Constitution saving throw or fall unconscious for 10
minutes. This effect ends on a creature if the creature The range of your Taunt feature increases to 60 feet.
takes damage or someone uses an action to wake it.
Bronze Dragon
Taunt The bronze dragon has a ribbed and fluted crest
sweeping back from its cheeks and eyes. The ribs in the
7th-level Brass Dragon feature crests end in curving horns. They also possess small
As an action, you can attempt to focus the attention horns at the chin and lower jaw. Their mouths end in
of your enemies on yourself. Each creature of your beak-like snouts and possess a small head frill which
choice that is within 30 feet and that can hear you must ends at the base of their neck. The dragon smells like
succeed on a Wisdom saving throw or become taunted the salty scent of the sea and its scales have a metallic
until the start of your next turn. Creatures taunted in golden brown cast.
this way cannot target other creatures with attacks or
spells. If they cast or use an ability that has an area of
effect, then you must be within the affected area. Dragon of Justice
You can use this feature a number of times equal to Bronze dragons spend most of their existence
your proficiency bonus, and you regain all expended delivering justice upon those they deem deserve it. They
uses when you finish a long rest. travel the land assaulting pirate ships, dismantling
bandit organizations, and apprehending murderers.
To a bronze dragon, the law is black and white; you are
Sand Skulker either good or you are evil, with no inbetween. They
9th-level Brass Dragon feature find themselves constantly chafing under humanoid
rule, as they generally find their laws to be lax. Often
You gain a borrowing speed equal to your walking
when bronze dragons grow old enough, they seek to
speed. By spending your action to do so each round, you
supplant the rulers and take over the land in order to
can also burrow through solid rock at a rate of 5 feet
rule it themselves.
per round (or 3,000 feet an hour). When you do so, you
leave a stable 5-foot wide, 8-foot high tunnel behind you It takes a lot for a bronze dragon to kill an intelligent
which can be safely used by other creatures. Further, creature. One of the most unique characteristics of
with 1 hour of work, you can stabilize a 100-foot long these dragons is that they will go out of their way in
tunnel made out of sand, earth, or mud, so that other order to prevent the direct death of their enemies. For
creatures can safely traverse them. You can carry up example, a bronze dragon might set up their ambushes
to one Medium creature or two Small creatures on you so as to neutralize their enemies with the least amount
while you burrow. of damage, or design traps that will leave the trespasser
unconscious, or might destroy the sails of a pirate ship
While underground, you can detect and pinpoint the
in order to leave them stranded so they have no option
origin of vibrations within 30 feet of you, provided
but to surrender.

15 CHAPTER 1 | Dragon
Hide in Plain Sight Improved Polymorph
1st-level Bronze Dragon feature
Bronze dragons loathe taking their true form when
out and about, only assuming their draconic shape You are accustomed to fighting in humanoid forms.
when safe within their lairs. While in the presence of While polymorphed into a humanoid, you gain the
humanoids, these dragons will pretend to be one of following benefits:
them for as long as it takes, never revealing the truth • You use your own hit points rather than the hit points
unless the situation demands it. Many adventurers of your polymorphed form.
have traveled for months with a bronze dragon without • You gain proficiency in simple and martial weapons.
realizing who they truly were. You gain proficiency in all armor and shields.
While shaped like a humanoid, these dragons enjoy • You use your own ability scores rather than those of
testing the goodness of the people they meet. They your polymorphed form.
often beg for food to see if the person would offer some, • If you have the Breath Weapon class feature, you can
sometimes they walk defenselessly across a dangerous use it while polymorphed, and you can do so even
city alley to see if they get robbed or attacked. These while wearing medium or heavy armor.
tests seldom reward those of good heart, but certainly
punish the wicked who fail them. • If you have the Legendary Action feature, you
can activate it to make a tail attack even while
Age. Bronze dragons live extremely long lives, living polymorphed. You make the reaction attack with a
up to 3,800 years of age. melee weapon instead of a tail.
Lair. Bronze dragons lair in coastal caves and • If you have the Draconic Growth feature, whenever
seaside reefs. Even though these dragons spend a you hit a creature with a weapon attack while
lot of time underwater, they make sure that most of polymorphed, the creature takes an extra 1d8
their lair is dry. lightning damage.
• If you have the Extra Attack feature, you may
Diet. Bronze dragons prefer to eat aquatic animals,
attack twice instead of once whenever you take the
particularly sharks, which are their favorite meal.
Attack action.
As is typical for metallic dragons, they refuse to eat
intelligent creatures. However, bronze dragons do make • You may activate and benefit as normal from all your
an exception for sahuagins, which they happily devour other dragon class features (but not racial features).
whenever given the opportunity.
Treasure. Bronze dragons tend to side with colorful Amphibious
corals and pearls as their choice of precious items, 1st-level Bronze Dragon feature
sometimes collecting amber whenever possible. More
You can breathe air and water. You gain a swimming
so than the other metallic dragons, bronze dragons
speed equal to your walking speed.
feel inexorable drawn to gold. They do their best to
suppress this drive as much as they can in an attempt to
overcome their greed. Breath Weapon: Lightning Breath
2nd-level Bronze Dragon feature
Draconic Element Your breath weapon takes on the form of a stream of
1st-level Bronze Dragon feature lighting in a line 60 feet long and 5 feet wide. Each
creature in that line must make a Dexterity saving
The associated element of the bronze dragon is
throw. On a failure, the creature takes lightning
lightning. You have resistance to lightning damage, and
damage equal to 2d6 plus a number of d6s equal to half
the elemental damage dealt from your dragon features
your level in this class (rounded up) as shown in the
is lightning damage. At 11th level, you gain immunity to
Dragon table, or half as much damage on a success.
lightning damage.

CHAPTER 1 | Dragon 16
Copper Dragon
The copper dragons possess massive thighs and
shoulders with overdeveloped muscles in them. They
have short faces and broad smooth brow plates that jut
over the eyes. Long, flat horns extend back from the
brow plates in a series of overlapping segments. They
have backswept cheek ridges and frills on the backs
of the lower jaws that sweep forward slightly. Layers
of triangular blades point down from the chin. The
dragon has an acrid odor, and its reddish scales have a
metallic shine.

Boisterous Pranksters
Copper dragons revel in laughter and good company,
Alternate Breath Weapon: constantly seeking the spotlight and entertaining
Repulsion Breath everyone they meet. They are extremely witty and
6th-level Bronze Dragon feature charismatic, telling jokes and pulling pranks whenever
As an action, you can spend a usage of your breath possible, typically at the detriment to anyone else
weapon in order to exhale a blast of repulsion energy in around them, who quickly grow overwhelmed by the
a 30-foot cone. Each creature in that area must make a incessant nature of the dragon.
Strength saving throw. On a failed save, the creature is Because copper dragons have a harder time
pushed 40 feet away from you. polymorphing into humanoids, and hence can’t secretly
live among them, they are instead forced to make deals
Inquisitor of the Law with humanoid settlements in order to be allowed to
live close to their cities. Since copper dragons love
7th-level Bronze Dragon feature being the center of attention, they thrive while in the
If you reduce a hostile creature to 0 hit points, but presence of humanoids who typically fall in awe of
decide to knock it out rather than killing it, you gain their presence.
temporary hit points equal to your Charisma modifier +
your dragon level. These temporary hit points last for 1
hour or until a hostile creature dies within your line of
sight, whichever happens first.
You have advantage on Charisma (Intimidation)
and Wisdom (Insight) checks made against defeated
targets which you interrogate. For the purposes of this
feature, a creature is considered “defeated” for the next
24 hours after you or your party bring it to 0 hit points
during a combat encounter.

Lightning Rod
9th-level Bronze Dragon feature
For as long as you are conscious, whenever a creature
takes lightning damage within 10 feet of you, you can
choose to take that damage instead.

Improved Lightning Rod


18th-level Bronze Dragon feature
You and creatures within 10 feet of you have resistance
to thunder damage.

17 CHAPTER 1 | Dragon
Copper Greed Athletic Limbs
1st-level Copper Dragon feature
Copper dragons have a major flaw: they have the
biggest ego out of all of the metallic dragons. Because You are used to acrobatically maneuvering through
they see themselves as the most witty, funny, and smart rocky and mountainous terrain without the need for
creatures in the world, they tend to fall into the thought flight. Your muscles are sharper and more developed
process of “why shouldn’t I have all that I want?” This than your fellow draconic kin. As such, you gain the
typically tempts them to take treasure from others following benefits:
even if it means tricking people or stealing from them. • You have the ability to move up, down, and across
Many copper dragons inadvertently find themselves the vertical surfaces and upside down along ceilings. You
leaders of thieves guilds spanning multiple cities. gain a climbing speed equal to your walking speed.
At their heart, copper dragons are good-natured and • You don’t take damage from falling 60 feet or less as
would not take from those that need it, even if they long as you are not incapacitated.
wrestle sometimes with keeping their greed in check. • Your biology has acclimated to allow you to eat the
These dragons often struggle with balancing their dangerous animals found in the biomes you live in.
natural desire to dominate and take what they want, You are immune to ingested poisons.
with keeping the humanoids they enjoy happy.
Age. Copper dragons can live for up to Breath Weapon: Acid Breath
3,400 years of age.
2nd-level Copper Dragon feature
Lair. Copper dragons prefer to lair on dry, rocky hills, Your breath weapon takes on the form of a torrent of
specifically in large and complex cave systems dug and acid in a line 60 feet long and 5 feet wide. Each creature
molded by the dragon itself. If the opportunity arises, in that line must make a Dexterity saving throw. On a
a copper dragon would rather have its lair close to failure, the creature takes acid damage equal to 2d6
humanoid societies for company. plus a number of d6s equal to half your level in this
Diet. The thrill of the hunt is as much part of the class (rounded up) as shown in the Dragon table, or half
eating process as the consumption of the meal itself as much damage on a success.
for the copper dragon. These dragons dislike being
served food, or hunting easy game; instead they prefer Alternate Breath Weapon:
to hunt dangerous monsters that can fight back. Its
particular favorite is the giant scorpion, for its poison
Slowing Breath
tastes spicy to the copper dragons who find it a delicacy. 6th-level Copper Dragon feature
These dragons also often find themselves in love As an action, you can spend a usage of your breath
with humanoid wine. weapon in order to exhale an enervating gas in a 30-
foot cone. Each creature in that area must succeed
Treasure. Treasures of the earth are what copper
on a Constitution saving throw. On a failed save, an
dragons seek when forming their hoards. They prefer
affected creature can’t use reactions, its speed is halved,
beautiful crystals, precious stones, and valuable metals,
and it can’t make more than one attack on its turn.
though expertly designed crafts made of stone are also
In addition, the creature can use either an action or a
considered valuable to the dragon.
bonus action on its turn, but not both. These effects last
for 1 minute. The creature can repeat the saving throw
Draconic Element at the end of each of its turns, ending the effect on itself
with a successful save.
1st-level Copper Dragon feature
The associated element of the copper dragon is
acid. You have resistance to acid damage, and the Cheerful Aura
elemental damage dealt from your dragon features 7th-level Copper Dragon feature
is acid damage. At 11th level, you gain immunity
Your jovial and affable nature inspires your allies. You
to acid damage.
and creatures within 10 feet of you are immune to
being frightened.

CHAPTER 1 | Dragon 18
detail from every dark tome they possess in order to
…And Also better comprehend and safeguard it. Most dragons
9th-level Copper Dragon feature rely solely on their innate ability to produce sorcerous
You may interject into any conversation to add an magic, but gold dragons are some of the few who go
important missing detail, insert a comedic end, or fix an out of their way to study the art of magic. Like solitary
error, potentially turning a failed roll into a success.. wizards in their ivory towers, gold dragons train and
plan their way into a better world for all of society.
When a creature within 60 feet of you fails a Charisma
check using Deception, Intimidation, or Persuasion, you
can use your reaction to grant them a second attempt Prophetic Seers
at the check. The creature re-rolls the ability check, this
Many gold dragons obtain powers that they themselves
time with an additional bonus equal to your Charisma
often fail to understand, which allows them to see
modifier. You can use this feature within 1 minute
versions of a future which has yet to come to pass.
of the triggering ability check, or immediately after
Some of these visions come in the way of dreams,
learning the result.
where the dragon wakes with a limited capacity to
Once you use this feature, you cannot do so again until even remember what it saw; other times it comes as
you finish a short or long rest. a sudden feeling of déjà vu which only manifests right
before an event is about to happen. None but the oldest
and wisest of all gold dragons are able to create fully
Improved Cheerful Aura developed prophecies based on these visions.
18th-level Copper Dragon feature
Gold dragons are often found formulating plans
The range of your Cheerful Aura increases to 30 feet and strategies based on circumstances that only they
around you. Charisma (Persuasion) and Charisma seem to grasp. This has led gold dragons to take on
(Deception) checks made by allies within 30 feet of you humanoid form in order to personally guide certain
are made with advantage. individuals who the dragon suspects will do great
things in the future. Other times, gold dragons have
Gold Dragon been seen allowing humanoids to raise their very own
wyrmlings after seeing a vision of the prosperous
Gold dragons have large, smooth twin horns that
sweep back from nose and brow. Twin frills adorn its future such an endeavor allowed.
long neck, and whiskers around its mouth look like Age. Gold dragons are the most long-lived true
the barbels of a catfish. Its sail-like wings start at its dragons, able to live up to 4,400 years.
shoulders and trace down to the tip of its tail. The
dragon smells of saffron and incense, and its scales Lair. Gold dragons lair in out-of-the-way locations
glisten like polished gold. where they can practice their magic and remain
unbothered for centuries. They will typically pick places
that have a powerful source of magic inherent to the
Kingmaker locale, which they can protect from evildoers.
The stories of gold dragons training peasants or farmers Diet. Gold dragons can subsist on almost anything,
into becoming kings are well known. Gold dragons
but their main diet is primarily precious stones.
sponsor would-be heroes by granting them ways in which
to improve, quests for them to partake, and sometimes Treasure. Gold dragons favor pearls and gems, for
even powerful magic to guide them. they are considered delicacies amongst their kind.
However, most of their treasure pile consists of magical
items, which they hoard for two reasons: for their
Lone Sages impeccable craftsmanship and artisanal beauty, and so
they may keep powerful artifacts away from those who
Gold dragons are the most mysterious out of all of
would do evil with them.
dragonkind, secreting themselves away from all society
and watching the world unfold before them from afar.
Instead of taking direct action to stop evil, they tend to Draconic Element
develop long-term plans and strategies which inevitably
1st-level Gold Dragon feature
lead to the downfall of those who follow evil; plans
which allow the dragon to stay out of harm’s way. The associated element of the gold dragon is fire. You
have resistance to fire damage, and the elemental
From their isolated lairs, they hoard magic which they damage dealt from your dragon features is fire damage.
seek to protect from the world, studying every intricate At 11th level, you gain immunity to fire damage.

19 CHAPTER 1 | Dragon
that might change the outcome. In other words, the
Diamond Sensing future you have glimpsed is not set in stone and
1st-level Gold Dragon feature can be changed.
Your eyes glimmer in sparkling tones in the presence of
gems. They call to you like a moth to a flame. You can
cast the spell locate object without expending spell slots
Unlock Destiny
for the purposes of locating gemstones. The distance 9th-level Gold Dragon feature
at which you can detect these gems increases to 3,000 You can cast the spell geas once without using a spell
feet at 9th level, and to 1 mile at 18th level. slot, regaining the ability to do so when you finish a long
rest. When you do so, you may only target a creature
For the purposes of this feature, a “gemstone” refers
with a challenge rating (or character level) of 1 or lower,
to any kind of mineral crystal that is valuable enough
and you may only have this spell active on up to one
to be considered treasure such as rubies, emeralds,
creature at a time.
diamonds, and sapphires. Precious rocks like opal and
lapis lazuli, or solid organic materials like amber, jet, Attacks, weapon damage, ability checks, and all saving
or pearls are not considered minerals and hence would throws of the creature are increased by an amount
not be sensed with this feature. equal to your proficiency bonus. Further, the creature
gains temporary hit points when you cast this spell, and
again each dawn, equal to 15 x your proficiency bonus.
Breath Weapon: Fire Breath In addition, whenever the creature takes the Attack
2nd-level Gold Dragon feature action, they can make an extra weapon attack as part
Your breath weapon takes the form of a 30-foot cone of that action.
blast of fire. Each creature in that area must make a
Dexterity saving throw. On a failure, the creature takes
fire damage equal to 2d6 plus a number of d6s equal to
Focused Prescience
half your level in this class (rounded up) as shown in the 18th-level Gold Dragon feature
Dragon table, or half as much damage on a success. You can cast the spell foresight once without using
a spell slot, regaining the ability to do so when you
finish a long rest.
Alternate Breath Weapon:
Weakening Breath
6th-level Gold Dragon feature
As an action, you can spend a usage of your breath
weapon in order to exhale a weakening gas in a 30-
foot cone. Each creature in that area must succeed
on a Strength saving throw or have disadvantage on
Strength-based attack rolls, Strength checks, and
Strength saving throws 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.

Future Sight
7th-level Gold Dragon feature
You obtain random glimpses into the future which
you can neither control nor understand until the very
moment right before they become true.
Whenever you finish a long rest, you gain a prophetic
glimpse into the future. Your GM must give you one
truthful statement about an event which is meant to
unfold within the next 24 hours. The event can be
of legendary proportions, or entirely mundane and
inconsequential. The event which is to pass does not
take into consideration any possible circumstances

CHAPTER 1 | Dragon 20
Diet. Silver dragons share similar culinary tastes
Silver Dragon to humanoids, enjoying traditional fine cuisine and
rustic flavors all the same. Since they only have to eat
Silver dragons possess a smooth and shiny plate that
three to five dragon-sized meals a month to survive,
forms the dragon’s face. It has a frill that rises high over
they are perfectly satisfied eating three small meals a
its head and continues down the neck and back to the
day (just like a humanoid). This allows them to have
tip of the tail. Long spines with dark tips support the
the genuine humanoid eating experience which other
frill. It has two smooth, shiny horns, and wings that are
dragons cannot.
wide and sleek. The dragon has the scent of rain, and
its scales gleam like liquid metal. Treasure. Since they hate spending time in their lairs,
silver dragons prefer wealth which they can carry on
themselves. This would include fancy jewelry, expensive
Human at Heart engineering trinkets like watches, or valuable pieces of
Out of all dragons, none love humanoids as much as clothing and fabrics.
silver dragons do. The hustle and bustle of city life,
the rich and varied cuisine, the simple and eccentric
clothing options, the politics of the rich, the games and
Draconic Element
pastimes of the populace, and the architecture of the 1st-level Silver Dragon feature
locales; everything about humanoid life is desirable and The associated element of the silver dragon is
sought after by the silver dragons. cold. You have resistance to cold damage, and the
elemental damage dealt from your dragon features
These dragons enjoy leaving their lairs for decades at
is cold damage. At 11th level, you gain immunity
a time, seeking to live life as humanoids and immersing
to cold damage.
themselves in their culture. Silver dragons often find
themselves staying in their polymorphed humanoid
form for longer than they need to, as they appear to find Cloud Walk
enjoyment in its compact shape. Silver dragons are the
1st-level Silver Dragon feature
closest of all dragons to the human way of thinking.
You can cast the spell fog cloud once without using a
spell slot, regaining the ability to do so when you finish
Lover of Freedom a long rest. You can also cast this spell using any spell
slots you have.
While many dragons suffer from indecision and
inaction, often spending years debating how to proceed In addition, you can walk on clouds or fog as if it were
in their fight against evil, silver dragons choose instead solid ground. You can selectively choose which part of
to act. These dragons seek to protect the innocent the cloud or fog is solid to you, in such a way so that you
and slay the wicked wherever they may find them, can ascend and descend into it or out from it at will.
and frequently go out of their way to rally humanoids Areas that are lightly or heavily obscured due to clouds
towards a good cause. and fog do not hinder your vision, and you can always
see clearly through them.
Most silver dragons share a common philosophy for
dispensing justice: evil which actively produces evil
must be destroyed, though evil which merely passively Breath Weapon: Cold Breath
exists may very well be left alone. Silver dragons 2nd-level Silver Dragon feature
fundamentally believe in the freedom to live, and seek
to promote violence only on those who directly harm Your breath weapon takes the form of a 30-foot cone
others. As is typical for a metallic dragon however, rules gust of freezing wind. Each creature in that area must
such as these seldom apply against chromatic dragons. make a Constitution saving throw. On a failure, the
creature takes cold damage equal to 2d6 plus a number
Age. Silver dragons are some of the most long-lived of d6s equal to half your level in this class (rounded
dragons, living up to 4,200 years. up) as shown in the Dragon table, or half as much
damage on a success.
Lair. Silver dragons prefer to live in the clouds,
figuratively and literally. They seek high mountaintops
as their preferred living space, in particular abandoned
castles or towers high up in the mountains since it
combines both their love for high altitude and their
adoration of humanoids.

21 CHAPTER 1 | Dragon
yourself. You take all of the triggering damage instead
Alternate Breath Weapon: of that creature, as well as any additional damage the
Paralyzing Breath target would take for the remainder of this turn.
6th-level Silver Dragon feature
Further, allied creatures of challenge rating (or
As an action, you can spend a usage of your breath character level) 1 or lower within 5 feet of you are
weapon in order to exhale a paralyzing gas in a 30-foot automatically affected as if by the sanctuary spell.
cone. Each creature in that area must succeed on a Hostile creatures that fail their saving throw against the
Constitution saving throw or be paralyzed for 1 minute effect must attack you instead.
or until they take damage. A creature can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success. Seeker of Evil
18th-level Silver Dragon feature
Improved Cloud Walk As a bonus action, you can enter a draconic rage
focused on a single creature within 60 feet of you which
7th-level Silver Dragon feature
you vow to destroy. You have advantage on attack rolls
Creatures of your choice within 60 feet of you can walk against the creature for 1 minute or until you drop
on clouds or fog as if it were solid ground. In addition, to 0 hit points. In addition, when you hit the creature
you may cast the spell feather fall at will, without with an opportunity attack, you can move up to half
expending a spell slot or material components. your speed immediately after the attack and as part
of the same reaction. This movement doesn’t provoke
opportunity attacks.
Protector of Humanity
9th-level Silver Dragon feature You can use this feature once, regaining its use after a
short or long rest.
When a creature you can see within 60 feet would take
damage, you can use your reaction to divert the harm to

CHAPTER 1 | Dragon 22
True Lycanthropy
The union between two true lycanthropes creates a
baby who is born a true lycanthrope. There is no way
for a creature to be turned into a true lycanthrope
unless they inherited the affliction from their parents.
These lycanthropes can shift and change their
form into their bestial shape at will. The process of
transformation into a beast is described by them to be
of “transcendent ecstasy” as their body mutates into
their hybrid form. For the most part, these werebeasts
maintain a high level of intelligence throughout their
transformations and have societies built around
their many forms.
A true lycanthrope cannot be cured of its existence,
in the same way one cannot cure a dwarf from being
born a dwarf. Nothing short of a wish spell can remove
this type of lycanthropy, without perhaps clever
usage of spells like reincarnate or magic jar being the
exceptions in order to effectively change the cursed
body into a new one.

Pathologic Lycanthropy
A creature can become a lycanthrope by becoming
infected with the dreaded disease, typically by being
bitten by another lycanthrope. The disease is carried
by the saliva, blood, or any other liquid secreted by
the body of a lycanthrope, and it can be contracted
when such liquids make contact with the bloodstream
of an otherwise healthy creature. After a few days of
the disease running its course, the victim will be fully
afflicted with the curse of lycanthropy.
Lycanthrope These lycanthropes typically cannot change their
Lycanthropes are creatures which have been afflicted forms at will. Instead they transform when confronted
with a terrible curse that transforms them into with certain “triggers.” Examples of triggers can be
monstrous beasts. These unfortunate souls can shift high amounts of stress, the smell of blood, hearing
between their traditional humanoid form, a fully bestial the howl of a wolf, seeing the full moon, or even the
shape symbolic of the origin of the curse, or a hybrid bloodlust of combat. The process of transformation for
of the two. They can transmit the curse onto others these lycanthropes is described as unbearably painful,
through their bite, mindlessly spreading the contagion to the point of agonizing pain, as their bones break and
throughout civilization. their skin tears in the shifting process.

CHAPTER 2 | lycanthrope 24
Most pathological lycanthropes lose themselves in
their transformations, becoming no more than feral Maledictive Lycanthropy
beasts. It is believed that the reason why most blank
As a powerful curse, the lycanthropic affliction can
out during their shifts is as a self-defense mechanism
befall a creature by the use of high-level magic.
to withstand the painful process. Most of these
Creatures who wish upon dark gods for strength
lycanthropes can either take on a hybrid shape or a fully
or make deals with hag often become cursed
bestial shape, but generally not both.
with this malady.
Once the disease has taken root upon the body of a
In its most general terms, maledictive lycanthropes
creature, it becomes exceedingly difficult to remove.
function similarly to pathologic lycanthropes. However,
The lycanthropic affliction is by nature a curse, and
the nature of the transformation is ultimately dependent
so it falls under a very distinct set of rules that sets it
on the source of the magic, and so has the potential to
apart from traditional magical maladies that would be
break established norms and rules. These lycanthropes
otherwise easy to remove via simple curative spells.
can be influenced radically by the ever-volatile
The first step is to destroy the source of the curse— nature of magic.
often called the primogenitor. It is not enough to
These lycanthropes can simultaneously be either
simply kill the werebeast that produced the infection
the easiest to cure or the hardest to cure, depending
if that werebeast was itself infected by another. One
entirely on the nature of the magic used to inflict the
must track the line of infections until the original
curse. Curses of this magnitude function at a level
source of the contamination is found—typically either
too high for basic curative spells like remove curse to
a true lycanthrope or a maledictive lycanthrope. This
effectively remove, and oftentimes slaying the source of
lycanthrope must be killed before the next steps
the curse does nothing to stem its effect.
can be taken. Failure to do so prevents the curse
from being broken. Most magical curses include some kind of escape
clause. If the action in this clause is performed, the
The second step is to repent for any transgressions
victim is freed of the taint of lycanthropy. Sometimes
one has committed while transformed as a beast. As
the clause is known by the afflicted, while other
with many curses, lycanthropy is a magical malady that
times it must be searched for and discovered. It is
reacts strongly to symbolism. Rejection of the bestial
not uncommon for all the victims of a maledictive
gift is a powerful statement that weakens its hold upon
lycanthrope to become cured of the curse once the
the body, but even more powerful is the restitution one
escape clause is reached by the primogenitor.
takes to clean the soul of the taint which has infected it.
The third step requires assistance from a third party,
in particular a healer with the necessary spells. The
cursed creature must be bound and forced to transform
into its bestial self. Precautions must be made to
securely chain the lycanthrope so as to prevent the
healer’s savage murder. The first spell to be cast is
ceremony (Atonement). Provided it is successful, it will
restore the sentience and intelligence of the cursed
victim even whilst transformed.
Upon gaining full sentience, the victim must then
assert all its willpower to remain still and unmoving; a
very difficult task as the pain of transformation will be
present alongside the bloodlust provided by the bestial
curse. The healer must then cast lesser restoration in
order to cleanse the disease from the victim’s blood,
and then cast remove curse in order to finally dispel
the curse. Provided that the victim stood perfectly
still during that whole process and the atonement
spell took hold, then the lycanthropic curse will have
finally been removed.

25 CHAPTER 2 | lycanthrope
4 You were born under an ominous red moon. Since
Creating a Lycanthrope childhood you have felt an odd attraction to the full
moon which never manifested as anything more than
The class presented here is meant to encompass all
a strange fascination. Decades later you found yourself
kinds of lycanthropes, regardless of how you acquired
on a hill under the same red moon, unknowing how
your curse. This means that if you want to stay true to you got there. You grew powers from the moon
your particular strain, you may have to set personal which defy reason. You fear the day the red moon
restrictions for yourself. For example, if you are a comes back.
pathological lycanthrope, you might choose between 5 Your calm, riverside community had been bullied by a
a bestial form or a hybrid form instead of having group of bestial mutants for decades. Every other year
access to both. they asked for a single child to be delivered to them,
in order to quell their anger. When your daughter was
It is also important to understand that even though
picked as a sacrifice, you volunteered instead. For
you are most likely going to be a frontline warrior with some reason, they accepted.
this class, you actually do not need to invest into your
6 You successfully fled as your city was sacked and
Constitution score as other classes would. Your cursed
burned by barbarians. Lost and hungry, you were
blood is strong and you should rely on it. Instead, focus
saved by a mysterious sanctuary found inside a glade
on investing points into your Intelligence and Charisma, within the woods. The dryad offered you a home. All
especially if you are a true lycanthrope. you had to do was accept her blessing.
7 You once roamed the nearby forests of your small
Cursed Contact hometown village. You met a beautiful lady who
offered you a gift. You asked her to be able to speak
Lycanthropy is defined by the nature in which the to the animals of the woods. Her shape shifted into
curse was afflicted, for this power can be your source an ugly crone who then cursed you into the shape of
of solace amidst a dangerous world, or a traumatizing a beast.
experience that destroys all you love. How you obtained 8 You practiced alchemy within a prestigious university.
this power will define the kind of lycanthrope you will An accident within the laboratory caused a grand fire
be, which in turn will signal how you might choose to in which many of your colleagues tragically died. The
roleplay your transformations. fire melted and combined many of the reagents you
were working with, creating a bizarre purple smoke
It is important to remember that lycanthropy can be which you inhaled. Your transformation into a monster
obtained through many sources, not just infections. So gave you the strength you needed to escape.
when building your character, think about giving them 9 You signed a contract with a devil. In exchange for
a really interesting and mysterious beginning. Use great power, you lose your agency and free will once a
the options presented below as a gateway to further month—specifically during nights of the full moon.
creativity in designing your connection with the curse. 10 A mysterious group of clerics visited your city claiming
to have vials containing the blood of an ancient god.
d12 Cursed Contact When administered, the blood would cure any disease
and even regenerate lost limbs. At first everyone
1 You were offered up as a baby to a dark group of
considered it a great miracle and revered the blood—
cultists. These foul followers of Baphomet summoned
until the clerics left and the first full moon appeared
dark magics upon you, twisting and misshaping
under the night sky.
your form.
11 You were already an animal in spirit, murdering and
2 You were part of an odd group of people hidden up
cannibalizing your victims. One day you targeted a
in the mountains away from civilization. You and the
poor child who lived in the sewers. You were never the
rest of your small tribe pledged yourselves to a god
same after tasting their flesh.
of shapeshifters and lycanthropes. Through a series
of profane rituals which you dare not mention, you 12 You parents were lycanthropes, and so you were born
and the rest of the village were turned into beasts of a natural werebeast.
the night.
3 You have spent your life hunting monsters until you
were bitten and afflicted with a terrible disease. The
disease mutated into a curse which granted you no
comfort—but terrible power. You now wield this
power against the monsters you still hunt.

CHAPTER 2 | lycanthrope 26
Animalistic Behavior Cursed Responsibility
Lycanthropes naturally develop instincts and behaviors Your character holds in their hands—or paws—the
that are traditionally associated with the animal their ability to spread their curse to as many people as it
transformations symbolically represent. For example, desires, a power that should not be taken lightly. Every
a wererat lycanthrope might constantly twitch and be lycanthrope develops strict guidelines as to how it
hyper neurotic even while in humanoid form. They wishes to use this power. Some use it to empower
might even develop a strong taste for cheese! their tribe, while others hoard it, seeking to keep this
mighty blessing for themselves instead. What is your
Think about how your character’s animal persona character’s take on this mighty responsibility?
directly affects their humanoid behavior, and what other
kinds of changes such a strange curse would inflict
d6 Cursed Responsibility
upon your psyche. Use any of the examples given below
to expand the personality of your character. 1 You seek to spread your curse to as many creatures
as possible.
2 You see your blood as your legacy, and you are
d12 Animalistic Behavior on a journey to afflict the most powerful creature
1 You no longer feel safe sleeping inside closed rooms you can get your hands on. You will create
and must find a location outside to rest. something incredible.
2 You flinch whenever someone gets too close into 3 You want to study your curse. If you fear it then you
your personal space, and you refuse to physically may never understand it.
touch people. 4 You would only spread your curse to those from your
3 You can’t help but growl or hiss at your enemies while pack. If an ally asks to be granted your blessing then
in the thick of combat. you would accept.
4 You find it easy to become bonded with close friends, 5 Your life experiencing this curse has been a nightmare.
feeling like you ought to protect them against enemies. You hunt those that are cursed as you are, destroying
You detest becoming separated from them. every remnant of lycanthropy that you can find. This
5 You despise clothing. You wear the bare minimum curse dies with you.
necessary to not be shunned by society. 6 You have vowed never to bite another creature again.
6 Just how most people study objects by touching them, You will never bear a child. This curse is yours to
you do so through smell and taste. survive and no one else shall suffer it.
7 You struggle with a strong desire not to bathe,
compounded with a need to spread your scent over
your home and sometimes even companions. Quick Build
8 You traverse cities, dungeons, and forests alike whilst You can make a lycanthrope quickly by following these
barefoot, without a care in the world. suggestions. First, make sure your Intelligence score
9 You are unnaturally hairy and find yourself constantly is 9 or higher so you don’t attack your allies during
self grooming, oftentimes using your own saliva. your transformations. Second, make Strength your
10 You only eat raw food and become increasingly highest ability score if you pick Werebear or Werewolf,
agitated when others approach you while you eat. or Dexterity if you pick Wererat; followed by either
11 You cannot stand being alone and desire to always be
Intelligence or Charisma, whichever is your lowest.
surrounded by large groups of people. Constitution is still helpful for your saving throws
and hit points while in your humanoid form, but your
12 You sense in yourself an extreme feeling of dysphoria,
bestial form grants you a large well of temporary
struggling to balance your dual nature. Some days you
feel the need to behave like a wild animal while others
hit points whenever you transform, so it’s not as
you act like a common humanoid. much of a priority.

27 CHAPTER 2 | lycanthrope
THE LYCANTHROPE
Proficiency Bestial Transformation
Level Bonus Features Temporary Hit Points
1st +2 Curse of the Werebeast, Bestial Transformation 5
2nd +2 Wild Senses 10
3rd +2 Curse of the Werebeast feature 15
4th +2 Ability Score Improvement 20
5th +3 Extra Attack 25
6th +3 Cursed Claws, Ability Score Improvement 30
7th +3 Desperate Transformation 35
8th +3 Ability Score Improvement 40
9th +4 Curse of the Werebeast feature 45
10th +4 Bestial Attunement 50
11th +4 Bestial Attacks 55
12th +4 Ability Score Improvement 60
13th +5 Fluid Shift 65
14th +5 Ability Score Improvement 70
15th +5 Curse of the Werebeast feature 75
16th +5 Ability Score Improvement 80
17th +6 Endless Form 85
18th +6 Curse of the Werebeast feature 90
19th +6 Ability Score Improvement 95
20th +6 Bestial Attacks Improvement 100

Equipment
Class Features You start with the following equipment, in addition to
the equipment granted by your background:
Hit Points • (a) scale mail or (b) leather armor
Hit Dice: 1d8 per lycanthrope level
Hit Points At First Level: 8 + your • (a) two handaxes or (b) one martial weapon
Constitution modifier • An explorer’s pack and a net
Hit Points At Higher Levels: 1d8 (or 5) + your
Constitution modifier per lycanthrope level

Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength and your choice between
Dexterity or Constitution
Skills: Choose two skills from Animal Handling,
Athletics, Insight, Intimidation, Nature, Perception,
Stealth and Survival

CHAPTER 2 | lycanthrope 28
Bestial Transformation
1st-level Lycanthrope feature
As an action, you can tap into your curse to gain a
lycanthrope’s legendary durability and transform
between your humanoid, hybrid, and beast forms. You
gain a number of temporary hit points equal to 5 x your
lycanthrope level, and can choose either to transform
into your hybrid or beast form or to remain in your
humanoid one. You can’t wield weapons or benefit from
armor other than barding while in your beast form.
While any of these temporary hit points remain, you
can use an action to transform from your humanoid,
Animal Instincts hybrid, or beast form into another of these forms. While
in your hybrid or beast form, you gain the benefits of
While transformed, your new stats designate the kinds
each of your lycanthrope features that require you
of behaviors you can take as your animal mind takes over
to be transformed, though you also struggle against
and your instincts rule your personality.
your animalistic instincts, your cognizance clashing
Intelligence Score. A lack of Intelligence prevents you with that of the raging beast you’ve unleashed; your
from effectively working together with your party or Intelligence and Charisma scores are both decreased
being able to use the tools necessary to perform tasks. A by 6, to a minimum of 1. See the Animal Instincts
lycanthrope with low Intelligence doesn’t understand the sidebar for more information on how an Intelligence
world around it, and hence seeks to defend itself from or Charisma score of 6 or lower impacts you in your
anything it perceives. It might behave like—and know—it hybrid and beast forms.
is a human (for example), but it can’t discern friend from
foe and finds itself in a constant state of confusion. This You lose any remaining temporary hit points from
type of lycanthrope may find itself in tears and shame this feature after a number of hours equal to half your
as it eats its loved ones. They devastate quickly and are lycanthrope level (rounded up) or when you begin
found and killed immediately after. a short or long rest. If you aren’t in your humanoid
form when you lose the temporary hit points in this
Charisma Score. A lack of Charisma hampers a
way, you forcibly return to your humanoid form, the
lycanthrope’s ability to speak and behave in a human-
jarring transformation causing you to take 1d6 necrotic
like manner. A lycanthrope with low Charisma behaves
damage for each lycanthrope level you have. This
like a beast, since it sees itself as one. It may understand
damage can’t be reduced or prevented in any way.
its surroundings, and even be able to manipulate it to
You lose the temporary hit points from this feature
its advantage, but it is driven by its animal desires and
and revert to your humanoid form without taking this
base urges. This type of lycanthrope can be the most
necrotic damage if you drop to 0 hit points or die.
dangerous to a civilization, as they willingly and stealthily
spread their curse to those they can control, then form You can use this feature to tap into your curse twice,
packs that raid and hunt. and you regain all expended uses when you finish a
short or long rest.

Animal Intelligence Table Animal Charisma Table


Intelligence Animal Behavior Charisma Animal Behavior
Score Score
1-2 You are a mindless creature. You attack the 1-2 You are a beast. You eat raw flesh from
closest creature that you can see. the dirt, sometimes right where you sleep.
You can’t speak. Your actions are cruel,
3+ You can recognize those who have treated inhumane, and detached.
you kindly, and know you are protected while
with them. 3+ You can understand when creatures speak
to you in a language you know. You know to
5+ You can use tools and weapons. You can keep yourself clean. You feel and can express
rationalize and understand the purpose social emotions.
of things.
5+ You can speak in simple short phrases.
7+ You can use the activated effects of You know you are a humanoid and deserve
magic items that require attunement to be treated like one. You possess
while transformed. humanoid tastes.
7+ There is no longer any distinguishable
mannerisms between your real and
bestial shape.

29 CHAPTER 2 | lycanthrope
Curse of the Werebeast Ability Score Improvement
1st-level Lycanthrope feature 4th-level Lycanthrope feature
During the day, you walk amongst humans. At When you reach 4th level, and again at 6th, 8th, 12th,
night, you stalk as a beast. Choose your lycanthropic 14th, 16th, and 19th level, you can increase one ability
curse which describes the nature of your monstrous score of your choice by 2, or you can increase two
transformation: Werewolf, Werebear, or Wererat, all ability scores of your choice by 1. As normal, you can’t
detailed at the end of the class description. increase an ability score above 20 using this feature.
Your choice grants you features when you choose it
at 1st level and again at 3rd, 9th, 15th, and 18th levels. Extra Attack
These features are only available or active for as long 5th-level Lycanthrope feature
as you are transformed in your beast or hybrid forms,
unless they explicitly say otherwise. You can attack twice, instead of once, whenever you
take the Attack action on your turn.
In addition, regardless of your cursed heritage, you are
afflicted with the following detriments:
Cursed Claws
Silver Vulnerability. Silver objects burn your skin like
6th-level Lycanthrope feature
white-hot metal upon your flesh. Whenever you touch
an object made of silver, you take 1d4 points of damage While transformed in your beast or hybrid form,
that cannot be reduced in any way, and you cannot use your natural weapon attacks count as magical for the
your Bestial Transformation for 1 minute. If you are purposes of overcoming resistance and immunity to
already transformed, then the damage is applied to both nonmagical attacks and damage.
your temporary hit points and your current hit points.
Damage that is dealt to you from silvered weapons
while you are transformed is applied to both your
Desperate Transformation
temporary hit points and your current hit points. 7th-level Lycanthrope feature
As an action, you can force a transformation into
Mark of the Full Moon. Once a month, when the full
your hybrid form even if you are out of uses of your
moon rises at night, you are forcibly transformed into
Bestial Transformation. When you transform into your
your bestial form for the entirety of the night, ending
hybrid form with this feature, you remain in the form
at dawn. Your full moon transformation is harsher and
for 1 minute or until you have 0 hit points or die, you
more brutal than your typical bestial change. Your
don’t gain any temporary hit points from your Bestial
Intelligence and Charisma scores are reduced by 12
Transformation, and you can’t gain any temporary
(to a minimum of 1) instead of 6, and you take a level
hit points for the duration of the transformation.
of exhaustion immediately upon transformation, and
Otherwise, for the duration, you gain all the benefits of
once again when you revert back at dawn. Further,
being in your hybrid form.
you do not gain temporary hit points through the full
moon transformation. Instead, while transformed, you When the transformation ends or you remain in your
gain resistance to all damage except psychic damage hybrid form for the full duration, you gain one level of
and bludgeoning, piercing, and slashing damage from exhaustion. If you remain in your hybrid form for the
silver weapons. You do not need to be looking at, or full minute in this way, you can choose to extend your
have access to, the moon for these changes to occur; transformation for another minute, gaining another
however you must be on a plane of existence that level of exhaustion at the end of the minute or when
possesses a moon. the transformation ends. You can repeat this process
any number of times until you reach five levels of
exhaustion, at which point the transformation ends.
Wild Senses You cannot activate this ability if you have five or more
2nd-level Lycanthrope feature levels of exhaustion.
You have advantage on Wisdom (Perception) checks
that rely on hearing or smell, and you gain proficiency
in Wisdom (Survival) checks. If you already had
proficiency, then your proficiency bonus is doubled for
Wisdom (Survival) ability checks.

CHAPTER 2 | lycanthrope 30
Bestial Attunement Werewolf
10th-level Lycanthrope feature
Of all the lycanthropic creatures, none is more well-
You can have your attuned magic items meld into your known or feared than the savage werewolf. Wolf howls
new form as you shift into your beast or hybrid forms. heard in the dead of night are terrifying enough without
In this way, you gain the benefits of your attuned magic the dreadful suspicion that it might be a werewolf’s cry.
items without the need to physically wear them in
your new form. Werewolves generally feel more at home at the fringes
of society or in utter wilderness, since it’s easier to track
Your lycanthropic body adapts to the attuned magic and scout in wide, open spaces. The dense populations
item and magically produces the effect as it would be of cities provide ample meals, but all the competing
expected to. A flaming sword might turn your claws scents and sounds make it difficult to hunt.
fiery and have them produce the fire damage on a Werewolf adventurers must quell the inner beast in
successful claw attack, a set of full plate +2 might make order to serve a higher calling. They might find slaying
your hide extremely sturdy while granting you the and devouring criminals and monsters a constructive
increase to AC. outlet for their gnawing hunger and discover that being
lauded as a hero slakes a purer kind of thirst. Such
praise quickly evaporates once the werewolf is exposed
Bestial Attacks for what they are, however.
11th-level Lycanthrope feature
While transformed in your beast or hybrid form, you Shape of the Lupine
can attack three times, instead of twice, whenever you
1st-level Werewolf feature
take the Attack action on your turn. The number of
attacks you can make while transformed in your beast When you use your Bestial Transformation feature,
or hybrid form increases to four when you reach 20th your beast form takes on the shape of a wolf, while your
level in this class. hybrid form takes on the mixture of a wolf and your
humanoid form.

Fluid Shift You have a limited ability to communicate with wolves.


Even though you can’t directly speak with them, they
13th-level Lycanthrope feature seem to understand the meaning of your words. You
You can use your Bestial Transformation as a bonus can interpret the approximate meaning of the wolves’
action instead of an action, and for the duration can intentions and messages. Animal Handling checks
use a bonus action to transform from your humanoid, made to influence them are made with advantage. You
hybrid, or beast form into another of these forms. can use this ability even in your humanoid form.
Your claws and teeth are natural weapons that you can
Endless Form use to make unarmed strikes. When you hit with them,
17th-level Lycanthrope feature you deal slashing damage equal to 1d8 + your Strength
modifier, instead of the bludgeoning damage normal for
Your Bestial Transformation no longer has a maximum an unarmed strike.
duration. You only lose any remaining temporary hit
points from it when you begin a short or long rest, or if
you drop to 0 hit points or die. Sense Weakness
1st-level Werewolf feature
Curse of the Werebeast The scent of blood is intoxicating. You automatically
Choose your lycanthropic curse which describes the know when a creature’s current hit point total is less
nature of your monstrous transformation: Werewolf, than or equal to half its maximum hit points. To you,
Werebear, or Wererat. Each curse changes your form these creatures are considered “bloodied.” You can
and behavior in uniquely different ways, altering the sense the general direction of any bloodied creature
way you interact with the world. Once again, these within 500 feet of you, and ability checks you make to
features are only available or active for as long as you track them are made with advantage.
are transformed into your beast or hybrid forms, unless
they explicitly say otherwise. Successful weapon attacks you make against bloodied
targets deal an additional 3 damage.

31 CHAPTER 2 | lycanthrope
Feral Fury Hunting Tactics
3rd-level Werewolf feature 15th-level Werewolf feature
You can channel your thirst for blood in combat You have advantage on attack rolls against bloodied
through great feats of ferocity and violence. This creatures that are within 5 feet of one of your allies.
bloodlust is represented by fury points. At 3rd level, you
have 3 fury points which you can spend on the options
shown below. You regain an expended fury point when Leader of the Pack
you score a critical hit or reduce an enemy creature to 18th-level Werewolf feature
0 hit points. You regain all expended fury points when Your allies have advantage on melee attack rolls against
you finish a short or a long rest. any bloodied creature within 5 feet of you.
The maximum number of fury points you can have
increases to 4 at 7th level and to 5 at 15th level.
Bloodlust. If an enemy creature becomes bloodied
within 15 feet of you outside of your turn, you can
use your reaction and spend a fury point in order
to immediately move up to your speed towards that
creature and make a melee weapon attack against it.
Feral Lunge. As a bonus action, you can spend a
fury point to take the Dash action. You must use this
movement to move in an unobstructed, straight line
directly towards a bloodied enemy creature. If you move
15 feet or more towards that creature in this
way and you immediately hit it with a melee
weapon attack, you may force the enemy
creature to fall prone. Large or larger
creatures cannot fall prone in this way.
Howl. As a bonus action, you can spend a fury point
to rally your allies for combat. When you do so, you can
target up to five creatures that you can see within 15
feet of you (excluding yourself). Those creatures gain
temporary hit points equal to half your lycanthrope
level (rounded up).
Rabid Strike. Before you make a melee weapon
attack against a creature, you can spend one fury point
to gain advantage on the attack roll. The creature
counts as bloodied for the purposes of this attack.

Reinforced Ligaments
9th-level Werewolf feature
Your jump distance is doubled and climbing no
longer costs you extra movement.
When you fall, provided you are within 5 feet of
a continuous stable surface like a wall, you can use
your reaction to slow down your rate of descent by
clawing onto the surface as you drop. If you do so,
you do not take any fall damage from the descent.

CHAPTER 2 | lycanthrope 32
are collected during combat. You gain a ferocity
Werebear point whenever you take damage from an enemy,
and whenever you successfully deal damage to an
Despite their massive size and strength, werebears
enemy creature.
are relatively benign creatures. The voracious hunger
still consumes them from time to time, but they often You cannot gain more than 1 ferocity point per source
serve as guardians and protectors for other like- of damage. For example, you only get 1 ferocity point
minded creatures. when you take damage from the magic missile spell,
even if multiple missiles hit you. You can only gain
Werebears are well-suited to the life of an adventurer.
1 ferocity point even if you manage to hit multiple
They still keep their lycanthropy a secret as best they
enemies with a single attack or spell. Each individual
can, but their sense of community and protection make
attack in an Attack action is its own source of damage,
them excellent heroes. A werebear will protect the lives
so you can get multiple ferocity points whenever you hit
of their companions with their own, especially if these
multiple times with weapon attacks or take multiple hits
companions are aware of the werebear’s nature and
from different weapon attacks.
have accepted it.
You can only obtain ferocity points during combat and
only up to a maximum of 10. These points are lost 1
Shape of the Ursine minute after combat ends.
1st-level Werebear feature
You can spend your ferocity points on any of the
When you use your Bestial Transformation feature,
following abilities. You gain additional abilities in
your beast form takes on the shape of a bear, while
which to use your ferocity points as you gain levels in
your hybrid form takes on the mixture of a bear and
this subclass.
your humanoid form.
Ferocious Bite. Once per turn, you can spend 3
You have a limited ability to communicate with bears.
ferocity points and turn a normal bite attack into a
Even though you can’t directly speak with them, they
ferocious bite. You roll the bite attack with advantage
seem to understand the meaning of your words. You
and it scores a critical hit on a roll of 17, 18, 19, or 20.
can interpret the approximate meaning of the bears’
intentions and messages. Animal Handling checks Overpower. Whenever you make a Strength or
made to influence them are made with advantage. You Constitution check or saving throw, you may spend
can use this ability even in your humanoid form. ferocity points in order to gain a bonus to the roll equal
to the amount spent. You may spend these points after
Your claws and bite are natural weapons that you can
the roll is made but before the results are decided.
use to make unarmed strikes. On a hit, your claws deal
slashing damage equal to 1d8 + your Strength modifier, Thick Hide. When an enemy creature that you can
while your bite deals piercing damage equal to 1d12 see makes an attack roll against you, you can use your
+ your Strength modifier; instead of the bludgeoning reaction to add a bonus to your AC against that attack
damage normal for an unarmed strike. You may only equal to the number of ferocity points spent as you
use your bite attack up to once per round. activate this ability.

Powerful Body Demoralizing Roars


1st-level Werebear feature 9th-level Werebear feature
You gain a climbing speed of 30 feet which you can use Enemy creatures within 5 feet of you have disadvantage
only on surfaces that are not completely smooth. In on attack rolls against targets other than you. A
addition, you count as one size larger when determining creature is immune to this effect if it can’t see or hear
your carrying capacity and the weight you can you or if it can’t be frightened.
push, drag, or lift.

Animal Ferocity
3rd-level Werebear feature
Your normally passive nature erupts in rage as arrows
and blades pierce your skin. You have a resource
called ferocity which is represented by points that

33 CHAPTER 2 | lycanthrope
Relentless Stance
15th-level Werebear feature
The maximum number of ferocity points you can
have at once increases to 15 and you gain the
following abilities:
Stand Your Ground. You can use your reaction and
spend 3 ferocity points to reroll a saving throw. You
must activate this ability before you learn whether
the roll would have succeeded or failed, and you must
use the new roll.
Bear Guard. Whenever an ally within 5 feet of you
takes damage from an attack, you can use your reaction
and spend 2 ferocity points to take that damage instead
of your ally. This ability transfers any accompanying
effects that the attack would have otherwise affected
your ally to yourself, and this damage can’t be reduced
in any way. In addition, for the remainder of that turn,
any further attacks made against the ally you protected
are instead made against you.

Rampage
18th-level Werebear feature
You no longer lose your accumulated ferocity points
after combat ends.
In addition, your Ferocious Bite damage increases
to 3d12 on a hit.

CHAPTER 2 | lycanthrope 34
with bodily fluids meant to taint it with a disease
Wererat of your choice.
While most lycanthropes prefer rural or wilderness The next attack made with the covered weapon
environments, wererats feel more at home in densely until the start of your next turn carries with it the
populated areas; or at least, underneath them. Any city chosen disease, forcing the enemy creature to make a
with a large and unmonitored sewer system is likely to Constitution saving throw or become poisoned for 1
be home to at least a few wererats, if not entire colonies. minute. The poisoned creature must then make another
Constitution saving throw at the end of its next turn,
Wererats are most comfortable when lurking in and if it fails again, then it is inflicted with your chosen
shadows, unseen or unnoticed by other people. They disease for 1 hour. The creature can make Constitution
operate in thieves’ guilds, gangs, smuggling operations, saving throws at the end of each hour, ending the
and most any criminal enterprise imaginable. Wererats disease on a success.
are primarily selfish and conniving, but they also You start with three choices: Sight Rot, Filth Fever,
recognize the value in working as part of a large group. and Seizure; and you obtain more options as you level
up in this class. A creature afflicted by any of these
Wererat adventurers are typically those who have diseases is also poisoned for the duration.
been exiled or driven away from their colonies and
have attached themselves to what they deem a strong Your Diseased Body feature requires your enemies to
and capable crew that can protect them. Wererats find make saving throws to resist your diseases. The saving
it difficult to pursue higher purposes than their own throw DC is calculated as follows:
greed, but once they discover that hero work is often Disease save DC = 8 + your proficiency bonus
very lucrative, they tend to embrace their new role + your Constitution modifier
with open arms.
You can use this ability twice, regaining all expended
uses when you finish a short or long rest.
Shape of the Murine Sight Rot. Pain grips the creature’s mind, and its
1st-level Wererat feature eyes turn milky white. The creature has disadvantage
When you use your Bestial Transformation feature, on Wisdom checks and Wisdom saving throws
your beast form takes on the shape of a giant rat, while and is blinded.
your hybrid form takes on the mixture of a rat and
your humanoid form. Filth Fever. A raging fever sweeps through the
creature’s body. The creature has disadvantage on
You have a limited ability to communicate with rats. Strength saving throws, and deals only half damage
Even though you can’t directly speak with them, they with weapon attacks that use Strength.
seem to understand the meaning of your words. You
can interpret the approximate meaning of the rats’ Seizure. The creature is overcome with shaking. The
intentions and messages. Animal Handling checks creature has disadvantage on Dexterity saving throws,
made to influence them are made with advantage. You and its AC lowers by an amount equal to its Dexterity
can use this ability even in your humanoid form. modifier unless it’s wearing heavy armor.

Your bite is a natural weapon that you can use to You automatically gain the following disease options at
make unarmed strikes. When you hit with it, it deals the specified levels within this class:
piercing damage equal to 1d6 + your Dexterity modifier, Mindfire (9th-level). The creature’s mind becomes
instead of the bludgeoning damage normal for an feverish. The creature has disadvantage on Intelligence
unarmed strike. saving throws, and the creature behaves as if under the
effects of the confusion spell during combat.
Diseased Body Flesh Rot (15th-level). The creature’s flesh decays.
1st-level Wererat feature The creature has vulnerability to all damage except
psychic damage.
Your body is a breeding pit for all kinds of afflictions
and virulent maladies. Even though your body stores Slimy Doom (15th-level). The creature begins to
them, you are immune to diseases in your humanoid, bleed uncontrollably. The creature has disadvantage
beast, and hybrid forms. on Constitution saving throws. In addition, whenever
the creature takes damage, it must succeed on a
You can attempt to inflict a creature with a potent
Constitution saving throw or become stunned until the
disease. As a bonus action, you can cover a melee
end of its next turn.
weapon, natural weapon, or piece of ammunition

35 CHAPTER 2 | lycanthrope
Acquiring new diseases
As you travel, you may gain additional disease options
to add to your repertoire. If you are ever exposed to a
disease and would have normally become infected by
it, you may be able to replicate that disease as another
option for your Diseased Body feature, much like the
options provided here. Your GM has full jurisdiction on
what diseases you could feasibly use in this way.

Backstab
3rd-level Wererat feature
When you make an attack with advantage using a
weapon that has the light property or with a natural
weapon, you deal an extra 2d6 damage on a hit.
You make attacks against poisoned creatures
with advantage.

Furtive Character
3rd-level Wererat feature
You can use the Hide action as a bonus action.

Nimble Riposte
9th-level Wererat feature
When a creature misses you with a melee attack roll,
you can use your reaction to cause that attack to hit one
creature of your choice, other than the attacker, that you
can see within 5 feet of you. On your next turn, the next
attack you make against the creature that missed you is
made with advantage.
You can use this feature a number of times equal to
your proficiency bonus, and you regain all expended
uses when you finish a short or long rest.

Evasion
15th-level Wererat feature
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.

Feint Strike
18th-level Wererat feature
Once per round, if you miss with a melee attack, you
can choose to instead re-roll the attack with advantage.

CHAPTER 2 | lycanthrope 36
Simple-Minded
An ogre’s stupidity is legendary, a fact known by most
travelers who spend even a minute with these brutes.
They often believe everything that is told to them and
seem completely unable to understand how the larger
world around them functions. They focus their lives on
what is directly in front of them and try not to think too
hard on concepts beyond where to get their next meal.
When made to use their brain, ogres shut down
quickly and become irritated. Since ogres are used
to solving all of their problems using their power,
they devolve into attempting to destroy that which
confounds them. Eloquent creatures who try too hard to
confuse an ogre often find themselves squashed under
their angry fists.

Fabled Gluttony
If an ogre is not eating, it is either thinking about eating
or is smashing something that is preventing it from
eating. They are primarily carnivores, though they have
voracious appetites and won’t shy from eating anything
edible that is left within their grasp.
Unfortunately for the good peoples of this world, an
ogre’s favorite foods are dwarves, halflings, and elves;
a fact that is difficult for an ogre to forget once it has
developed the taste. Most ogres who live within human
civilization do so by having never partaken, for once an
ogre eats these races they find it difficult to stop.

Ogre
O
gres are burly, ugly creatures who survive by
raiding and scavenging. They often prey on
the weak, and associate freely with others
who allow them to get what they want. They
understand only strength and solve every problem set
before them with brute force. When that fails, they
either ignore the problem or run away.
An ogre’s skin typically ranges from a dead yellow to a
dull black-brown, and sometimes even a sickly-looking
violet. Their dark hairs tend from blackish-blue to dull,
dark green, and are always greasy and unkempt.

CHAPTER 3 | ogre 38
Covetous Nature
Like an unruly child, an ogre wants to own anything
that catches its eye, forming hoards of “treasure” which
they greedily collect. An ogre’s stupidity prevents it
from truly understanding what is valuable and what is
not, causing them to hoard ugly and useless trinkets
for no reason other than to simply possess them. An
ogre’s lair resembles a human hoarder at its pinnacle
of debasement.
An ogre cannot be trusted with understanding what
is fair for them to have and will constantly fight with
others over obtaining more loot from their raids. Like
most creatures, they are naturally attracted to shiny
objects. However, an ogre will almost always be willing
to trade anything from their hoard with something
else that catches their eye, being too dumb to notice if
they’re ever swindled.

Creating an Ogre
Most of the ogres that adventurers come across are
evil to the core, because ogres will always follow the
strongest. In the wild, the strongest tend to be evil
creatures like dragons, hags, giants, or large groups
of orcs or goblinoids, which ogres will unquestionably
follow and heed. What is important to understand is
that ogres truly care about food, with the occasional
desire to hoard trinkets and baubles. As long as you
understand these desires, you can turn a previously
evil ogre and sway them back to their more natural,
indifferent state. Just as easily as ogres join bands
of raiding orcs, they can join groups of benevolent
mercenaries or adventurers.
Ogres are not loyal, but are fantastic followers who
will do anything you ask of them, so long as they see
you as mightier or as a reliable source of comfort.
An adventuring ogre will be perfectly happy going
on quests so long as they are given some kind of loot
(ogres don’t care about value; they just want “stuff”) and
are left to enjoy their constant meals. A snappy ogre just
needs to be shown that the party is stronger than they
are, and they will happily follow.
If you wish to roleplay the evilness of your alignment,
then keep in mind that an ogre is evil mostly thanks to
their selfishness. They truly don’t care about anything
that is happening around them. They only care about
their own comfort and appetite, and get very grumpy
and aggressive when those things are actively taken
from them. An ogre never actively seeks to do evil, but
has an easy time doing evil if prompted to do so.

39 CHAPTER 3 | ogre
8 You were a servant for a nice family of cloud giants
Change of Fate who treated you with love and respect. One day they
Most ogres live terrible and brutal lives, where the one decided to “free” you by leaving you amongst your
own kind, but you absolutely detest other ogres.
who smashes the hardest gets the food. These lives
You have been searching for your cloud giant family
are lived through constant bloodshed, murder, and ever since.
betrayal. Ogres often live in cave systems with others
9 Your treasure kept on getting stolen by your brothers
of their kind, brutalizing any unlucky humanoid who
and sisters. In a torrent of rage and fury, you
finds themselves nearby. They collude with awful
clobbered your way back to your treasure and ran.
monsters like goblins, orcs, and even giants in order to You have been on the run ever since, waiting for
destroy and dominate. them to take their revenge.
When you create your ogre, think about what must 10 You accidentally sat on top of, and killed, the goblin
have happened for your character to end up with chieftain of the goblinoid tribe you used to live with.
normal humanoids. Rarely does an ogre have a simple They nominated you as their new leader, but you
change of heart, since ogres don’t quite moralize grew bored and left.
things the way humans would; instead try to envision 11 One day you learned that food appears to taste
a drastic event that must have forced your ogre’s hand better when cooked. Your fellow ogres made fun
for that shift to occur. What sort of wacky circumstance of you for being too civilized and wasting perfectly
edible dwarf legs, but by then the writing was on the
drove your ogre to travel and adventure with your
wall. You just could not get back to eating raw dwarf
fellow companions?
and were forced to leave.

d12 Change of Fate 12 You once ate a strange elf “bread-like” ration which
completely eliminated your hunger for half a day.
1 Humans have this bizarre piece of paper that says You have never felt such clarity since and you dream
that when you do things for them, they must give of the day when you can free your mind again.
you food. They appear to be afraid of the piece of
paper. You now abuse the power of that which they
call “the contract.”
2 Soldiers raided your old tribe and took you prisoner.
You spent a few years as their indentured worker in
Extreme Misunderstanding
a mine until a hole to a vast system of caverns was The way an ogre’s mind functions is a marvel to
unearthed and monsters spewed forth. You fought behold—countless books could be written describing
and defeated them, earning you your freedom. the comical levels of stupidity this creature showcases.
3 You were one of the many cooks in a small city of When building your ogre’s personality, take advantage
hobgoblins. For reasons you are ashamed to admit, of the very unique scenario of being able to play a
you discovered that hobgoblins taste delicious. creature known for its dimwittedness.
Things got very awkward after that.
For your ogre, the world should be a very confusing
4 You lost your bugbear best friend to a marauding
tribe of barbarians. To commemorate his passing,
place and most things should befuddle them. Make
you decided it was in good taste to use his dead sure that you portray this by establishing different
body as your new weapon; something that didn’t sit quirky personality traits that showcase their general
well with your other bugbear tribesmen. You were misconception of how things ought to be. Remember
quickly banished. that most ogres can’t even count to ten, even with their
5 You were born as the fourth son of a family of ogres. fingers in front of them. Nothing is too far-fetched when
Unfortunately, your parents did not know how to it comes to roleplaying a dumb ogre. Feel free to use
count after three and discarded you to make their any of the examples below to expand the personality of
lives easier. You have struggled out in the wild your your character.
whole life.
6 Adventurers slew your parents and found you as a d12 Extreme Misunderstanding
young child. They took pity on you and took you on 1 You actually have no idea what an ogre even is. You
their adventures. You have been traveling the world have been told since you were little that you are
with heroes ever since. just a very big, ugly human. You now live amongst
7 You used to work as a wall breaker for a terrible gang humans believing you are one of them.
of raiding orcs. You fell during a raid gone wrong, 2 You carry with you a dead animal who you believe
and were left for dead. You woke up alone with the is alive and perfectly healthy. You rationalize it not
gang having abandoned you. moving with tons of excuses, and get exceedingly
angry at whoever tries to disprove them.

CHAPTER 3 | ogre 40
3 You once saw a halfling mage obliterate an ogre with Most of the fun from playing an ogre comes from
a powerful spell. You now believe all halflings are being able to adapt to the scenario given to you, by
monstrous demons hiding their true forms. using anything around you as a possible weapon to use
4 You are scared to count to four. Last time you against your enemies. You can separate your character
tried, you had the biggest headache of your life and from other ogres by coming up with unique fighting
almost died, without realizing it was actually just styles that rely on creative use of your surroundings
indigestion. You have spent your life separating in combat. Perhaps you can even develop your own
things into groups of three. flavorful style that might be remembered by your fellow
5 You are certain that unless you collect the skulls players for years to come!
of every enemy you kill, their ghost will come back
to haunt you. Every nightmare you have, and every d12 Fighting Style
shadow you see, you attribute to that one guy you 1 Food tastes better drenched in the blood of your
forgot to take the skull from. enemies. You prefer to use delicious cow legs as
6 You are certain that showering and using shirts will clubs or kobold kebabs as spears.
make you more attractive to ogres of the opposite 2 You are not even sure how to hold them, but you use
sex. It in fact repels them. fancy human weapons whenever you can. If it works
7 You not only believe trees can understand your for them then perhaps they might work for you?
words, you also fear them since they are bigger 3 Shiny objects make for the strongest weapons!
than you.
4 You only use enormous objects as weapons, often
8 You fear that hunger is really your body telling you giving them names that start with the word “great.”
that you are about to die of starvation. You are never Greataxes and greatclubs are okay, but your favorites
without food in your mouth, and you make certain are great-barrels and great-trees.
you always have your next meal planned out.
5 You have finally figured it out. After years of rigorous
9 Gesturing and grunting has become your main form testing with trial and error, you have come to the
of communication. You believe that as long as you conclusion that sahuagin are the perfect club. Their
don’t talk, you cannot be tricked by others. weight and height fits just right with your style of
10 You refer to your companions as your minions, and swing. The fact that they make a funny sound when
your party’s headquarters as your lair. Every decision they hit a hard surface is quite frankly a nice bonus.
the group makes, you believe it was ultimately 6 It doesn’t matter what kind of object or blade you
your idea, and that every treasure owned by the hold as a weapon, you always resort to punching
group ultimately belongs to you. You believe this so with it instead.
strongly that it defies logic and reality.
7 Giant slings are the way to go. You fill them up with
11 You have discovered that all puzzles are distractions all kinds of objects, really anything that you find on
from the fact that you can simply break through the streets. You constantly tell your friends to drop
the secret wall hiding the treasure. Whenever you their trash into your sling ammunition bag for you to
find a puzzle in the wild, you try and break through use later.
everything trying to find the secret treasure.
8 Why try something new when the classics always get
12 You grew up watching your elders drool and spit the job done? Rocks are versatile; you can smash
all around the den. You have grown to believe that with them and you can throw them at your enemies.
swallowing your own saliva is poisonous. Now you And if you get bored, you can always find pointy
drool and spit wherever you go. rocks to mix things up.
9 Shields are, in fact, very effective as a
bludgeoning tool.
10 Whether it’s a sword, a dwarf, or even a bow, it
Fighting “Technique” doesn’t matter what you use as a weapon… you
Ogres do not practice their weapon stances nor do always choose to throw it at your enemy rather than
they perfect the art of the blade, most don’t even know entering close-quarters combat.
the difference between a sword or an axe. Ogres use 11 You see yourself as a spellcaster that takes matters
greatclubs because smashing comes naturally to them, into their own hands. You mutter out fake magical
but in the mind of an ogre, a greatclub can be a tree incantations as you throw balls of mud, and scream
“firebolt!” when you push a bowl full of hot coals
log, a sack filled with potatoes, or the skeletal remains
onto an enemy.
of uncle Patrick. At the end of the day, for an ogre, the
greatclub is a state of mind, and in this regard they can 12 You received “formal” weapons training from
be quite creative. goblins once, and now you avoid improvising much.
You prefer using simple weapons the way the
gods intended.

41 CHAPTER 3 | ogre
deal 1d4 + your Strength modifier bludgeoning damage,
Quick Build instead of the damage normal for an unarmed strike.
You can make an ogre quickly by following these Gorger of Refuse. You can eat anything you can
suggestions. First, make Strength your highest ability find, from raw animals to toxic, barely-edible trash.
score. Your high Strength score will compensate for You cannot become diseased from eating and you are
your lack of proficiency bonus. Your next highest score immune to ingested poisons.
should be Constitution. Second, choose the Hermit or
Urchin background. Even though you gain no benefit The Bigger They Are. Whenever you would take
from the skill or tool proficiencies given to you through falling damage, you take twice that damage instead.
your background, you still benefit from its starting gear
and special feature. Languages. You can (barely) speak Common and your
choice between Giant, Goblin, or Orc. However, you do
not know how to read or write.
Racial Features
The ogre is both a player race and a class, so you Playing as a Large Creature
don’t choose a separate race when you choose this Because it is not often that a player gets to play a Large-
class for your character. As an ogre, you have the sized creature, it is important to remember a few of the
following racial traits: changes such a size causes:
Ability Score Increase. Your Strength score • Your carry weight equals your Strength score
increases by 6, your Constitution score increases multiplied by 30.
by 2, and your Intelligence score decreases by 4.
• You are considered squeezing while traversing
Your Dexterity, Wisdom, and Charisma scores all
through 5-foot wide hallways, which means all of your
decrease by 2. attacks and your Dexterity saving throws are made with
Creature Type. You are a Giant. disadvantage, and attacks against you are made with
advantage. Such small hallways are also considered
Age. Ogre bodies are forced to mature faster than difficult terrain for you.
humans since they are thrown into a chaotic, brutal • You can grapple and shove creatures up to Huge in
world as soon as they can hold a club. They reach their size. Small creatures cannot grapple or shove you.
adult size by around age 10, though their child-like
mentality remains for at least a few more years. Ogres • Medium creatures can mount you without causing any
can live up to 90 years of age, but rarely make it out of restriction to you.
their third decade because of the violent life they live. • You can move through the spaces of Small or smaller
creatures as difficult terrain, and those creatures can do
Alignment. An ogre’s desires and principles begin
the same through your own space.
and end at the thought of where they can get their
next meal, while solving every problem along the way • Large-sized versions of common clothes or objects
through smashing. They always follow the bigger and are generally about four times more expensive than their
the stronger, whoever that happens to be at the time. Medium counterparts.
Most ogres are chaotic evil.
Size. Adult ogres stand between 9 and 11 feet tall and
weigh between 600 to 1,000 pounds. Your size is Large.
Speed. Your base walking speed is 30 feet.
Darkvision. You have darkvision out to a
range of 60 feet.
Mental Limitations. You cannot become proficient
in anything and you do not have a proficiency bonus.
Martial weapons are improvised weapons to you and
you cannot make non-lethal weapon attacks.
Large Body. You make Constitution checks and
saving throws with advantage. Your hit point maximum
increases by 2, and it increases by 2 every time you gain
a level in the ogre class. On a hit, your unarmed strikes

CHAPTER 3 | ogre 42
THE OGRE
Damage Improvised Weapon Iron Grip
Level Reduction Features Damage Die Throw Distance
1st 3 Thick Skin, Ogre Strength, Improvised Weapons 1d8 —
2nd 3 Seismic Slam, Iron Grip 1d8 15ft.
3rd 3 Instinctual Tactics 1d8 15ft.
4th 4 Ogrish Ability Score Improvement 1d8 20ft.
5th 4 Brutal Attack, Cleave, Ogre Strength Improvement 1d8 20ft.
6th 4 Improvised Magic, Iron Grip Improvement 1d8 25ft.
7th 5 Immovable Fortress 1d8 25ft.
8th 5 Ogrish Ability Score Improvement 1d8 30ft.
9th 5 Dumb Luck, Ogre Strength Improvement 1d10 30ft.
10th 6 Crushing Grip, Seismic Slam Improvement 1d10 35ft.
11th 6 Brutal Attack Improvement 1d10 35ft.
12th 6 Ogrish Ability Score Improvement 1d10 40ft.
13th 7 Ignore Pain, Ogre Strength Improvement 1d10 40ft.
14th 7 Cleave Improvement 1d10 45ft.
15th 7 Extremely Dumb Luck 1d12 45ft.
16th 8 Ogrish Ability Score Improvement 1d12 50ft.
17th 8 Seismic Slam Improvement, Ogre Strength Improvement 1d12 50ft.
18th 8 Indomitable Might 1d12 55ft.
19th 9 Ogrish Ability Score Improvement 1d12 55ft.
20th 9 Brutal Attack Improvement 1d12 60ft.

Equipment
Class Features You start with the following equipment, in addition to
the equipment granted by your background:
Hit Points • (a) a greatclub or (b) any simple melee weapon
Hit Dice: 1d12 per ogre level
Hit Points At First Level: 12 + your • Cook’s utensils, four rocks, and a large leather bag
Constitution modifier holding a dead animal
Hit Points At Higher Levels: 1d12 (7) + your
Constitution modifier per ogre level after the 1st Thick Skin
1st-level Ogre feature
Proficiencies
Weapons only bruise you and arrows get stuck on your
This class does not use a proficiency bonus. hard scabby skin. Your flesh is accustomed to brutality
Armor: — and it serves you better than any armor.
Weapons: —
Your AC cannot exceed 10. Any damage you take
Tools: — from a melee, ranged, or spell attack is reduced by
Saving Throws: — 3 (to a minimum of 1) unless it is lightning, psychic,
Skills: — or it is a melee attack coming from a creature with
the Incorporeal movement feature, like a ghost. This
damage reduction increases by 1 every three levels
as shown under the Damage Reduction column in
the Ogre table.

43 CHAPTER 3 | ogre
+ your Strength modifier and is knocked prone on a
Ogre Strength failed save, or takes half as much damage and isn’t
1st-level Ogre feature knocked prone on a successful one. Each unattended
Your Strength score maximum is 24, instead of 20. object at least partially within the area takes twice as
In addition, your current and maximum Strength much damage (objects automatically fail Strength and
scores increase by 2 at 5th level, 9th level, 13th level, Dexterity saving throws).
and 17th level. Once you use this feature, you can’t use it again until
Some ogre features you gain at higher levels you finish a short or long rest. You can use this feature
require other creatures to make a saving throw twice between rests starting when you reach 10th level
to resist the feature’s effects. The saving throw is in this class, and three times after 17th level.
calculated as follows:
Ogre Save DC = 8 + your Strength modifier Iron Grip
2nd-level Ogre feature
Improvised Weapons Your old days of snatching halflings might be done, but
the training carries over.
1st-level Ogre feature
You have an uncanny ability to smash enemies with Your speed is not lowered when attempting to move
anything you find. The damage die for improvised while grappling creatures that are smaller than you.
weapons you use increases to 1d8. You can use even You have advantage on melee weapon attacks you make
typical weapons as improvised weapons, though you against creatures grappled by you.
ignore all of the weapon’s usual properties—such as
Moreover, you have the ability to throw creatures
the finesse, reach, and two-handed properties while
across great distances thanks to your incredible
you use it as an improvised weapon. If you use a
strength. As an action, you can throw a Medium-
magic weapon as an improvised weapon, you don’t
sized creature (or smaller) grappled by you up to 15
gain the benefits of any of its magical properties,
feet in any direction. The distance at which you can
such as any bonus it might provide to attack and
throw a creature increases by an extra 5 feet for every
damage rolls, though it still counts as magical for the
additional two levels you gain in this class as shown
purpose of overcoming resistance and immunity to
in the Iron Grip Throw Distance column of the Ogre
attacks and damage.
table at the beginning of this chapter. The creature
As a bonus action, you can dismantle a Large or then either takes 1d6 points of bludgeoning damage
smaller object within your reach and turn a piece of for every 10 feet of travel distance, or takes falling
it into an improvised weapon you can use. This could damage as per the rules in the Player’s Handbook,
be uprooting a tree and using it as a club, unearthing whichever is greater.
a boulder from the ground you could use to smash or
Starting from 6th level, allies that you throw with this
throw, or tearing a limb off of a creature and using it as
feature do not take any damage from either this feature
an improvised flail. The object you dismantle for this
nor from the falling damage rules, unless they land at a
feature must be one that could feasibly be dismantled
lower elevation from where they started.
using your raw strength.
When you reach higher levels in this class, the
damage die for your improvised weapons increases
further, to 1d10 at 9th level, and to 1d12 at 15th level, as
shown in the Improvised Weapon Damage Die column
of the Ogre table.

Seismic Slam
2nd-level Ogre feature
As an action, you slam the ground and cause a violent
quake around you. Each other creature on the ground
or in contact with a grounded structure within 10 feet
of you must make a Dexterity saving throw. A creature
takes damage equal to your Improvised Weapon die

CHAPTER 3 | ogre 44
Instinctual Tactics Ogrish Ability Score Improvement
3rd-level Ogre feature 4th-level Ogre feature
Though brutal smashing is still your primary method When you reach 4th level, and again at 8th, 12th, 16th,
of fighting, your battle experience has resulted in and 19th level, you can increase one ability score of
you developing instincts for some small, strategic your choice by 2, or you can increase two ability scores
maneuvers. When you make a melee weapon attack on of your choice by 1. As normal, you can’t increase an
your turn, you can use one of the following meanuvers, ability score above 20 using this feature unless its
each described below: Lunge, Smack, Snatch, or maximum has been increased through another feature.
Sweep. Whenever you use one of your maneuvers
to augment an attack, the attack deals extra damage
of the same type equal to your improvised weapon Brutal Attack
damage die on a hit. 5th-level Ogre feature
You can use this feature a number of times equal to Once during each of your turns, when you deal damage
your Constitution modifier, regaining all expended with a melee weapon attack or your Seismic Slam
uses when you finish a long rest. When you finish a feature, you can choose to double the weapon or
short rest, you regain a number of your expended uses feature’s damage.
depending on the amount of food you ate during the When you reach certain levels in this class, the
rest, as seen in the Instinctual Hunger table below. You damage is magnified even further when you use this
can never have uses of this ability in excess of your feature, instead of doubled: tripled at 11th level, and
Constitution modifier. quadrupled at 20th level.

Instinctual Hunger
Food Instinctual Tactics Cleave
Consumed Uses Regained 5th-level Ogre feature
Less than 10 lbs 1 If you reduce an enemy creature to 0 hit points with
a melee weapon attack, you may have a secondary
11 - 25 lbs 2 creature within melee range take the remaining
26 - 50 lbs 3 damage. Choose a creature within reach. There cannot
be other creatures or obstacles between this creature
51 - 100 lbs 4 and the original target passing through the arc of the
More than 100 lbs 5 attack. If the original attack roll is higher than the
armor class of this second creature, then apply any
remaining damage to it.
Lunge. You extend your reach by 5 feet for the attack.
Starting from 14th level, provided you have enough
Smack. If the attack hits a creature that is your size remaining damage after your two killing blows, you can
or smaller, the target must succeed on a Strength repeat the process in order to cleave into a third and
saving throw or be pushed up to 15 feet straight potential fourth enemy creature.
away from you.
Snatch. Immediately following the attack, you can use Improvised Magic
your bonus action to attempt to grapple the target. 6th-level Ogre feature
Sweep. If the attack hits a creature that is your size or Your improvised weapons always count as magical for
smaller, the target must succeed on a Strength saving the purpose of overcoming resistance and immunity to
throw or be knocked prone. nonmagical attacks and damage.

Ogre’s Hunger Monstrous Vitality


An adult ogre can eat up to 200 pounds a day if given the
7th-level Ogre feature
chance, which equals about 4 Small creatures or a single
Medium creature. A diet of 100 pounds a day, however, is If a single attack would deal over 20 damage to you
more than enough to sustain a healthy ogre. at once after calculating damage reduction and
resistances, the amount of damage is instead reduced
to 20. However, if that source of damage would result
in your death due to massive damage from the Instant
Death rules, it is not reduced in this way.
45 CHAPTER 3 | ogre
Immovable Fortress Ignore Pain
7th-level Ogre feature 13th-level Ogre feature
It is very difficult to move you by force. If an effect You no longer go unconscious when damage from an
moves you against your will along the ground, you can enemy creature drops you to 0 hit points, and you can
use your reaction to reduce the distance you are moved continue to take actions as if you were still standing.
by up to 10 feet.
You still make death saving throws as normal for a
Further, when you are subjected to a damaging effect character at 0 hit points, except that if you roll three
that allows you to make a Dexterity saving throw, you death saving throw successes, then you are healed by
may reduce any damage you take from that effect by an 1 hit point. Successful attacks against you continue to
amount equal to your Thick Skin’s damage reduction. give you automatic failed death saves as normal, and
you die if you accrue three such failed saves.

Dumb Luck Once this feature is activated, it cannot activate again


until you finish a short or long rest.
9th-level Ogre feature
Your weapon attacks score a critical hit on a
roll of 19 or 20. Extremely Dumb Luck
15th-level Ogre feature
Crushing Grip Your weapon attacks score a critical hit on
10th-level Ogre feature a roll of 18-20.

You can use an action to forcibly crush a creature or


object that you have currently grappled. When you Indomitable Might
do, you automatically deal an amount of bludgeoning 18th-level Ogre feature
damage equal to 3d10 + your Strength modifier. You
cannot be holding any other object in your two hands If your total for a Strength check is less than
for you to be able to use this feature. If you use this your Strength score, you can use that score in
feature against an object you are holding, you deal place of the total.
double the damage.

CHAPTER 3 | ogre 46
OPEN GAME LICENSE VERSION 1.0A date, and the copyright holder’s name to the COPYRIGHT NOTICE of
The following text is the property of Wizards of the Coast, Inc. and any original Open Game Content you Distribute.
is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 7. Use of Product Identity: You agree not to Use any Product Identity,
Reserved. including as an indication as to compatibility, except as expressly
1. Definitions: (a)”Contributors” means the copyright and/or trademark licensed in another, independent Agreement with the owner of
owners who have contributed Open Game Content; (b)”Derivative each element of that Product Identity. You agree not to indicate
Material” means copyrighted material including derivative works and compatibility or co-adaptability with any Trademark or Registered
translations (including into other computer languages), potation, Trademark in conjunction with a work containing Open Game Content
modification, correction, addition, extension, upgrade, improvement, except as expressly licensed in another, independent Agreement with
compilation, abridgment or other form in which an existing work the owner of such Trademark or Registered Trademark. The use of
may be recast, transformed or adapted; (c) “Distribute” means any Product Identity in Open Game Content does not constitute a
to reproduce, license, rent, lease, sell, broadcast, publicly display, challenge to the ownership of that Product Identity. The owner of any
transmit or otherwise distribute; (d)”Open Game Content” means the Product Identity used in Open Game Content shall retain all rights, title
game mechanic and includes the methods, procedures, processes and interest in and to that Product Identity.
and routines to the extent such content does not embody the Product 8. Identification: If you distribute Open Game Content You must clearly
Identity and is an enhancement over the prior art and any additional indicate which portions of the work that you are distributing are Open
content clearly identified as Open Game Content by the Contributor, Game Content.
and means any work covered by this License, including translations and 9. Updating the License: Wizards or its designated Agents may publish
derivative works under copyright law, but specifically excludes Product updated versions of this License. You may use any authorized version
Identity. (e) “Product Identity” means product and product line names, of this License to copy, modify and distribute any Open Game Content
logos and identifying marks including trade dress; artifacts; creatures originally distributed under any version of this License.
characters; stories, storylines, plots, thematic elements, dialogue,
incidents, language, artwork, symbols, designs, depictions, likenesses, 10. Copy of this License: You MUST include a copy of this License with
formats, poses, concepts, themes and graphic, photographic and other every copy of the Open Game Content You Distribute.
visual or audio representations; names and descriptions of characters, 11. Use of Contributor Credits: You may not market or advertise the
spells, enchantments, personalities, teams, personas, likenesses and Open Game Content using the name of any Contributor unless You
special abilities; places, locations, environments, creatures, equipment, have written permission from the Contributor to do so.
magical or supernatural abilities or effects, logos, symbols, or graphic 12. Inability to Comply: If it is impossible for You to comply with any of
designs; and any other trademark or registered trademark clearly the terms of this License with respect to some or all of the Open Game
identified as Product identity by the owner of the Product Identity, and Content due to statute, judicial order, or governmental regulation then
which specifically excludes the Open Game Content; (f) “Trademark” You may not Use any Open Game Material so affected.
means the logos, names, mark, sign, motto, designs that are used
by a Contributor to identify itself or its products or the associated 13. Termination: This License will terminate automatically if You fail
products contributed to the Open Game License by the Contributor (g) to comply with all terms herein and fail to cure such breach within 30
“Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, days of becoming aware of the breach. All sublicenses shall survive the
modify, translate and otherwise create Derivative Material of Open termination of this License.
Game Content. (h) “You” or “Your” means the licensee in terms of this 14. Reformation: If any provision of this License is held to be
agreement. unenforceable, such provision shall be reformed only to the extent
2. The License: This License applies to any Open Game Content that necessary to make it enforceable.
contains a notice indicating that the Open Game Content may only be 15. COPYRIGHT NOTICE
Used under and in terms of this License. You must affix such a notice Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
to any Open Game Content that you Use. No terms may be added to
System Reference Document 5.1 Copyright 2016, Wizards of the Coast,
or subtracted from this License except as described by the License
Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney
itself. No other terms or conditions may be applied to any Open Game
Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R.
Content distributed using this License.
Cordell, Chris Sims, and Steve Townshend, based on original material
3. Offer and Acceptance: By Using the Open Game Content You by E. Gary Gygax and Dave Arneson.
indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this
“Monster Classes 2” is published under the Open Game License
License, the Contributors grant You a perpetual, worldwide, royalty-
version 1.0a Copyright 2000 Wizards of the Coast, Inc.
free, non-exclusive license with the exact terms of this License to Use,
the Open Game Content. ©2023 MrRhexx Games. All rights reserved. MrRhexx Games and
MrRhexx Games “What They Don’t Tell You About” are trademarks of
5.Representation of Authority to Contribute: If You are contributing
Fermin Caballero.
original material as Open Game Content, you represent that Your
Contributions are Your original creation and/or You have sufficient This document is NOT for resale. Permission granted to print or
rights to grant the rights conveyed by this License. photocopy this document for personal use only.
6. Notice of License Copyright: You must update the COPYRIGHT
NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying,
modifying or distributing, and You must add the title, the copyright
Play as a monster from 1st to 20th level, with thematic class features,
rollable tables, and immersive lore. Featuring the familiar, treant, and vampire.

MrRhexx’s Monster Classes I MrRhexx’s Monster Classes II MrRhexx’s Monster Classes III

MrRhexx’s Armor Redesigned The Crystal Moon Adventure MrRhexx’s Magic Items

Other Great Products from MrRhexx Games!


Want your character to be a Deva? What about a Familiar or a Succubus?
How about an adventure in Wildspace? New Rules for Armor?
Go to https://www.mrrhexx.shop and try out our other supplements!

You might also like