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Published by minelli12312, 2022-07-20 21:14:17

Monster Classes II

Monster Classes II

Introduction

Since the ability to play as monsters in 5th edition was added in Volo’s Guide to Monsters, I have seen countless players
readily accept the opportunity to embrace new ways to roleplay in this fantasy game. From hobgoblin clerics, to yuan-ti
sorcerers, to the very popular—and powerful—goblin rogue.

These are simple solutions that allow one to roleplay as a monster, while simultaneously not compromising the integrity of
the game. The problem of course, is that sometimes these solutions are simply not enough. Roleplaying as a goblin is easy,
and we can all collectively agree that there’s no need to go deeper than what is presented in Volo’s for them. The problem is
that not all monsters are that easy to shape. The orcs in Volo’s for example, needed far more than simply the ability to run
fast towards their enemies.

Some races also demand more than merely a couple of simple features. The hobgoblins for example are notorious for
their Martial Advantage ability, which effectively functions like a sneak attack. It is an ability that is shared with virtually
every single hobgoblin, including the spellcasters! For example, a spellcaster hobgoblin can cast the firebolt cantrip and
get sneak attack on that damage. Isn’t that awesome and fun? The problem is that adding a whole sneak attack mechanic
to a race… might be a tad too powerful. There are many other races that suffer from this predicament. Could you imagine
making a race of beholders that utilize normal classes? That simply wouldn’t work.

This is exactly why I started this project. I have been determined to allow players to play the monsters they wish they
could be, while being uncompromising in their construction. The playable monsters presented here are both races AND
classes at the same time. This would actually allow you to truly get the full experience of what it means to be any of
these creatures, rather than merely pretending through makeshift flavor-fueled roleplay. While technically not wrong, it’s
sometimes just not enough.

Because their construction is uncompromising, some of these classes will play drastically differently from the traditional
classes in the Player’s Handbook. From devas being immune to exhaustion, to ghosts being able to painfully travel through
walls, to ogres being able to use dead humanoids as clubs, to even dragons gaining access to legendary actions, monster
classes feel and play differently. But consider that these things are what makes these creatures memorable and special,
and without them, they would just be reskins of the existing classes which would dilute their uniqueness.

A few of the features you will see here will be inherently disruptive to a traditional gaming experience—namely many
monster classes having the ability to fly at level 1—but the one thing that I can guarantee is that nothing presented here is
mechanically overpowered. If your table is happy playing with a character that is considered a Large creature, and hence,
can effectively bypass most encumbrance rules; then that is honestly all you will have to worry about.

Many of these classes skirt traditional table rules because that’s just how it has to be for these classes to be genuine, but
do not be dissuaded out of giving them a shot out of fear that they might be “too strong.” This is a game of math, and I have
personally spent a lot of time making sure that the math checks out. Some of what you will see might look shocking to you
at first glance, but that’s the point! I want you to feel like you are amazing and unique, while maintaining group balance in
actuality.

Nothing in here is stronger than a moon druid, or a barbarian. Nothing in here will deal more damage than a paladin.
Wizards will always be king of choice. Nothing will ever beat a warlock casting eldritch blast or any caster casting
polymorph. Do not be concerned about power and immerse yourself in your monster classes. Enjoy!

-Fermin Caballero (MrRhexx)

Credits

Lead Designer and Writer: Fermin Caballero (MrRhexx)

Editor: Gavin Wadsworth

Layout Editor: J.D. Mills (thearcanistsrefuge.com)

Cover Art: Dominika Dénes (instagram.com/fankiiiart)

Interior Art Lead: Dominika Dénes (instagram.com/fankiiiart)



Dragon

Dragons are winged, reptile-like creatures of great power
and intelligence. They are known for their great size, their
capabilities for destruction, and the resilience of the scales
which adorn and protect their bodies. They are fearsome
predators who possess the ability to consume almost
anything, from scores of living creatures to even hard
inorganic materials like stone or minerals.

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.

4

Because of the intrinsic value of a dragon’s treasure hoard, Creating a Dragon
it is never safe from thieves. So dragons go to any lengths
necessary to secure the protection of their wealth. Some The dragon class featured here is at the ripe age for
dragons hire minions to safeguard their lair, while others go adventuring. Being between the ages of 50 to 100, your
so far as to magically trap entire rooms against tampering. dragon has probably just recently left the territory of its
Since fear of having their treasure stolen never relents, parents and begun its journey to find and claim its own. The
and many give way to their neuroticism. Dragons often lengthy process of finding the perfect lair can take decades
end up sleeping atop their own piles of money in hopes of however, since a dragon has to examine each individual
assuaging their fears, often recounting every coin before region for enemies which may contest its superiority.
and after rest.
In this particular age group of dragonkind, your dragon
Otherworldly Body would have just entered young adulthood, which is a
special time for every dragon. It is not just the time when
The draconic body is a vessel for magical energy, which it searches for a territory, but it is also at this time when
the dragon cannot help but exude from its body naturally. the desire to mate begins. Many dragons start an extensive
Commonly, this is seen in the form of a breath weapon - an search for a prospective long-term partner at this time,
attack which allows a dragon to project a blast of elemental though they seldom settle until after their first century. It is
energy from its mouth. Less commonly, this is also seen as also through the dawning of adulthood when dragons start
a change in the fauna, flora, and elemental properties of the innately developing their first spells, including their ability
area in which the dragon resides. to polymorph—which at this point is still fairly limited.

Because of the inherent magical power of the draconic When you create your dragon, consider that this is meant
body, dragons often find themselves the targets of to be the adventurous spate of its life. As every dragon
adventuring groups who seek to slay them; if not for knows that as soon as it collects enough treasure and finds
their wealth, then for either their scales or organs. Many a suitable territory, it will become increasingly difficult to
humanoid groups have made the ritualistic imbibing of leave it. Up until this point, it might have lived its entire
draconic blood a customary tradition in order to obtain life stuck in a lair with all its brothers and sisters or living
the might of dragons, while others dress themselves in the alone with its mother atop a great mountain. Consider that
powerful scales of slain wyrms. Experienced sages and dragons teach their children much about the world, but that
wizards often seek esoteric parts of the draconic body in still doesn’t change the fact that your dragon has probably
order to fuel dark spells of incredible potency. never seen much of what the world has to offer. Make sure
to really sell that draconic curiosity that your draconic
Prismatic Personality character is bound to have!

As a species, most dragons don’t really share much with Social Hierarchy
one another outside of their rough physical description
and some specific traits like those described above. This As dragons become young adults, they start embroiling
is because every individual kind of true dragon is magical themselves in the local politics of their region; mainly with
in its own way, and is defined by its specific subtype within other dragons of their kind which they inevitably come
the true dragon category. This class entry describes and across. Such encounters—primarily with other metallic
provides options for metallic dragons: gold, silver, copper, dragons—tend to be respectful at first, but can easily
bronze, and brass. devolve into centuries-long disputes over territorial limits
and land rights.
Each draconic color is its own subtype, comprised of its
own personality traits, ecology, biology, physical descriptors, Some of these meetups can turn ugly from the very
elemental connection, diet, habitat, society, and even forms beginning—primarily when encountering chromatic
of combat. In general, metallic dragons are considered to dragons—which result in a constant fear of sudden, deadly
be morally good, noble in demeanor, and respected by wise ambushes. The delicate dance of territorial aggression in
humanoids. They commonly gain the ability to shapeshift these encounters can last for many decades, generally only
into humanoid forms as they get older, and can recognize ending in the death of one or both dragons in brutal combat.
people by the smell of their blood by the time they are full Many draconic alliances are formed and mercenaries are
adults. bribed during these confrontations.

5

When building your dragon, think about how your The reason your dragon seeks treasure is an important
presence has shifted the delicate balance between all the factor on how to separate your silver dragon from other
other dragons in the area. Remember that no dragon will silver dragons.
simply hand-wave the existence of another in its territory
without strong consideration, since every single dragon D12 Treasure Hoard
will eventually grow to become a terror; it’s always only a 1 You collect treasure for its historical value, you are fascinated by
matter of time. Feel free to use any of the examples below
to further flesh out conflicts that may have arisen between statues and vintage crafted objects.
your dragon and others. 2 You know that true value can only be found in books. You seek

D12 Social Relationships to form a library filled with ancient knowledge to rival even the
1 You are the laughingstock of the draconic community because of a greatest of collectors.
3 Warfare intrigues you. You want to collect the weapons and armors
faux pas you made at the last dragon council. of powerful warriors and recorded figures.
2 A dragon from a far away land has been spending days just flying 4 Magic is fascinating to you, and you enjoy spending time collecting
ancient magical relics to discover their true potential.
to your territory in order to gaze at you from afar. You are growing 5 You have been fixed since birth on the culture of a particular race.
very concerned. You go out of your way to collect clothing, pieces of art, crafted
3 You have been living for far too long with your siblings, and the materials, and literature from this race.
lair has now recently become too small to house all of you. It was 6 You would rather wear your wealth, rather than keeping it enclosed
decided you needed to move, so you have been on the search for a and secret.
new territory since. 7 You don’t seek treasure for its own sake, but rather to purchase for
4 There’s an extremely attractive dragon that you hope would yourself a great castle in which to live.
become your mate, who lives not so far from your territory. 8 What’s the point of a hoard if not to create a massive pile on which
However, there are other interested suitors with more impressive to sleep. You collect all manner of coins in hopes of creating a
hoards. mound worthy of respect.
5 Your lair is set in a highly-contested territory. However you have 9 You are cursed with a love for a specific type of gem. Whenever
been blessed with an allied dragon who has helped you protect it. you collect treasure, you obsessively try to barter it or sell it in
This ally has been getting more distant during the last couple of exchange for more of that particular type of gem.
years and you are getting worried. 10 You seek to transform your hoard into a vault meant to safeguard
6 You have been quite lucky with your neighbors so far, and have the most dangerous artifacts you find on your journeys. Better
kept a good relationship with most of them. You look forward to locked up than in the hands of your enemies.
the meetings every decade to discuss socio-political events with 11 You are on the lookout for a mighty and powerful sentient magic
your fellow brethren. The new meetup is coming soon, and you item, to function as the crown of your hoard.
cannot wait. 12 Beauty is all that matters, and you cannot stop yourself from
7 Astonishingly, you successfully killed a dragon much older and seeking glittering objects.
bigger than you. Now all other dragons close to your territory fear
you. You know the truth however, it was pure luck. Manifest Destiny
8 One day you found your treasure hoard stolen, with nothing left
save for a fallen scale of the thieving dragon. A very unfortunate trait that falls onto most true dragons—
9 Because of a mistake you made years ago, every dragon within even the good ones—is an inherent feeling of superiority
a day’s flying distance figured out the location of your treasure over others. Dragons understand deeply that in every
hoard. You have been attempting to move your treasure slowly and measurable quality, they are simply better than most other
carefully throughout the years, hoping that nobody finds your new living creatures; whether it is in might, intelligence, or in
location. magic. This gets worse and worse over time as the dragon
10 You got into a huge fight with your mate, so you are spending grows older, since it will notice itself outliving every friend it
some time apart while they take care of the eggs. You believe if makes throughout the years…becoming too physically big to
you were to bring them an incredible gift, perhaps you may mend see itself as an equal to all the small and weak mortals that
your relationship. roam around it.
11 For reasons you can’t understand, the humanoid settlements
nearby have been deemed “off limits” for dragons to protect. You This trait starts to form at the onset of young adulthood
instead make most of your gold by doing quests for them. for dragons, as they see their form grow to that of a large
12 You study and keep meticulous notes on every dragon within 100 creature. At this stage of their lives, most dragons start
miles of your lair. You seek to learn their names, their territories, developing rudimentary feelings of grandeur that manifest
and even their psychological profiles. as a desire to accomplish world-changing activities. In
essence, dragons dream big whenever they think about
Treasure Hoard their future. Think long and hard about what the desires for
your dragon character would be, considering that it knows
Every dragon has a particular taste for treasure and one of it will most certainly accomplish them in due time.
the most unique aspects of dragonkind is figuring out what
exactly makes your dragon tick. All dragons enjoy coinage You can use the examples below to help fuel your ideas for
but some might appreciate it simply for its glow, others for interesting projects your dragon might seek to carry out.
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.

6

D12 Manifest Destiny Dragon Color
1 You seek to rule over humanoids as a monarch. One day you will
Starting from the moment you pick this class, you choose a
have a great fortress from which to rule, vassal towns who will draconic color which defines what kind of dragon you will
follow your laws, and humanoid subjects to command. be. This choice determines your personality, abilities, diet,
2 You wish to become a crusader of justice and good for the chief alignment, and more. The options included are Gold, Silver,
deity of metallic dragons. One day you will gather hundreds of Copper, Bronze, and Brass; all detailed at the end of the
paladins to fight for your cause. class description.
3 An unbelievably kind deed was done to you by a humanoid when
you were small, and you vowed that you would repay that kindness Your choice grants you features at 1st level and again at
tenfold. The humanoid died a long time ago, but you have been 2nd, 5th, 6th, 7th, 9th, and 18th level. Your choice also
repaying that debt to his descendants whenever you can. influences the type of Breath Weapons and elemental
4 You dream of every single person in the kingdom knowing your resistances you possess.
name, and by all measures possible you will make it happen.
5 One day you will be the owner of a magical item of Artifact level. Quick Build
6 A million. That’s the number that has dominated your entire life.
You will obtain one million gold pieces before you leave this world. You can make a dragon quickly by following these
7 You have been approached by cultists who profess that your suggestions. First, Strength should be your highest
destiny is to become a dracolich. All you would need would be to ability score, followed by Constitution (to improve your
find a pristine black sapphire worth twice your weight in gold. survivability) or Charisma (to improve your breath damage
8 Ancient dragon sages gave you a grand prophecy when you were and the effectiveness of your spells). Second, choose either
born, and you have spent your life unearthing its secrets. the hermit or the outlander background.
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 thisland 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.

7

The Dragon

Level Proficiency Breath Weapon
1st Bonus Features Damage
2nd +2 Magical Body, Draconic Supremacy, Dragon Color Feature -
3rd 2d6
4th +2 Dragon Color Feature (Primary Breath Weapon) 3d6
4d6
5th +2 Frightening Presence, Sorcerous Blood (1st level spells)
5d6
6th +2 Ability Score Improvement, Draconic Supremacy
7th Extra Attack, Aging Scales (17), Dragon Color Feature, Primary Breath Weapon 6d6
8th +3 (2/short rest) 7d6
9th 8d6
10th +3 Detect, Dragon Color Feature (Secondary Breath Weapon) 9d6
11th 10d6
12th +3 Dragon Color Feature, Sorcerous Blood (2nd level spells) 11d6
13th 12d6
14th +3 Ability Score Improvement, Draconic Supremacy 13d6
15th 14d6
16th +4 Dragon Color Feature, Aging Scales (18) 15d6
17th 16d6
18th +4 Legendary Action 17d6
18d6
19th +4 Elemental Attacks, Elemental Immunity
19d6
20th +4 Ability Score Improvement, Draconic Supremacy, Legendary Action (x2)
20d6
+5 Wing Attack, Aging Scales (19), Sorcerous Blood (3rd level spells)

+5 Legendary Resistance, Secondary Breath Weapon (2/short rest)

+5 Dragon-Sense, Legendary Action (x3)

+5 Ability Score Improvement, Draconic Supremacy

+6 Improved Frightening Presence, Aging Scales (20)

+6 Dragon Color Feature
Ability Score Improvement, Draconic Supremacy, Sorcerous Blood (4th level
+6 spells)

+6 With Age Comes Power

Class Features Your standing height, from the top of your forward
shoulders to the ground, is 7 feet; if you include your neck
As a dragon you get the following features: then you can reach a height of almost 20 feet with your bite
above you. Your maximum wingspan is 45 feet in length,
Age. Dragons never stop growing, becoming more powerful but the minimum amount of space that you need in order
as they age and never diminishing in strength even in their to maintain flight is 20 feet. You weigh an average of 2,500
venerable years. They leave their nests at 25-50 years of age pounds. Your size is Large.
and spend the next set of decades looking for territory to
claim, treasure to collect, and a lair to live on. They reach Speed. Your base walking speed is 30 feet. You have a flying
adulthood at around 100 years of age before they begin speed of 60 feet.
to settle. Dragons can live to be thousands of years old,
varying depending on the type of dragon. Darkvision. Thanks to your draconic blood, you have
superior vision in dark and dim conditions. You can see in
Alignment. Gold, Silver, and Bronze dragons dedicate their dim light within 60 feet of you as if it were bright light, and
lives to fight evil. They tend to be rigid in their ideologies in darkness as if it were dim light. You can’t discern color in
and are often willing to sacrifice their own well-being for darkness, only shades of gray.
the sake of their ideals. They are Lawful Good. Copper and
Brass dragons are free-spirited beings which constantly Perfect Body. Your claws cut as sharp as blades, your teeth
seek new adventures and experiences. They are good- puncture with the strength of pickaxes, and your scales
natured and caring, and often seek to protect the weak and are as hard as steel. Dragons typically gain no benefit from
the frail that live within their domains. They are Chaotic weapons or armor, and their racial pride prevents them
Good. from using them. You cannot use weapons or armor while
on your true draconic form unless the item specifically
Size. Dragon sizes vary dramatically as they age. However states you can. In their stead, the scales that naturally grow
this class represents a young dragon between the ages of 50 in your body protect you, granting you an AC of 16.
to 100. The overall length from your head to the end of your
tail is 30 feet. The physical space you actually occupy is 10 Bite. Your fanged maw is a natural weapon, which you can
feet long and 5 feet wide, as this doesn’t count your neck or use to make unarmed strikes. If you hit with it, you deal
head (9ft long) or tail (11ft long). piercing damage equal to 1d8 + your Strength modifier +
1d4 elemental damage.

8

The elemental damage is the element that is associated Equipment
with your draconic color. Your bite has a range of 10 feet.
You don’t start with equipment. Instead you get a starting
Claws. Your sharp claws are natural weapons, which you wealth of 6d4 x 10 gold pieces (or the average of 150
can use to make unarmed strikes. If you hit with them, gold pieces). You may —and must unless you are a brass
you deal slashing damage equal to 1d4 + your Strength dragon— exchange some of that coinage into gemstones so
modifier. Whenever you take the attack action in order to that at least half of your starting wealth takes on the form
make a single claw attack, you can instead make two claw of precious stones. Dragons typically hoard their wealth
attacks. Your claws have a range of 5 feet. without spending it, admiring and guarding it as it grows
larger over the centuries.
Size Matters. With age comes power, wisdom, and
intelligence. Pound for pound, you will never measure up Ability and Spell Save DC
to the greatness of an older dragon. You have disadvantage
on all attacks against dragons who are size Huge or larger. You use your Charisma modifier when setting the saving
Those dragons have advantage on all attacks against you. throw DC for any sorcerer spell you cast, when making an
attack roll with a sorcerer spell, or whenever a draconic
Awkward Flight. Your massive body flings about awkwardly ability requires a saving throw from an enemy.
when attempting to stay in one place while airborne. You
have disadvantage on melee attacks while flying when Spell save DC = 8 + your Proficiency Bonus + your
attacking creatures on the ground. Charisma modifier

Change Shape. The magical ability to polymorph into Spell Attack modifier = your Proficiency Bonus + your
humanoids is one that takes dragons centuries to perfect. Charisma modifier
Because this class represents a young dragon, your ability
to shapeshift is limited to a single humanoid shape which You can cast sorcerer spells without the need for somatic or
you cannot change after you have decided it. You can use material components (unless the component has a material
your action to polymorph into this small or medium sized cost that is worth 50 gp or more).
humanoid, or back into your true form. While polymorphed,
you lose your flying speed, your bite and claw attacks, your Magical Body
Perfect Body racial feature, and all of your class features
with the exception of your castable spells. Other than this, 1st-level Dragon feature
your statistics and resistances are the same in each form.
Your equipment or anything that you are carrying is not You are proficient with your natural weapons and they
transformed, and may fall off if your new form cannot fit it. count as magical for the purposes of overcoming magical
You revert to your original form if you fall to 0 hit points. resistances. In addition, you’re resistant to the associated
element for your draconic color (for example if you are a
Languages. You can speak, read, and write Common gold dragon then you are resistant to fire damage).
and Draconic. Draconic is thought to be one of the oldest
languages and is often used in the study of magic. The You can cast the spell Detect Magic at will.
language sounds harsh to most other creatures and
includes numerous hard consonants and sibilants. Draconic Supremacy

Hit points 1st-level Dragon feature

Hit Dice: 1d12 per Dragon level All of your ability scores and their maximum scores each
Hit Points At First Level: 12 + your Constitution modifier increase by 1. You further increase these scores and their
maximums by 1 at level 4, level 8, level 12, level 16, and
Hit Points At Higher Levels: 1d12 (or 7) + your level 19.
Constitution modifier per dragon level after the 1st.
Breath Weapon
Proficiencies
2nd-level Dragon feature
Armor: None
Weapons: None Your draconic elemental breath is the most powerful tool in
Tools: None your arsenal. As an action, you can take a deep breath and
then exhale out a potent current of energy whose elemental
Saving Throws: Choose two from Dexterity, Constitution, type and shape is dependent on your dragon color. This is
Wisdom, or Charisma. considered your Primary Breath Weapon.
Skills: Choose two from Stealth, Survival, Nature, Arcana,
Investigation, Insight, Perception, Persuasion, and
Intimidation.

9

The damage of your breath weapon equals 1d6 for every Ability Score Improvement
level in this class. Because of the extreme expansion of
your chest as part of the action, you cannot use your breath 4th-level Dragon feature
weapon while wearing any kind of medium or heavy armor.
You can use this feature once per short rest. When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
Many dragons get a Secondary Breath Weapon at 6th by 2, or you can increase two ability scores of your choice
level which is described under each specific draconic color by 1. You can’t increase an ability score above its maximum
subclass. To use this ability you must also spend an action, of 20, unless its maximum has been increased via the
and it recharges on a short rest. Draconic Supremacy feature.

Starting from 5th level, you can use your Primary Breath Extra Attack
Weapon twice per short rest. Starting from 14th level, you
can use your Secondary Breath Weapon twice per short 5th-level Dragon feature
rest. It is very difficult for a dragon to produce two breath
weapons back to back, even if they are of a different kind. Beginning at 5th level, you can use your natural bite and
After you use any Breath Weapon, you must roll a d6 at the two claw attacks as part of a single attack action.
beginning of each of your subsequent turns until you roll a
5 or a 6. When you do, you may use a Breath Weapon again Aging Scales
as long as you have remaining uses.
5th-level Dragon feature
Frightening Presence
As your body grows older, your natural armor increases.
3rd-level Dragon feature The scales on your stomach and neck become larger and
hardier, while the scales on the rest of your body become
Primal fear takes over the heart of your enemies as they more numerous. The AC from your natural armor increases
realize they fight a true dragon. As an action, you force to 17.
each creature of your choice that you can see within 30 feet
of you to make a Wisdom saving throw. On a failed save, As you increase in levels in the dragon class, your scales
a creature becomes frightened of you for 1 minute. The will continue to grow and improve. The AC from your
frightened creature can repeat this saving throw at the end natural armor increases to 18 at level 9, to 19 at level 13,
of each of its turns, ending the effect on itself on a success. and finally to 20 at level 17.
A creature that succeeds on the saving throw becomes
immune to your frightening aura for the next 24 hours. Detect

You can use this feature once per short rest. 6th-level Dragon feature

Sorcerous Blood You can make Perception checks as a bonus action.
Additionally, when you make a Perception check to look for
3rd-level Dragon feature hidden treasure, you do so with advantage.

Many spend decades studying magic and how to control it. Further, you know the exact value of treasure that you can
To you, it comes innately. Dragons count as sorcerers for see, and can count with perfect accuracy how many coins
the purposes of satisfying magical item requirements and there are in a hoard. You can also discover the magical
can also cast spell scrolls which holds sorcerous spells. properties of items which you hold. If you hold a magical
item for 1 minute, you can discern its properties and how to
You learn two cantrips from the sorcerer spell list. In use them as if you had cast an Identify spell.
addition, choose three different 1st-level spells to learn from
that same list. You can cast each of those spells once at its Legendary Action
lowest level, and you must finish a long rest before you can
cast them in this way again. 10th-level Dragon feature

At 7th level, you may choose three different 2nd-level spells. You gain an extra reaction each turn which you can spend
At 13th level you choose three different 3rd-level spells, to make a natural tail attack against a target that hits you
and at 19th level you choose three different 4th-level spells. with a melee attack. Your tail attack deals bludgeoning
You may cast each of these spells once at their lowest level, damage equal to 1d10 + your Strength modifier. You gain
and must finish a long rest before you can cast them this a second extra reaction to use for this feature at 12th level,
way again. Each of these spells must be chosen from the and a third extra reaction at 15th level.
sorcerer spell list.
You can opt to spend these Legendary Actions to make
Whenever you gain a dragon level, you may pick one normal attacks of opportunity.
spell you learned through this feature and exchange it for
another of the same spell level from the sorcerer list.

10

Draconic Immunity With Age Comes Power

11th-level Dragon feature 20th-level Dragon feature

You are immune to the element associated with your You have grown past your young stage. You are a true adult
draconic color (for example if you are a Gold Dragon dragon and nothing can stop you now. Aside from your size
then you are immune to fire damage), magical sleep, and increasing to Huge, you gain the following benefits:
paralysis.
• Your dragon hit dice change from 1d12 to 2d12. You
Elemental Attacks may either roll 20d12 or take the average number (140)
and add that amount to your maximum hit points.
11th-level Dragon feature
• The damage of your draconic natural weapons further
Your magical nature bursts out of your body when you are increases. Your claw attacks now deal slashing damage
filled with the fury of combat. Whenever you hit a creature equal to 2d6 + your Strength modifier. Your bite attack
with a natural melee weapon attack, the creature takes an now deals piercing damage equal to 2d12 + your
extra 1d8 elemental damage. The elemental damage type is Strength modifier. The tail attack you use for your
based on your draconic color. Legendary Actions now deals bludgeoning damage
equal to 2d10 + your Strength modifier.
In addition, the damage of your natural weapons increases.
Your claw attacks now deal slashing damage equal to 1d6 • Your Dragon-Sense range increases to 60 feet.
+ your Strength modifier. Your bite now deals piercing
damage equal to 1d12 + your Strength modifier. • Your flying speed increases to 80 feet.

Wing Attack • Your darkvision increases to 120 feet.

13th-level Dragon feature • The range for your Primary and Secondary Breath
Weapons is doubled.
You may spend two uses of your Legendary Action
whenever you are hit by a melee attack in order to flap your • The Size Matters racial feature no longer applies when
wings with immense draconic power. When you do so, every fighting Huge dragons, though it still applies while
creature on the ground within 10 feet of you must succeed fighting against Gargantuan dragons.
on a Dexterity saving throw or fall prone and lose their
reactions. Immediately upon using this feature, you may fly Dragons and Magic
and move up to half your movement speed to an unoccupied Creatures of magical origin, like the dragon, tend to work
space. differently while under the effects of an anti-magic field. Most of
the dragon’s biology functions the way it does thanks to a special
Legendary Resistance organ called the Draconic Fundamentum which is inherently
magical, but upon deactivation of this organ while under the
14th-level Dragon feature effect of an anti-magic zone, the advantages granted to the body
do not automatically cease.
Your perfect body grants you proficiency in all saving throws The reason a dragon can fly even though it is too heavy for its
except Strength and Intelligence. wings to allow it so is thanks to the magic that the Draconis
Fundamentum has charged its muscles with. In a zone of anti-
Additionally, whenever you fail a saving throw, you can magic, the Fundamentum might stop spewing energy but the
reroll it and take the second result. You use this ability three muscles are already supernaturally engorged from centuries of
and regain uses on a long rest. magical tampering. Hence the dragon would have no problem
flying in such a scenario. However, because the Draconis
Dragon-Sense Fundamentum partially stops functioning in such a zone devoid
of magic, the dragon becomes unable to use its breath weapons,
15th-level Dragon feature loses its ability to easily digest virtually anything it eats, and its
highly efficient metabolism slows down considerably.
If you are able to smell, you are aware of the location of any Dragons do not sweat or pant, instead the Draconic
hidden or invisible creature within 30 feet of you. Fundamentum absorbs excess heat from the blood and stores
it as energy, which allows the gland to then further disperse
Improved Frightening Presence energy as heat when the dragon gets cold. This is how a dragon
can exist in either extremely hot or cold environments (without
17th-level Dragon feature necessarily being resistant to cold or fire damage). In a zone of
anti-magic, the organ momentarily stops working, producing no
Your Frightening Presence can now be activated as part instant detrimental effects to the dragon but becoming severely
of an attack action. When used in this way, it becomes an damaging when exposed long-term.
aura with a 30 foot radius centered on you which lasts for 1 A dragon’s frightful presence is not a magical ability. Dragons are
minute. Enemy creatures within the aura are afflicted with simply very good at striking fear in the hearts of foes and hence
the normal effects of your Frightening Presence. can use this feature even while under the effects of an anti-
magic field.

11

Dragon Colors Prophetic Seers

The options presented below all belong to the metallic Many gold dragons obtain powers that they themselves
category of dragons, representing about one third of often fail to understand, which allows them to see versions
the most well known draconic types. They generally of a future which has yet to come to pass. Some of these
see themselves as being part of the world around them, visions come in the way of dreams, where the dragon
without seeking to subjugate or destroy it. They tend to wakes with a limited capacity to even remember what it
have positive moral compasses and the ability to relate to saw; other times it comes as a sudden feeling of déjà vu
humanoids in philosophical terms. which only manifests right before an event is about to
happen.
Gold Dragon
None but the oldest and wisest of all gold dragons are
Gold dragons have large, smooth twin horns that sweep able to create fully developed prophecies based on these
back from nose and brow. Twin frills adorn its long neck, visions.
and whiskers around its mouth look like the barbels of a
catfish. Its sail-like wings start at its shoulders and trace Gold dragons are often found formulating plans and
down to the tip of its tail. The dragon smells of saffron and strategies based on circumstances that only they seem to
incense, and its scales glisten like polished gold. grasp. This has led gold dragons to take on humanoid form
in order to personally guide certain individuals who the
Lone Sages dragon suspects will do great things in the future. Other
times, gold dragons have been seen allowing humanoids to
Gold dragons are the most mysterious out of all of raise their very own wyrmlings after seeing a vision of the
dragonkind, secreting themselves away from all society and prosperous future such an endeavor allowed.
watching the world unfold before them from afar. Instead of
taking direct action to stop evil, they tend to develop long- Lair. Gold Dragons lair in out-of-the-way locations where
term plans and strategies which inevitably will lead to the they can practice their magic and remain unbothered
downfall of those who follow evil; plans which allow the for centuries. They will typically pick places that have a
dragon to stay out of harm’s way. powerful source of magic inherent to the locale, which they
can protect from evildoers.
From their isolated lairs, they hoard magic which they
seek to protect from the world, studying every intricate Diet. Gold dragons can subsist on almost anything, but
detail from every dark tome they possess in order to better their main diet is primarily precious stones.
comprehend and safeguard it. Most dragons rely solely on
their innate ability to produce sorcerous magic, but gold Treasure. Gold Dragons favor pearls and gems for it
dragons are some of the few who go out of their way to is considered a delicacy amongst their kind. However,
study the art of magic. Like solitary wizards in their ivory most of their treasure pile is composed of magical items,
towers, gold dragons train and plan their way into a better which they hoard for two reasons: for their impeccable
world for all of society. craftsmanship and artisanal beauty, and so they may keep
powerful artifacts away from those who would do evil with
them.

Element. The associated element of the Gold Dragon is
fire.

Age. Gold Dragons are the most long-lived true dragons,
able to live up to 4,400 years.

Gold Spells

You gain extra Gold spells at the Dragon levels listed in the
Gold Dragon Spells table. These spells are wizard spells
to you and can be cast once per long rest without the need
for spell slots. These spells use your Intelligence modifier
instead of your Charisma modifier.

If you pick Gold Dragon as your dragon color, you
start with a spellbook and either an arcane focus, or a
component pouch. You may copy other wizard spells into
your spellbook, but to cast them you must expend the
usage of one of the normal wizard spells selected below;
so long as the expended spell is of the same spell level or
higher. You need not prepare spells.

12

Gold Dragon Spells A creature can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success. You may
Dragon Spell use this feature once per short rest.
Level
3rd Any wizard spell of your choice of 1st level. Starting from 14th level, you may use this feature twice per
7th Any wizard spell of your choice of 2nd level short rest.
or lower.
13th Any wizard spell of your choice of 3rd level Future Sight
or lower.
19th Any wizard spell of your choice of 4th level 7th-level Gold Dragon feature
or lower.
You obtain random glimpses into the future which you can
Diamond Sensing neither control nor understand until the very moment right
before they become true.
1st-level Gold Dragon feature
You cannot be surprised in combat and you have advantage
Your eyes glimmer in sparkling tones in the presence of on initiative rolls. As part of a long rest, you may attempt to
gems - they call to you like a moth to a flame. You can cast make sense out of your prophetic glimpses by focusing on a
the spell Locate Object without expending spell slots for particular ally. Until your next long rest, that ally cannot be
the purposes of locating gemstones. The distance at which surprised and may forgo making initiative rolls and instead
you can detect these gems increases by 1,000 feet for every use 20 as their total.
Gold Dragon level above one that you possess.
In addition, once per long rest you may enter into a state of
For the purposes of this feature, a gemstone means any meditation for 10 minutes in which you soften your mind
kind of mineral crystal that is valuable enough to be and allow your revelatory powers take hold. When you do,
considered treasure. Precious rocks like opal and lapis the DM may give you one truthful statement about an event
lazuli, or solid organic materials like amber, jet, or pearls which is meant to unfold within the next 7 days. The event
are not considered minerals and hence would not be sensed can be of legendary proportions, or entirely mundane and
with this feature. inconsequential. The event which is to pass does not take
into consideration any possible circumstances that might
Primary Breath Weapon: Fire Breath change the outcome; meaning, the future you have glimpsed
is not set in stone and can be changed.
2nd-level Gold Dragon feature

Your breath weapon takes on the form of a 30-foot cone
blast of fire. Each creature in the area of the blast must
make a Dexterity saving throw. On a failure, the creature
takes fire damage as dictated under the Breath Weapon
feature. The creature takes half damage on a success.

Peace, Not War

5th-level Gold Dragon feature

Beasts and monstrosities avoid attacking you to the best
of their abilities, unless they feel like they have no other
choice. This can be either because they are magically
compelled, you have encroached upon their lair, they feel
their mate or their babies are in danger, or because you or
your companions have attacked them.

Secondary Breath Weapon: Weakening
Breath

6th-level Gold Dragon feature

As an action, you 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.

13

Unlock Destiny

9th-level Gold Dragon feature

Sometimes a Gold Dragon will be granted a prophetic
vision (as per the Future Sight feature) where a commoner
is seen performing feats of great heroism, being
celebrated for their successes, or otherwise excelling
or succeeding in a worthy goal.

For example the vision could be of a poor cobbler
heroically saving his city from a savage undead army,
or a person you recognize as a simple farmer being
sworn in as the new king. When such a future is
shown to you, if you consider the individual worthy,
you may bestow upon the creature the opportunity to
seek their destiny.

For you to be able to use this feature, the
creature must be willing to accept their
destiny and can’t be charmed or otherwise
magically influenced by you. The basic
form of this feature simply has you
come into contact with the creature,
and offer the individual either a
word of encouragement or some
kind of guidance that you feel will
help them in the times to come.
However, the DM might rule that
further involvement is necessary,
especially if the destiny of the
individual is of legendary proportions.
If the parameters are met (and the DM is
satisfied with your guidance), then the
creature becomes empowered until he or
she fulfills or rejects their destiny.

Melee and spell attacks, weapon
damage, spell save DCs, ability checks
and all saving throws of the creature
are increased by an amount equal to your
proficiency modifier. Further, the creature
gains temporary hit points at the beginning
of each day by an amount equal to 15 x your
proficiency modifier. In addition, whenever
the creature takes the attack action, they can
make an extra weapon attack as part of that
action.

This feature can only be used on
creatures of CR 1 or lower and you
can only have this ability activated
on one creature at a time.

Improved Future Sight

18th-level Gold Dragon feature

You may now focus on two allies
instead of one when using your Future
Sight feature. Those allies cannot be
surprised and may take a 20 on their initiative
rolls.

14

Silver Dragon Lair. Silver dragons seek to live in the clouds, figuratively
and literally. They seek high mountaintops as their
Silver Dragons possess a smooth and shiny plate that forms preferred living space, in particular abandoned castles
the dragon’s face. It has a frill that rises high over its head or towers high up in the mountains since it combines
and continues down the neck and back to the tip of the both their love for high altitude and their adoration of
tail. Long spines with dark tips support the frill. It has two humanoids.
smooth, shiny horns, and wings that are wide and sleek.
The dragon has the scent of rain, and its scales gleam like Diet. Silver dragons share similar culinary tastes to
liquid metal. humanoids, enjoying traditional fine cuisine and rustic
flavors all the same. Since they only have to eat three
Human at Heart to five dragon-sized meals a month to survive, they are
perfectly satisfied eating three small meals a day (just like a
Out of all dragons, none love humanoids as much as silver humanoid). This allows them to have the genuine humanoid
dagons do. The hustle and bustle of city life, the rich and eating experience which other dragons cannot.
varied cuisine, the simple and eccentric clothing options,
the politics of the rich, the games and pastimes of the Treasure. Since they hate spending time in their lairs,
populace, and the architecture of the locales; everything silver dragons prefer wealth which they can carry on
about humanoid life is desirable and sought after by the themselves. This would include fancy jewelry, expensive
silver dragons. engineering trinkets like watches, or valuable pieces of
clothing and fabrics.
These dragons enjoy leaving their lairs for decades at a
time, seeking to live life as humanoids and immersing Element. The associated element of the silver dragon is
themselves in their culture. silver dragons often find cold.
themselves staying in their polymorphed humanoid form for
longer than they need to, as they appear to find enjoyment Age. Silver dragons are some of the most long lived
in its compact shape. silver dragons are the closest of all dragons, living up to 4,200 years.
dragons to the human way of thinking.
Silver Spells
Lover of Freedom
You gain extra silver spells at the dragon levels listed in the
While many dragons suffer from indecision and inaction, Silver Dragon Spells table. These spells are sorcerer spells
often spending years debating how to proceed in their fight to you and can be cast once per long rest without the need
against evil, silver dragons choose instead to act. These for spell slots.
dragons seek to protect the innocent and slay the wicked
wherever they may find them, and frequently go out of their Silver Dragon Spells
way to rally humanoids towards a good cause.
Dragon Level Spell
Most silver dragons share a common philosophy for 3rd fog cloud (cast at 3rd level)
dispensing justice: evil which actively produces evil must 7th warding winds
be destroyed, though evil which merely passively exists may 13th control winds
very well be left alone. silver dragons fundamentally believe 19th wind walk
in the freedom to live, and seek to promote violence only
on those who directly harm others. Typical for a metallic Cloud Walk
dragon however, rules such as these seldom apply against
chromatic dragons. 1st-level Silver Dragon feature

You can walk on clouds or fog as if it were solid ground. You
can selectively choose which part of the cloud or fog is solid
to you, in such a way so that you can ascend and descend
into it or out from it at will. Further, you do not take falling
damage when you land on clouds or fog. Clouds and fog
do not hinder your vision, and you can always see clearly
through them.

In addition, you may cast the spell silent image without
using spell slots but only by using clouds or fog as the
material for the images. Because they are made of
cloudstuff, creatures get advantage on any saving throws
made to determine that they are an illusion, unless they
are within 15 feet of the illusion, at which point they
automatically succeed.

15

Primary Breath Weapon: Cold Breath

2nd-level Silver Dragon feature

Your breath weapon takes on the form of a 30-foot cone
gust of freezing wind. Each creature in the area of the cone
must make a Constitution saving throw. On a failure, the
creature takes cold damage as dictated under the Breath
Weapon feature. The creature takes half damage on a
success.

Feathers of a Kind

5th-level Silver Dragon feature

Birds and birdlike creatures share a kinship with you.
Winged beasts with Intelligence 3 or less know you mean
them no harm and refuse to attack you or your group.
However they will defend themselves if you or your
companions attack them. These beasts consider you a god-
like creature worthy of being protected and heeded, and will
go out of their way to obtain your approval.

You have advantage on Wisdom (Animal Handling) and all If the attack or the spell was an area of effect, then you take
Charisma checks made to interact with these creatures. maximum damage without the chance for a saving throw;
but you protect all non-combatant humanoids within 10 feet
Secondary Breath Weapon: Paralyzing of you by sheltering them under your body as you withstand
Breath the effect.

6th-level Silver Dragon feature Your DM can rule over which creature is considered a “non-
combatant” for the purposes of this feature, but in general
You exhale a paralyzing gas in a 30-foot cone. Each creature it is a non-player humanoid of CR 1 or less which can’t
in that area must succeed on a Constitution saving throw or participate in the combat associated with the current event;
be paralyzed for 1 minute. A creature can repeat the saving whether because it is far too weak (a mere guard defending
throw at the end of each of its turns, ending the effect on himself against a lich) or because it can’t or does not know
itself on a success. how to fight (a child, a commoner, or servant).

Starting from 14th level, you may use this feature twice per Improved Speed Aura
short rest.
18th-level Silver Dragon feature
Speed Aura
Your ground and flying speed increases by another 10 feet
7th-level Silver Dragon feature and your Speed Aura feature now targets friendly creatures
within 30 feet of you.
Your ground and flying speed increases by 10 feet, and you
make Dexterity checks and Dexterity saving throws while
flying with advantage.

Friendly creatures other than you that start their turn within
10 feet of you gain an extra 10 feet of movement until the
end of their turn.

The Protector of Humanity

9th-level Silver Dragon feature

Your adoration of humanoids kindles in you great power
when used to protect them. As an action, you may touch
a humanoid non-combatant and grant them the effects of
both the sanctuary and death ward spells for up to 1 hour.
You may do this an amount of times equal to your Charisma
modifier. You regain all uses of this feature when you finish
a long rest.

In addition, you may use a reaction in order to become the
target of an attack or spell that was instead going to target a
non-combatant humanoid within 10ft of you. When you take
the dodge action, all attacks and spells meant to target non-
combatants within 10 feet of you instead target you until the
beginning of your next turn.

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, Its particular favorite is the giant scorpion, for its poison
constantly seeking the spotlight and entertaining everyone tastes spicy to the copper dragons who find it a delicacy.
they meet. They are extremely witty and charismatic, telling These dragons also often find themselves in love with
jokes and pulling pranks whenever possible, typically at the humanoid wine.
detriment to anyone else around them, who quickly grow Treasure. Treasures of the earth are what copper dragons
overwhelmed by the incessant nature of the dragon. seek when forming their hoards. They prefer beautiful
crystals, precious stones, and valuable metals, though
Because copper dragons have a harder time polymorphing expertly designed crafts made of stone are also considered
into humanoids, and hence can’t secretly live among them, valuable to the dragon.
they are instead forced to make deals with humanoid Element. The associated element of the copper dragon is
settlements in order to be allowed to live close to their acid.
cities. Since copper dragons love being the center of Age. Copper dragons can live for up to 3,400 years of age.
attention, they thrive while in the presence of humanoids
who typically fall in awe of their presence. Copper Spells

Copper Greed You gain extra copper spells at the dragon levels listed in
the Copper Dragon Spells table. These spells are sorcerer
copper dragons have a major flaw: they have the biggest spells to you and can be cast once per long rest without the
ego out of all of the metallic dragons. Because they see need for spell slots.
themselves as the most witty, funny, and smart creatures in
the world, they tend to fall into the thought process of “why Copper Dragon Spells
shouldn’t I have all that I want?” This typically tempts them
to take treasure from others even if it means tricking people Dragon Level Spell
or stealing from them. Many copper dragons inadvertently 3rd meld into stone
find themselves the leaders of thieves guilds spanning 7th stone shape
multiple cities. 13th transmute rock
19th glibness
At their heart, copper dragons are good-natured and
would not take from those that need it, even if they wrestle Athletic Limbs
sometimes with keeping their greed in check. These
dragons often struggle with balancing their natural desire 1st-level Copper Dragon feature
to dominate and take what they want, with keeping the
humanoids they enjoy happy. You are used to acrobatically maneuvering through rocky
and mountainous terrain without the need for flight. Your
Lair. Copper dragons prefer to lair on dry, rocky hills, muscles are sharper and more developed than your fellow
specifically in large and complex cave systems dug and draconic kin.
molded by the dragon itself. If the opportunity arises, a
copper dragon would rather have its lair close to humanoid • You have the ability to move up, down, and across
societies for company. vertical surfaces and upside down along ceilings. You
gain a climbing speed equal to your walking speed.
Diet. The thrill of the hunt is as much part of the eating
process as the consumption of the meal itself for the copper • You may cast the spell jump on yourself at will as a
dragon. These dragons dislike being served food, or hunting bonus action.
easy game; instead they prefer to hunt dangerous monsters
that can fight back.

17

• You don’t take damage from falling 60 feet or less as If a target succeeds on its saving throw, it instead becomes
long as you are not incapacitated. repulsed by you. The target becomes offended at some
perceived slight, fails to take one of your jokes, or becomes
• Whenever you are subjected to an effect that forcibly generally insulted by your general actions. You and any
pushes or drags you, you are moved 10 feet less. person associated with you, make Charisma checks with
disadvantage whilst interacting with the offended party for
• Your biology has acclimated to allow you to eat the the next 7 days. If the saving throw succeeds by more than
dangerous animals found in the biomes you live in. You 5 and if it is within the personality of the creature, it will
are immune to ingested poisons. resort to violence in response, whether now or in the future.
The degree of the fallout is up to the DM.
Primary Breath Weapon: Acid Breath
Once you use this feature, you can’t use it again until you
2nd-level Copper Dragon feature finish a long rest.

Your breath weapon takes on the form of a torrent of acid Secondary Breath Weapon: Slowing Breath
in a 60-foot line that is 5 feet wide. Each creature in the
area of the line must make a Dexterity saving throw. On a 6th-level Copper Dragon feature
failure, the creature takes acid damage as dictated under
the Breath Weapon feature. The creature takes half damage You exhale a gas in a 30-foot cone. Each creature in that
on a success. area must succeed on a Constitution saving throw. On a
failed save, the creature can’t use reactions, its speed is
Center of the Spotlight halved, and it can’t make more than one attack on its turn.
In addition, the creature can use either an action or a bonus
5th-level Copper Dragon feature action on its turn, but not both. These effects last for 1
minute. The creature can repeat the saving throw at the
Your jovial nature and shining personality brings happiness end of each of its turns, ending the effect on itself with a
and laughter… to those willing to take a joke. If you are successful save.
within the presence of a group of creatures for at least 10
minutes, you can attempt to charm them by pulling pranks, Starting from 14th level, you may use this feature twice per
joking around, or entertaining them. short rest.

At the end of the 10 minutes, choose a number of Cheerful Aura
humanoids within 60 feet of you up to your Charisma
modifier (minimum of one). Each target must succeed on 7th-level Copper Dragon feature
a Wisdom saving throw against your spell save DC or be
charmed by you. While charmed in this way, the target Your jovial and affable nature inspires your allies. You and
laughs at every joke you tell, admires every story you give, creatures within 10 feet of you cannot be frightened.
and follows you around, enthralled by your charisma for
the next hour. In the meantime, it speaks glowingly of you …And Also
to anyone who talks to it, and it becomes willing to take any
action you ask of it as long as it is mischievous in nature 9th-level Copper Dragon feature
or is bound to have a funny outcome. However, it will avoid
doing anything that will result in violence or will produce You may interject into any conversation that is happening
an effect that will have long lasting negative repercussions within 60 feet of you as a reaction in order to add an
upon itself. important missing detail, insert a comedic end, or fix an
error.

If your ally fails a Persuasion, Deception, or Intimidation
check; you may grant them a second try at the check. The
check is then made with a bonus equal to your Charisma
modifier in addition to any of its other bonuses. You may
use this feature either immediately upon seeing the roll (if
the DM reveals the roll to be a failure) or at least within 1
minute of the roll being made (whether or not it is clear the
roll was a failure).

You may activate this feature once per short rest.

Improved Cheerful Aura

18th-level Copper Dragon feature

The range of your Cheerful Aura increases to 30 feet
around you. Persuasion and Deception checks made by
allies within 30 feet of you are amde with advantage.

18

Bronze Dragon collecting amber whenever possible. More so than the other
metallic dragons, Bronze dragons feel the draw towards
The bronze dragon has a ribbed and fluted crest sweeping gold the most. They do their best in suppressing this drive
back from its cheeks and eyes. The ribs in the crests end in as much as they can so as to attempt to overcome their
curving horns. They also possess small horns at the chin greed.
and lower jaw. Their mouths end in beak-like snouts and Element. The associated element of the Bronze dragon is
possess a small head frill which ends at the base of their lightning.
neck. The dragon smells like the salty scent of the sea and Age. Bronze dragons live extremely long lives, living up to
its scales have a metallic golden brown cast. 3,800 years of age.

Dragon of Justice Bronze Spells

Bronze dragons spend most of their existence delivering You gain extra bronze spells at the dragon levels listed in
justice upon those they deem to deserve it. They travel the Bronze Dragon Spells table. These spells are sorcerer
the land assaulting pirate ships, dismantling bandit spells to you and can be cast once per long rest without the
organizations, and apprehending murderers. To a bronze need for spell slots.
dragon, the law is black and white; you are either good
or you are evil, with no inbetween. They find themselves Bronze Dragon Spells
constantly chafing under humanoid rule, as they generally
find their laws to be lax. Often when bronze dragons grow Dragon Level Spell
old enough, they will seek to supplant the rulers and take 3rd create or destroy water (cast at 3rd level)
over the land in order to rule it itself. 7th detect thoughts
13th control water
It takes a lot for a bronze dragon to kill an intelligent 19th tsunami
creature. One of the most unique characteristics of these
dragons is that they will go out of their way in order to Improved Polymorph
prevent the direct death of their enemies. For example,
a bronze dragon might set up their ambushes so as to 1st-level Bronze Dragon feature
neutralize their enemies with the least amount of damage,
or design traps that will leave the trespasser unconscious, You are accustomed to fighting in humanoid forms. While
or might destroy the sails of a pirate ship in order to leave polymorphed into a humanoid, you gain the following
them stranded so they have no option but to surrender. benefits:

Hide in Plain Sight • You gain proficiency in simple and martial weapons.
You gain proficiency in all armors and shields.

Bronze dragons loathe taking their true form when out • If you have the Breath Weapon features, you can use
and about, only assuming their draconic shape when safe them while polymorphed. The range of your Primary
within their lairs. While in the presence of humanoids, Breath Weapon is reduced to a 30-foot line while the
these dragons will pretend to be one of them for as long range of your Secondary Breath Weapon is reduced to
as it takes, never revealing the truth unless the situation a 15 foot cone when used this way. You can use breath
demands it. Many adventurers have traveled for months
with a bronze dragon without realizing who they truly were.

While shaped like a humanoid, these dragons enjoy testing
the goodness of the people they meet. They often beg for
food to see if the person would offer some, sometimes they
walk defenselessly across a dangerous city alley seeing if
they get robbed or attacked. These tests seldom reward
those of good heart, but certainly punish the wicked who
fail them.

Lair. Bronze dragons lair in coastal caves and seaside
reefs. Even though these dragons spend a lot of time
underwater, they make sure that most of their lair is dry.

Diet. Bronze dragons prefer to eat aquatic animals, in
particular sharks which are their favorite meal. As is typical
for metallic dragons, they refuse to eat intelligent creatures.
Bronze dragons, however, make an exception for sahuagins,
which they happily devour whenever given the opportunity.

Treasure. Bronze dragons tend to side with colorful corals
and pearls as their choice of precious items, sometimes

19

“defeated” for the next 24 hours after you or your party

Relentless Crusade bring it to 0 hit points through combat.
Bronze Dragons, like all the others, do not get access to their
Perfect Body dragon racial feature while polymorphed. Because Secondary Breath Weapon: Repulsion Breath
of this they cannot use their bite or claw attacks, and cannot gain
the armor class benefit of their scales while polymorphed. 6th-level Bronze Dragon feature
Dragon characters who pick Bronze Dragon may start with a
purchased set of equipment if they desire, instead of leaving it all You exhale a blast of repulsion energy in a 30-foot cone.
for the hoard. Each creature in that area must make a Strength saving
throw. On a failed save, the creature is pushed 40 feet away

from you.

weapons even while wearing medium or heavy armor. Starting from 14th level, you may use this feature twice per

• If you have the Extra Attack feature, you can make short rest.

a second attack as part of your attack action while Lighting Rod
polymorphed.

• If you have the Legendary Action feature, you can 7th-level Bronze Dragon feature

activate it to make a tail attack even while polymorphed. For as long as you are conscious, allies within 10 feet of you

You make the reaction attack with a weapon attack are resistant to lightning damage as much of the lightning is

instead of a tail. instead diverted towards you.

• If you have the Elemental Attacks feature, whenever you You gain immunity to lightning damage. If you have the
hit a creature with a weapon attack while polymorphed; Draconic Immunity class feature, then once a round
the creature takes an extra 1d8 lightning damage. whenever you negate lightning damage coming from an
enemy creature, you gain 1d12 temporary hit points.
• You may activate and gain the benefit of your other
dragon class features as normal while polymorphed, Protection From Chaos
with the exception of the Frightening Presence and
Wing Attack features. 9th-level Bronze Dragon feature

Amphibious As a bonus action, you can enter into a fanatical crusade
against those who defy the rightful justice of the law. For
1st-level Bronze Dragon feature 1 minute, creatures with the Chaotic alignment attack you
with disadvantage and you can’t be frightened or charmed
You can breathe air and water. You gain a swimming speed by them.
equal to your walking speed.
You can activate this feature once per short rest.
Primary Breath Weapon: Lightning Breath
Improved Lightning Rod
2nd-level Bronze Dragon feature
18th-level Bronze Dragon feature
Your breath weapon takes on the form of a stream of
lighting in a 60-foot line that is 5 feet wide. Each creature in The range of your Lightning Rod feature increases to 30
the area of the line must make a Dexterity saving throw. On feet. In addition, you and allies within range gain resistance
a failure, the creature takes lightning damage as dictated to thunder damage.
under the Breath Weapon feature. The creature takes half
damage on a success.

Inquisitor of the Law

5th-level Bronze Dragon feature

If you reduce a hostile creature to 0 hit points, but decide
to knock it out rather than killing it, you gain temporary hit
points equal to your Charisma modifier + your Dragon level.

You gain advantage on Intimidation and Insight checks
made against defeated targets which you interrogate.
For the purposes of this feature, a creature is considered

20

Brass Dragon

Brass dragons’ heads have a massive plate at the forehead
and bladelike horns at the chin. They have frills which run
the length of the neck, and possess manta ray-like wings.
They smell like sunbaked sand, and their scales glisten like
polished brass.

Social Butterflies

Brass dragons live for conversation and will talk for
hours with any intelligent being it meets, whether they
like it or not. They love exchanging stories, discussing
drama between dragons, unraveling and debating political
philosophies, and overall just talking in general. Their love
for conversation sometimes goes so far that they have been
known to imprison others in order to prevent them from
leaving, just so that the dragon can have a partner to talk to.

Many get the impression that brass dragons are cowards, Treasure. Brass dragons are unique in that they dislike
since they seem to always go out of their way to avoid metallic treasures and precious stones, so gold and gems
fighting in order to resolve things peacefully. The reality is are wasted on them. Instead they seek artistic crafts as their
that these dragons will always attempt to talk it out just in favorite type of treasure—from beautiful, crafted statues to
an effort to converse with an enemy, rather than as a way to exquisitely-made paintings. They enjoy possessing libraries
avoid combat. and decorating their lairs with rugs and fancy banners.
The gold they do collect, they instead bury underground in
Master of Tongues places where they can easily unearth them back if they need
to. The best treasure a Brass Dragon could ever obtain
The average adult brass dragon knows over one hundred is a sentient magic item, since the dragon could talk to it
and fifty languages, which include barely-spoken tribal whenever it wants to.
languages that might exist within its territory and the
language of most animals which reside nearby. The brains Element. The associated element of the brass dragon is
of these dragons acclimate supernaturally fast to new fire.
languages and so they can learn new ones in a mere week
of training. This allows them to talk to virtually any creature Age. Brass Dragons can get up to 3,200 years old.
they are bound to meet.
Brass Spells
One of the most impressive feats in their arsenal is their
uncanny ability to learn and speak the language of animals. You gain extra brass spells at the dragon levels listed in the
Every brass dragon is born with this ability and uses it to Brass Dragon Spells table. These spells are sorcerer spells
great effect in learning about the environments in which to you and can be cast once per long rest without the need
they reside. It is thanks to this fact that many brass dragons for spell slots.
form strong connections with the land in which they live,
seeking to protect it at all costs. Since of course without Brass Dragon Spells
these critters then the dragon would certainly not have
anyone else to talk to. Dragon Level Spell
3rd animal friendship
Lair. Brass dragons prefer living underground in locations 7th speak with plants
where digging is the most convenient to them. These places 13th skill empowerment
tend to be dry arid landscapes, desert areas, and badlands, 19th incendiary cloud
where they can easily swim through the ground with the
least amount of solid rock on the way. Incessant Speaker

Diet. Brass dragons dislike consuming anything that 1st-level Brass Dragon feature
might alter the brittle ecosystems in which they live under.
This means that they will not eat animals unless it is to You learn 3 languages of your choice. In addition, you can
the benefit of the ecosystem, and will refuse to eat plants comprehend and verbally communicate with beasts.
while living in a desert. Thankfully, these dragons have the
supernatural ability to receive all the nourishment they Further, you gain proficiency in Persuasion if you don’t
require from the smallest of meals, sometimes making due already have it.
by merely drinking the morning dew of plants.

21

Sand Skulker Starting from 14th level, you may use this feature twice per
short rest.
1st-level Brass Dragon feature
Taunt
You gain a borrowing speed equal to your walking speed.
While underground, you can detect and pinpoint the origin 7th-level Brass Dragon feature
of vibrations within a specific radius, provided that the
source of the vibrations is in contact with the same ground You have the uncanny ability to find just the right topic of
you are under. With this ability, even if you can’t see them, conversation that will distract even the most reserved foe.
you know if other creatures are burrowing near to you or if
creatures are walking above ground close to you. You can’t You can spend an action to attempt to force a group of
borrow through solid rock and other creatures can’t ride enemies within 30 feet of you that can hear you, to focus
you while you burrow. on you. The creatures you designate must succeed on
a Wisdom saving throw or become taunted until the
Starting at 1st level, the radius is 30 feet. It increases to 60 beginning of your next turn. Creatures taunted in this way
feet at level 5 and then to 90 feet at level 20. cannot target other creatures with attack or spells. If they
cast or use an ability that has an area of effect, then you
The tunnels you create are left partially collapsed and must be the center of that area.
dangerously unstable.
You can use this feature a number of times per long rest
Primary Breath Weapon: Fire Breath equal to your proficiency modifier.

2nd-level Brass Dragon feature Improved Sand Skulker

Your breath weapon takes on the form of a 30-foot cone 9th-level Brass Dragon feature
blast of fire. Each creature in the area of the blast must
make a Dexterity saving throw. On a failure, the creature You can burrow through solid rock at a rate of 5 feet per
takes fire damage as dictated under the Breath Weapon round (or 3,000ft an hour). When you do so, you leave a
feature. The creature takes half damage on a success. stable 5-foot wide, 8-foot high tunnel behind you which can
be safely used by other creatures. Further, with 1 hour of
Brass Tacks work, you can stabilize a 100 foot long tunnel made out
of sand, earth, or mud; so that other creatures can safely
5th-level Brass Dragon feature traverse them. You can now carry up to one medium-sized
creature or two small-sized creatures on you while you
Choose one of your skill or tool proficiencies. Your burrow.
proficiency bonus is doubled for any ability check you make
that uses Persuasion or that chosen proficiency. In addition, you deal double damage to structures which
you attack with your natural weapons.
Further you learn an additional 2 languages of your choice.
These languages can include special languages such as Improved Taunt
Thieves’ Cant or Druidic. Your ability to learn additional
languages is further increased—whenever you take a long 18th-level Brass Dragon feature
rest, you may designate that you are spending your free
time learning a language of your choice. After you complete The range of your Taunt increases to 60 feet. In addition,
ten long rests learning a particular language, you become creatures have advantage when attacking creatures taunted
proficient in that language. by you.

You must have a learning source for the languages which
you pick using this feature. This source can be books with
the correct translations, a speaker that is willing to teach
you, or any other form of access that you may find for the
language. For example, you may not learn the druidic
language unless there is a druid willing to teach you.

Secondary Breath Weapon: Sleep Breath

6th-level Brass Dragon feature

You exhale a sleep gas in a 30-foot cone. Each creature
in that area must succeed on a Constitution saving throw
or fall unconscious for 10 minutes. This effect ends on a
creature if the creature takes damage or someone uses an
action to wake it. Creatures immune to charm effects are
immune to this ability. Creatures in combat, who are not
surprised, make the saving throw with advantage.

22



Ogre

Ogres are burly, ugly creatures who survive on 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. 

Simple-Minded

An ogre’s stupidity is of legendary status, 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. 

24

Covetous Nature When you create your ogre, think about what must have
happened for your character to end up with normal
Like a child, an ogre wants to own anything that catches its humanoids. Rarely does an ogre have a simple change
eye, forming hoards of “treasure” which it greedily collects. of heart, since ogres don’t quite moralize things the way
An ogre’s stupidity prevents it from truly understanding humans would; instead try to envision a drastic event that
what is valuable and what is not, leaving it hoarding ugly must have forced your ogre’s hand for that shift to occur.
and useless trinkets for no reason other than to simply What sort of wacky circumstance drove your ogre to travel
possess them. An ogre’s lair resembles a human hoarder at and adventure with your fellow companions?
its pinnacle of debasement. 
D12 Change of Fate
An ogre cannot be trusted with understanding what is 1 Humans have this bizarre piece of paper that says that when you do
fair for it to have and will constantly fight with others over
obtaining more loot from its raids. Like most creatures, it things for them, they must give you food. They appear to be afraid
is naturally attracted to shiny objects. However, an ogre will of the piece of paper. You now abuse the power of that which they
almost always be willing to trade anything from its horde call “the contract.”
with something else that catches its eye, being too dumb to 2 Soldiers raided your old tribe and took you prisoner. You spent a
notice if it’s ever swindled.   few years as their indentured worker in a mine until a hole to the
underdark was unearthed and monsters came forth. You fought
Creating an Ogre and defeated them, earning you your freedom. 
3 You were one of the many cooks in a small city of hobgoblins. For
Most of the ogres which adventurers come across are evil reasons you are ashamed to admit, you discovered that hobgoblins
to the core, because ogres will always follow the strongest. taste delicious. Things got very awkward after that. 
In the wild, the strongest tend to be evil creatures like 4 You lost your bugbear best friend to a marauding tribe of
dragons, hags, giants, or large groups of orcs or goblinoids, barbarians. To commemorate his passing, you decided it was in
which ogres will unquestionably follow and heed. What good taste to use his dead body as your new weapon; something
is important to understand is that ogres truly care about that didn’t sit well with your other bugbear tribesmen. You were
food, with the occasional desire to hoard trinkets and quickly banished. 
baubles. As long as you understand these desires, you can 5 You were born as the fourth son of a family of ogres. Unfortunately,
turn a previously evil ogre and sway it back to its more your parents did not know how to count after three and discarded
natural, indifferent state. Just as easy as ogres join bands of you to make their lives easier. You have struggled out in the wild
raiding orcs, they join groups of benevolent mercenaries or your whole life. 
adventurers. 6 Adventurers slayed your parents and found you as a young child.
They took pity on you and took you on their adventures. You have
Ogres are not loyal, but are fantastic followers who will do been traveling the world with heroes ever since. 
anything you ask of them, so long as it sees you as mightier 7 You used to work as a wall breaker for a terrible gang of raiding
or as a reliable source of comfort. An adventuring ogre orcs. You fell during a raid gone wrong, and were left for dead. You
will be perfectly happy going on quests so long as it is woke up alone with the gang having abandoned you. 
given some kind of loot (ogres don’t care about value; they 8 You were a servant for a nice family of cloud giants who treated
just want “stuff”) and is left to enjoy its constant meals. you with love and respect. One day they decided to “free” you by
A snappy ogre just needs to be shown that the party is leaving you amongst your own kind, but you absolutely detest other
stronger than he is, and he will follow happily.  ogres. You have been searching for your cloud giant family ever
since. 
If you would desire to roleplay the evilness of your 9 Your treasure kept on getting stolen by your brothers and sisters.
alignment, then keep in mind that an ogre is evil mostly In a torrent of rage and fury, you clobbered your way back to your
thanks to its selfishness. It truly doesn’t care about treasure and ran. You have been on the run ever since, waiting for
anything that is happening around itself, it only cares about them to take their revenge. 
its comfort and its appetite, and gets very grumpy and 10 You accidentally sat on top of, and killed, the goblin chieftain of the
aggressive when those things are actively removed from it. goblinoid tribe you used to live with. They nominated you as their
An ogre never actively seeks to do evil, but has an easy time new leader, but you grew bored and left.
doing evil if prompted to do so.  11 One day you learned that food appears to taste better when
cooked. Your fellow ogres made fun of you for being too civilized
Change of Fate and wasting perfectly edible dwarf legs, but by then the writing was
on the wall. You just could not get back to eating raw dwarf and
Most ogres live terrible and brutal lives, where the one were forced to leave.  
who smashes the hardest gets the food. These lives are 12 You once ate a strange elf “bread-like” ration which completely
lived through constant bloodshed, murder, and betrayal. eliminated your hunger for half a day. You have never felt such
Ogres often live in cave systems with others of their kind, clarity since and you dream of the day when you can free your mind
brutalizing any unlucky humanoid who finds themselves again.
nearby. They collude with awful monsters like goblins, orcs,
and even giants in order to destroy and dominate. 

25

Extreme Misunderstanding Fighting “Technique”

The way an ogre’s mind functions is a marvel to behold— Ogres do not practice their weapon stances nor do they
countless books could be written describing the comical perfect the art of the blade, most don’t even know the
levels of stupidity this creature showcases. When building difference between a sword or an axe. Ogres use greatclubs
your ogre’s personality, take advantage of the very unique because smashing comes naturally to them, but in the mind
scenario of being able to play a creature known for its dim- of an ogre, a greatclub can be a tree log, a sack filled with
wittedness.  potatoes, or the skeletal remains of uncle Patrick. At the
end of the day, for an ogre, the greatclub is a state of mind,
For your ogre, the world should be a very confusing place and in this regard they can be quite creative. 
and most things should befuddle them. Make sure that you
portray this by establishing different quirky personality Most of the fun from playing an ogre comes from being
traits that showcase its general misconception of how able to adapt to the scenario given to you, by using anything
things ought to be. Remember that most ogres can’t even around you as a possible weapon to use against your
count to ten, even with their fingers in front of them; enemies. You can separate your character from other
nothing is too far-fetched when it comes to roleplaying a ogres by coming up with unique fighting styles that rely
dumb ogre. Feel free to use any of the examples below to on creative use of your surroundings in combat. Perhaps
expand the personality of your character.  you can even develop your own flavorful style that might be
remembered by your fellow players for years to come! 
D12 Extreme Misunderstanding
1 You actually have no idea what an ogre even is. You have been told D12 Fighting Style
1 Food tastes better drenched in the blood of your enemies. You
since you were little that you are just a very big ugly human. You
now live amongst humans believing you are one of them. prefer to use delicious cow legs as clubs or kobold kebabs as
2 You carry with you a dead animal who you believe is alive and spears. 
perfectly healthy. You rationalize it not moving with tons of 2 You are not even sure how to hold them, but you use fancy human
excuses, and get exceedingly angry at whoever tries to disprove weapons whenever you can. If it works for them then perhaps they
them.  might work for you?
3 You once saw a halfling mage obliterate an ogre with a powerful 3 Shiny objects make for the strongest weapons! 
spell. You now believe all halflings are monstrous demons hiding 4 You only use enormous objects as weapons, often giving them
their true forms.  names that start with the word “great”. Greataxes and greatclubs
4 You are scared to count to four. Last time you tried, you had the are okay, but your favorites are great-barrels and great-trees.
biggest headache of your life and almost died, without realizing it 5 You have finally figured it out. After years of rigorous testing with
was actually just indigestion. You have spent your life separating trial and error, you have come to the conclusion that sahuagin are
things into groups of three. the perfect club. Their weight and height fits just right with your
5 You are certain that unless you collect the skulls of every enemy style of swing. The fact that they make a funny sound when they hit
you kill, their ghost will come back to haunt you. Every nightmare a hard surface is quite frankly a nice bonus. 
you have, and every shadow you see, you attribute to that one guy 6 It doesn’t matter what kind of object or blade you hold as a
you forgot to take the skull from.  weapon, you always resort to punching with it instead. 
6 You are certain that showering and using shirts will make you more 7 Giant slings are the way to go. You fill them up with all kinds of
attractive to ogres of the opposite sex. It in fact repels them.  objects, really anything that you find on the streets. You constantly
7 You not only believe trees can understand your words, you also in tell your friends to drop their trash into your sling ammunition bag
fact fear them since they are bigger than you.  for you to use later. 
8 You fear that hunger is really your body telling you that you are 8 Why try something new when the classics always get the job done?
about to die of starvation. You are never without food in your Rocks are versatile; you can smash with them and you can throw
mouth, and you make certain you always have your next meal them at your enemies. And if you get bored, you can always find
planned out.  pointy rocks to mix things up.  
9 Gesturing and grunting has become your main form of 9 Shields are, in fact, very effective as a bludgeoning tool.  
communication. You believe that as long as you don’t talk, you 10 Whether a sword, a dwarf, or even a bow: it doesn’t matter what
cannot be tricked by others.  you use as a weapon… you always choose to throw it at your enemy
10 You refer to your companions as your minions, and your party’s rather than entering close quarter combat. 
headquarters as your lair. Every decision the group makes, 11 You see yourself as a spellcaster that takes matters into their own
you believe it was ultimately your idea, and that every treasure hands. You mutter out fake magical incantations as you throw balls
owned by the group ultimately belongs to you. You believe this so of mud, and scream “firebolt!” when you push a bowl full of hot
strongly, that it defies logic and reality.  coals onto an enemy. 
11 You have discovered that all puzzles are distractions from the 12 You received “formal” weapons training from goblins once, and
fact that you can simply break through the secret wall hiding the now you avoid improvising much. You prefer using simple weapons
treasure. Whenever you find a puzzle in the wild, you try and break the way the gods intended them to. 
through everything trying to find the secret treasure. 
12 You grew up watching your elders drool and spit all around the
den. You have grown to believe that swallowing your own saliva is
poisonous. Now you drool and spit wherever you go. 

26

The Ogre

Level Features Max Strength Strength Score Damage Iron Grip
1st Ogre Strength, Thick Skin Score Increase Reduction Throw Distance
24 -
2nd Improvised Weapon, Crush Area 6 -
24 -
3rd Simple Tactics 6 -
4th Ability Score Improvement 24 -
5th Brutal Attack, Cleave 24 - 6 -
6th Iron Grip 26 +2 7 -
7th Unmovable Fortress 26 - 7 -
8th Ability Score Improvement 26 - 7 10ft.
26 - 8 15ft.
9th Dumb Luck, Improvised Weapon (d10) 8 20ft.
28 +2
10th Squeeze the Puny, Improvised Magic 8 25ft.
11th Brutal Attack (Triple Damage) 28 -
12th Ability Score Improvement 28 - 9 30ft.
13th Ignore Pain 28 - 9 35ft.
14th Cleave (Up to 4 targets) 30 +2 9 40ft.
15th Extremely Dumb Luck 30 - 10 45ft.
16th Ability Score Improvement 30 - 10 50ft.
17th Crush Area (2/rest), Improvised Weapon (d12) 30 - 10 55ft.
18th Indomitable Might 32 +2 11 60ft.
19th Ability Score Improvement 32 - 11 65ft.
20th Brutal Attack (Quadruple Damage) 32 - 11 70ft.
32 - 12 75ft.
12 80ft.

Quick Build Speed. Your base walking speed is 30 feet. 

You can make an ogre quickly by following these Darkvision. You can see in dim light within 60 feet of you
suggestions. First, make Strength your highest ability as if it were bright light, and in darkness as if it were dim
score. Your high Strength score will compensate for your light. You can’t discern color in darkness, only shades of
lack of proficiency modifier. Your next highest score should gray. 
be Constitution. Second, choose the Hermit or Urchin
background.  Mental Limitations. You do not have a proficiency modifier
and you cannot become proficient in anything. You can’t
Class Features seem to figure out how to use martial weapons properly and
so they are improvised weapons to you. 
As an ogre you get the following features:
Large Body. You live in a world populated by puny creatures
Ability Score Increase. Your Strength score increases and you cannot help but be all powerful. You make Strength
by 6, your Constitution score increases by 2, and your checks with advantage. Your hit point maximum increases
Intelligence score decreases by 4. Your Dexterity, Wisdom, by 2, and it increases by 2 every time you gain a level. You
and Charisma scores all decrease by 2.  cannot make non-lethal weapon attacks. 

Age. Ogre bodies are forced to mature faster than humans Gorger of Refuse. You are used to eating anything you can
since they are typically thrown into a chaotic, brutal world find, from raw animals to toxic, barely edible trash. You
as soon as they can hold a club. They reach their adult size cannot become diseased from eating and you are immune
by around age 10, though their child-like mentality remains to ingested poisons. 
for at least a few more years. Ogres can live up to 90 years
of age, but rarely make it out of their third decade thanks to The Bigger They Are. Whenever you would take falling
the violent life they live.  damage, you take twice that damage instead.

Alignment. An ogre’s desires and principles begin and end Languages. You can (barely) speak Common and your
at the thought of where they can get their next meal, while choice between Giant, Goblin, or Orc. You however do not
solving every problem along the way through smashing. know how to read or write. 
They always follow the bigger and the stronger, whoever
that happens to be at the time. Most ogres are chaotic evil.  Hit points

Size. Adult ogres stand between 9 and 11 feet tall and Hit Dice: 1d12 per ogre level.
weigh between 600 to 1,000 pounds. Your size is Large.  Hit Points At First Level: 12 + your Constitution modifier.

Hit Points At Higher Levels: 1d12 (7) + your Constitution
modifier per ogre level after the 1st.

27

Proficiencies Improvising Weapons
Whenever an Ogre picks up a weapon and improvises its usage,
The Ogre does not have, nor can it obtain, any proficiencies. that weapon loses every single feature it possesses and instantly
This class does not use a proficiency modifier.   becomes an improvised weapon. The Ogre might pick up a sword
by the blade and smack its foes with the handle, or might wrap
Armor: None up a whip around its fist and then punch its enemies with it. You
Weapons: None get to decide whether the Ogre does bludgeoning, piercing, or
slashing damage based on the nature of how the Ogre is utilizing
Tools: None the weapon. 
Saving Throws: None Magical items as improvised weapons lose all of their combat
Skills: None magical properties for as long as the Ogre is improvising with
You use your Strength modifier when setting the saving them. This means that an improvised Flametongue longsword
throw DC for any Ogre ability or feature you use. (which normally deals an extra 2d6 fire damage on strike) no
longer deals extra fire damage on a hit. In a similar manner, an
Saving Throw DC = 8 + your Strength modifier Ogre does not get the extra +1 damage or +1 to hit value from an
improvised +1 longsword. In general, magical effects that trigger
Equipment when the Ogre attacks or deals damage with the weapon do not
function. The GM may choose to override this rule if the situation
You start with the following equipment, in addition to the allows it. Following the improvised weapons rules in the Player’s
equipment granted by your background: Handbook, a GM may rule that a weapon imbued with permanent
fire (like a flametongue) does fire damage instead of slashing. 
• (a) a greatclub or (b) any simple melee weapon Magical items with magical effects not relating to doing attacks
or dealing damage through attacks, still function as normal
• (a) four javelins or (b) large-sized sling and four big even while the object is being used as an improvised weapon;
rocks and these weapons still count as magical for the purposes of
overcoming resistances and immunities. 
• cook’s utensils and a large leather bag holding a dead
animal  Ogre Strength

Thick Skin 1st-level Ogre feature

1st-level Ogre feature Your Strength score maximum is 24, instead of 20. In
addition, your current and maximum Strength score
Weapons barely bruise you and arrows get stuck on your increases by 2 at level 5, level 9, level 13, and level 17. 
hard, scabby skin. Your flesh is accustomed to brutality and
it serves you better than any armor.  Your unarmed strikes deal 1d4 + your Strength modifier
bludgeoning damage on a hit. You have advantage on
Your AC cannot go above 10. Any damage you take from Constitution checks and Constitution saving throws. 
a melee, ranged, or spell attack is reduced by 6 (to a
minimum of 1) unless it is lightning, psychic, 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 class table. 

28

Improvised Weapons Simple Tactics

2nd-level Ogre feature 3rd-level Ogre feature

You have the uncanny ability to smash enemies with Some may call this strategy, but to you this is simply
anything you find. You can, as a bonus action, dismantle a pummeling with extra steps. You have a resource called
Large-sized object (or smaller) within 5 feet of you and turn Brainpower which represents your ability to perform
it into a usable improvised weapon. For example, you can special combat maneuvers before you become mentally
break down a small tree into a usable club piece, unearth exhausted. Brainpower is represented as an amount of
a rock which you can use to smash or throw, or tear a points equal to your Strength modifier which you can spend
dead ogre’s arm to use as a flailing weapon. You need the by using any of the abilities described below. When you use
necessary materials to exist around you for this ability to a point, it is then expended and cannot be regained until
function, and your DM might rule that no such materials you finish a long rest. 
exist or that the object is too hard for you to dismantle.
Squash. When you hit a creature with a melee attack, you
In addition, the damage die for improvised weapons can expend one Brainpower point to attempt to knock the
you use increases to 1d8. This means that you can use target down. If the target is Large (or smaller), it must make
weapons like daggers and javelins as improvised weapons a Strength saving throw. On a failed save, you knock the
in order to increase their damage dice, but you then lose target prone. 
any properties those weapons might possess, including any
magical effect relating to hitting enemies through attacks Sweep. When you hit a creature with a melee attack, you
or dealing damage through attacks. For example, javelins can expend one Brainpower point to attempt to drive the
you use this way would no longer have the thrown (range target back. If the target is Large (or smaller), it must make
30/120) property and instead would use the Improvised a Strength saving throw. On a failed save, you push the
weapon thrown range as per the PHB rules which is 20/60. target up to 15 feet away from you.
Conversely, the great club would no longer have the two-
handed weapon property which would allow you to wield it Smack. When you hit a creature with a melee attack, you
with one hand.  can spend two Brainpower points to attempt to daze the
target. The target must succeed on a Constitution saving
As per the improvised weapons rules in the PHB, if the throw or be stunned until the end of your next turn. 
weapon could feasibly deal fire, cold, or any other type of
magical damage, then the DM might allow the improvised Snatch. Immediately after you hit a creature with a melee
weapon to do that specific type of magical damage rather attack on your turn, you can expend two Brainpower points
than physical. You also always add your Strength modifier to try to grapple the target as a bonus action. 
to the damage of your improvised weapons. 
Lunge. When you make a melee attack on your turn, you
Further, you can use dead Medium- or Small-sized can expend a Brainpower point to increase your reach for
creatures as improvised weapons.  that attack by 5 feet. 

You deal additional damage with your improvised weapons You can regain expended Brainpower points by consuming
as you level up in this class. Your improvised weapon large quantities of food. Eating two Small-sized creatures
damage die increases to a 1d10 at 9th level and to a 1d12 at or a single Medium-sized creature (or about 100 lbs) allows
17th level.  you to regain one point of Brainpower. You can repeat
this process until you have eaten at least 400 lbs worth
Crush Area of food (or a single large creature) to a maximum of four
Brainpower points regained in a single day.
2nd-level Ogre feature
An Ogre which expends all of its allowed Brainpower points
As an action, you may target two creatures within 5 feet of in a day gains a point of exhaustion, as it is bombarded with
each other as long as both are within melee range of you. killer headaches and nosebleeds. You regain all expended
You obliterate the area between the two creatures with a Brainpower points after a long rest. 
massive weapon slam. Roll the damage of your weapon as if
you had successfully hit with an attack, including the Brutal Ability Score Improvement
Attack bonus if you have it. The target creatures must
succeed on a Dexterity saving throw or take the damage. 4th-level Ogre feature
They take half damage on a success. 
When you reach 4th level, and again at 8th, 12th, 16th, and
You may use this feature once per short rest. Starting from 19th level, you can increase one ability score of your choice
17th level, you can use this feature twice per short rest.  by 2, or you can increase two ability scores of your choice
by 1. As normal, you can’t increase an ability score above 20
using this feature unless its maximum has been increased
through another feature. 

29

Starting from 14th level, provided you have enough
remaining damage after your two killing blows, you can
repeat the process in order to cleave into a third and
potential fourth enemy creature. 

Iron Grip

6th-level Ogre feature

Your old days of snatching halflings might be done, but the
training carries over.

Your speed is not lowered when attempting to move while
grappling creatures that are smaller than you. You have
advantage on the melee weapon attacks you make against
creatures grappled by you. 

Brutal Attack Moreover, you have the ability to throw creatures across
great distances thanks to your incredible strength. As an
5th-level Ogre feature action, you may throw a Medium-sized creature (or smaller)
grappled by you up to 10 feet in any direction. The distance
Once per round and only during your turn, when you at which you can throw a creature increases by an extra
successfully deal damage to an enemy creature with 5 feet for every additional level you gain in this class as
a melee weapon attack; you can choose to double that shown on the Ogre table at the beginning of this chapter.
damage.  The creature then either takes 1d6 points of bludgeoning
damage for every 10 feet of travel distance, or takes
Damaging effects that happen as a consequence of your falling damage as per the rules in the Player’s Handbook,
attack are not doubled. For example, effects that might whichever is greater.  
force an enemy to make a saving throw to prevent more
damage (like certain poisons) would not be subject to this Unmovable Fortress
damage doubling. Damaging effects that accompany your
attack that only activate once per attack or once per turn 7th-level Ogre feature
are also not doubled. For example, damage from features
like sneak attack or a bard’s temporary damage increase It is very difficult to move you by force. If an effect moves
would also not be doubled.You also do not double the extra you against your will along the ground, you can use your
dice damage granted by a critical hit, only the regular reaction to reduce the distance you are moved by up to 10
weapon damage. feet.  

Your Brutal Attacks become more powerful as you gain Further, when you are subjected to a damaging effect that
levels in this class. Starting from 11th level, you triple allows you to make a Dexterity saving throw; you may
the damage rather than double it. Then at 20th level, you reduce any damage you take from that effect by an amount
quadruple it instead.  equal to your Thick Skin’s damage reduction.  

Cleave Dumb Luck

9th-level Ogre feature

Your weapon attacks score a critical hit on a roll of 19 or
20. 

Squeeze The Puny

10th-level Ogre feature

5th-level Ogre feature You can use an action to forcibly crush a creature or
object that you have currently grappled. When you do, you
If you reduce an enemy creature to 0 hit points with a melee automatically deal an amount of bludgeoning damage equal
weapon attack, you may have a secondary creature within to 3d10 + your Strength modifier. You cannot be holding
melee range take the remaining damage. Choose a creature any other object in your two hands for you to be able to use
within reach. There cannot be other creatures or obstacles this feature. If you use this feature against an object you are
between this creature and the original targer passing holding, you deal double the damage. 
through the arc of the attack. If the original attack roll is
higher than the armor class of this second creature, then
apply any remaining damage to it. 

30

Improvised Magic

10th-level Ogre feature
Your improvised weapons always count as magical for the
purpose of overcoming resistance and immunity to non-
magical attacks and damage. 

Ignore Pain

13th-level Ogre feature
You no longer go unconscious when damage from an enemy
creature drops you to 0 hit points, and you can continue to
take actions as if you were still standing. 
You still make death saving throws as normal for a
character at 0 hit points, except that if you roll three death
saving throw successes, then you are healed by 1 hit
point. Successful attacks against you continue to give you
automatic failed death saves as normal, and you die if you
collect three such failed saves. 
Once this feature is activated, it will not activate again until
you take a short rest.

Extremely Dumb Luck

15th-level Ogre feature
Your weapon attacks score a critical hit on a roll of 18-20.

Indomitable Might 

18th-level Ogre feature
If your total for a Strength check is less than your Strength
score, you can use that score in place of the total. 

Playing a Large Creature
Because it is not often that a player gets to play a Large-sized
creature, it is important to remember a few of the changes such
a size incurs:
• Your carry weight equals your Strength score

multiplied by 30. 
• You will be considered squeezing while traversing through

5-foot wide hallways, which means all of your attacks and
your dexterity saving throws will be made at disadvantage.
Attacks against you while squeezing are made at advantage.
Such small hallways are difficult terrain for you.
• You can grapple and shove creatures up to Huge in size.
Small creatures cannot grapple or shove you.  
• Medium creatures can mount you without causing any
restriction to you. 
• Small creatures can simply walk through your space. 
• Large-sized versions of common clothes or objects are
generally about four times more expensive than their
Medium-sized counterparts. 
• For the purposes of this class, your weapon damage dice
do not increase by virtue of being a large weapon used by a
Large creature. Neither does your melee range increase.

31

32

Lycanthrope

Lycanthropes are creatures which have been afflicted with a
terrible curse that transforms them into monstrous beasts.
These unfortunate souls can shift between their traditional
humanoid form, a fully bestial shape symbolic of the origin
of the curse, or a hybrid of the two. They can transmit the
curse onto others through their bite, mindlessly spreading
the contagion throughout civilization.

Divergent Beginnings

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.

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.

These lycanthropes typically cannot change their forms at
will. Instead they transform when confronted with certain
“triggers.”Examples of triggers can be high amounts of
stress, the smell of blood, hearing the howl of a wolf, seeing
the full moon, or even the bloodlust of combat. The process
of transformation for these lycanthropes is described as
unbearably painful, to the point of agonizing pain, as their
bones break and their skin tears in the shifting process.

33

Most pathological lycanthropes lose themselves in their Nothing short of a Wish spell can remove this type of
transformations, becoming no more than feral beasts. It is lycanthropy, with perhaps clever usage of spells like
believed that the reason why most blank out during their Reincarnate or Magic Jar being the exception in order to
shifts is as a self defense mechanism to withstand the effectively change the cursed body with a new one.
painful process. Most of these lycanthropes can either take
on a hybrid shape, or a fully bestial shape; but generally not Pathologic Lycanthropy. Once the disease has taken root
both. upon the body of a creature, it becomes exceedingly difficult
to remove. The lycanthropic affliction is by nature a curse,
Maledictive Lycanthropy. As a powerful curse, the and so it falls under a very distinct set of rules that sets
lycanthropic affliction can befall a creature by the use of it apart from traditional magical maladies that would be
high-level magic. Creatures who wish upon dark gods for otherwise easy to remove via simple curative spells.
strength often become cursed with this malady, others who
make deals with hags suffer similarly. The first step is to destroy the source of the curse - often
called the primogenitor. It is not enough to simply kill the
In its most general terms, maledictive lycanthropes function werebeast that produced the infection, if that werebeast
similarly to pathologic lycanthropes. However the nature of was itself infected by another. One must track the line of
the transformation is ultimately dependent on the source infections until the original source of the contamination is
of the magic, and so has the potential to break established found—typically either a true lycanthrope or a maledictive
norms and rules. These lycanthropes can be influenced lycanthrope. This lycanthrope must be killed before the
radically by the ever-volatile nature of magic. next steps can be taken. Failure to do so prevents the curse
from being broken.
Curing the Curse
The second step is to repent for any transgressions one has
True Lycanthropy. A true lycanthrope cannot be cured of committed while transformed into a beast. As with many
its existence, in the same way as one cannot cure a dwarf curses, lycanthropy is a magical malady that reacts strongly
from being born a dwarf. to symbolism.

34

Rejection of the bestial gift is a powerful statement that D12 Cursed Contact
weakens its hold upon the body, but even more powerful is 1 You were offered up as a baby to a dark group of cultists. These
the restitution one takes to clean the soul of the taint which
has infected it. foul followers of Baphomet summoned dark magics upon you,
twisting and misshaping your form.
The third step requires assistance from a third party, in 2 You were part of an odd group of people hidden up in the
particular a healer with the necessary spells. The cursed mountains away from civilization. You and the rest of your
creature must be bound and forced to transform into small tribe pledged yourselves to a god of shapeshifters and
its bestial self. Precautions must be made to securely lycanthropes. Through a series of profane rituals which you dare
chain the lycanthrope so as to prevent the healer’s savage not mention, you and the rest of the village were turned into
murder. The first spell to be cast is ceremony (Atonement), beasts of the night.
provided it is successful, which restores the sentience and 3 You have spent your life hunting monsters until you were bitten
intelligence of the cursed victim even whilst transformed. and afflicted with a terrible disease. The disease mutated into a
curse which granted you no comfort—but terrible power. You now
Upon gaining full sentience, the victim must then assert wield this power against the monsters you still hunt.
all its willpower in order not to move; a very difficult task 4 You were born under an ominous red moon. Since childhood
as the pain of transformation will be present alongside the you have felt an odd attraction to the full moon which never
bloodlust provided by the bestial curse. The healer must manifested as anything more than a strange fascination. Decades
then cast lesser restoration in order to cleanse the disease later you found yourself on a hill under the same red moon,
from the victim’s blood, and then cast remove curse in order unknowing how you got there. You grew powers from the moon
to finally dispel the curse. Provided that the victim stood which defy reason. You fear the day the red moon comes back.
perfectly still during that whole process and the atonement 5 Your calm, riverside community has been bullied by a group of
spell took hold, then the lycanthropic curse will have finally bestial mutants for decades. Every other year they ask for a single
been removed. child to be delivered to them, in order to quell their anger. When
your daughter was picked as a sacrifice, you volunteered instead.
Maledictive Lycanthropy. These lycanthropes can For some reason they accepted.
simultaneously be either the easiest to cure or the hardest 6 You successfully fled as your city was sacked and burned by
to cure, depending entirely on the nature of the magic used barbarians. Lost and hungry, you were saved by a mysterious
to inflict the curse. Curses of this magnitude function at a sanctuary found inside a glade within the woods. The dryad
level too high for basic curative spells like remove curse to offered you a home. All you had to do was accept her blessing.
effectively remove, and oftentimes slaying the source of the 7 You once roamed the nearby forests of your small hometown
curse does nothing to stem its effect. village. You met a beautiful lady who offered you a gift. You asked
her to be able to speak to the animals of the woods. Her shape
Most magical curses include some kind of escape clause. shifted into an ugly crone who then cursed you into the shape of
If the action in this clause is performed, the victim is freed a beast.
of the taint of lycanthropy. Sometimes the clause is known 8 You practiced alchemy within a prestigious university. An accident
by the afflicted, while other times it must be searched for within the laboratory caused a grand fire in which many of your
and discovered. It is not uncommon for all the victims of a colleagues tragically died. The fire melted and combined many
maledictive lycanthrope to become cured of the curse once of the reagents you were working with, creating a bizarre purple
the escape clause is reached by the primogenitor. smoke which you inhaled. Your transformation into a monster gave
you the strength you needed to escape.
Creating a Lycanthrope 9 You signed a contract with a devil. In exchange for great power,
you lose your agency and free will once a month - specifically
Cursed Contact during nights of the full moon.
10 A mysterious group of clerics visited your city claiming to have
Lycanthropy is defined by the nature in which the curse vials containing the blood of an ancient god. When administered,
was afflicted, for this power can be your source of solace the blood would cure any disease and even regenerate lost limbs.
amidst a dangerous world or a traumatizing experience At first everyone considered it a great miracle and revered the
which destroys all you love. How you obtained this power blood—until the clerics left and the first full moon appeared under
will define the kind of lycanthrope you will be, which in the night sky.
turn will signal how you are supposed to roleplay your 11 You were already an animal in spirit, murdering and cannibalising
transformations. your victims. One day you targeted a poor child who lived in the
sewers. You were never the same after tasting their flesh.
It is important to remember that lycanthropy can be 12 You parents were lycanthropes, and so you were born a natural
obtained through many sources, not just infections. So werebeast.
when building your character think about giving it a really
interesting and mysterious beginning. Use the options Animalistic Behavior
presented below as a gateway to further creativity in
designing your connection with the curse. Lycanthropes naturally develop instincts and behaviors
that are traditionally associated with the animal their
transformations symbolically represent. A wererat
lycanthrope for example might constantly twitch and be
hyper neurotic even while in humanoid form. It might even
develop a strong taste for cheese!

35

Think about how your character’s animal persona directly Cursed Responsibility
affects its humanoid behavior, and what other kinds of
changes such a strange curse would inflict upon your Your character holds in its hands (or paws) the ability to
psyche. Use any of the examples given below to expand the spread its curse to as many people as it desires, a power
personality of your character. that should not be taken lightly. Every lycanthrope develops
strict guidelines as to how it wishes to use this power. Some
D12 Animalistic Behavior use it to empower their tribe, while others hoard it, seeking
1 You no longer feel safe sleeping inside closed rooms and must find to keep this mighty blessing for themselves instead. What is
your character’s take on this mighty responsibility?
a location outside to rest.
2 You flinch whenever someone gets too close into your personal D6 Cursed Responsibility
1 You seek to spread your curse to as many creatures as possible.
space, you refuse to physically touch people. 2 You see your blood as your legacy, and you are on a journey to
3 You can’t help but growl or hiss at your enemies while in the thick
afflict the most powerful creature you can get your hands on. You
of combat. will create something incredible.
4 You find it easy to become bonded with close friends, feeling like 3 You want to study your curse. If you fear it then you may never
understand it.
you ought to protect them against enemies. You detest becoming 4 You would only spread your curse to those from your pack. If an ally
separated from them. asks to be granted your blessing then you would accept.
5 You despise clothing. You wear the bare minimum necessary to 5 Your life experiencing this curse has been a nightmare. You hunt
not be shunned by society. those that are cursed as you are, destroying every remnant of
6 Just how most people study objects by touching them, you do so lycanthropy that you can find. This curse dies with you.
through smell and taste. 6 You have vowed never to bite another creature again. You will never
7 You struggle with a strong desire not to bathe, compounded with bear a child. This curse is yours to survive and no one else shall
a need to spread your scent over your home and sometimes even suffer it.
companions.
8 You traverse cities, dungeons, and forests alike whilst barefoot,
without a care in the world.
9 You are unnaturally hairy and find yourself constantly self
grooming, oftentimes using your own saliva.
10 You only eat raw food and become increasingly agitated when
others approach you while you eat.
11 You cannot stand being alone and desire to always be surrounded
by large groups of people.
12 You sense in yourself an extreme feeling of dysphoria, struggling
to balance your dual nature. Some days you feel the need to
behave like a wild animal while others you act like a common
humanoid.

36

The Lycanthrope

Level Proficiency Features Bestial Transformation
1st Bonus Bestial Transformation, Werebeast Subclass Feature Temporary Hit Points
+2
2nd Wild Senses 10
+2
3rd Werebeast Subclass Feature 20
4th +2 Ability Score Improvement
5th +2 Extra Attack 30
6th +3 Ability Score Improvement 40
7th +3 Desperate Transformation, Cursed Claws 50
8th +3 Ability Score Improvement 60
+3 70
9th Werebeast Subclass Feature 80
+4
10th Ability Score Improvement 90
11th +4 Bestial Attacks
12th +4 Ability Score Improvement 100
13th +4 Bestial Attunement 110
14th +5 Ability Score Improvement 120
15th +5 Werebeast Subclass Feature 130
16th +5 Ability Score Improvement 140
17th +5 Endless Form 150
18th +6 Werebeast Subclass Feature 160
19th +6 Ability Score Improvement 170
20th +6 Bestial Attacks (four attacks) 180
+6 190
200

Class Features Curse of the Werebeast

As a Lycanthrope, you may choose any character race as During the day, you walk amongst humans. At night, you
normal. stalk as a beast. Choose your lycanthropic curse which
describes the nature of your monstrous transformation:
Hit points Werewolf, Werebear, or Wererat, all detailed at the end of
the class description.
Hit Dice: 1d8 per lycanthrope level
Hit Points At First Level: 8 + your Constitution modifier Your choice grants you features when you choose it at 1st
level and again at 3rd, 9th, 15th, and 18th level. These
Hit Points At Higher Levels: 1d8 (or 5) + your Constitution features are only available or active for as long as you are
modifier per lycanthrope level. transformed, unless they explicitly say otherwise.

Proficiencies Bestial Transformation

Armor: Light armor, medium armor, shields 1st-level Lycanthrope feature
Weapons: Simple weapons, martial weapons
Your body mutates as your bones restructures, your
Tools: None flesh warps, and your mind shifts. As a bonus action, you
transform into a monster which takes on the shape of a
Saving Throws: Dexterity, Constitution hybrid between your humanoid shape and that of your
bestial curse. Superficial wounds taken while in your
Skills: Choose two skills from Animal Handling, Athletics, bestial form regenerate as your skin molds itself back to
Insight, Intimidation, Nature, Perception, Stealth and completeness.
Survival
When you transform, you gain a number of temporary
Equipment hit points which represent your ability to maintain the
transformation through pain and stress. The temporary
You start with the following equipment, in addition to the hit points equal 10 x your lycanthrope level. If you lose
equipment granted by your background: these hit points then your transformation ends, you take
1d6 points of damage per lycanthrope level (which cannot
• (a) scale mail or (b) leather armor be reduced in any way), and you gain a level of exhaustion.
While transformed, you gain abilities which are described
• (a) two handaxes or (b) one martial weapon under your chosen lycanthrope subclass.

• An explorer’s pack and a net

37

Shapeshifting into your cursed bestial form fills you with You can end the transformation willingly by spending 5
animalistic rage and instinct which inhibits your ability minutes outside of combat by concentrating, meditating, or
to understand the world around you. Your Intelligence doing any form of mental exercise meant to bring you back
and Charisma scores are reduced by 10 (to a minimum to your humanoid self. Your transformation also ends if you
of 1) while transformed, unless they are being used to perform a short rest, long rest, or after you spend a number
perform Intimidation checks. Your DM can make special of hours transformed equal to half your Lycanthrope level,
exceptions for unique scenarios in which you could rounded up.
feasibly make a skill check using your full ability scores
in spite of your bestial mind. For example, if you perform You can activate your Bestial Transformation only once per
a sacred religious rite to a god of beasts; then your DM short rest.
might allow you to make an Intelligence (Religion) check
using your full Intelligence score. While transformed, your Silver Vulnerability. Silver objects burn your skin like
new stats designate the kinds of behaviors you can take bright hot metal upon your flesh. Whenever you touch an
as your animal mind takes over and your instincts rule object made of silver you take 1d4 points of damage that
your personality, as shown on the Animal Intelligence and cannot be reduced in any way, and you cannot use your
Animal Charisma tables. Bestial Transformation for 1 minute. If you are already
transformed, then the damage is applied to both your
A lack of Intelligence prevents you from effectively working temporary hit points and your current hit points. Similarly,
together with your party or being able to use the tools weapon damage done to you with silver weapons while
necessary to perform tasks. A Lycanthrope with low transformed is applied to both your temporary hit points
Intelligence doesn’t understand the world around it, and and your current hit points.
hence seeks to defend itself from anything it perceives. It
might behave like—and know—it is a human (for example), Mark of the Full Moon. Once a month, when the full moon
but it can’t discern friend from foe and finds itself in a rises at night, you are forcibly transformed into your bestial
constant state of confusion. This type of Lycanthrope may form for the entirety of the night, ending at dawn. Your full
find itself in tears and shame as it eats its loved ones. They moon transformation is harsher and more brutal than your
devastate quickly and are found and killed immediately typical bestial change. Your Intelligence and Charisma
after. scores are reduced by 15 (to a minimum of 1) instead of
-10, and you take a level of exhaustion immediately upon
Animal Intelligence transformation, and once again when you revert back at
dawn. Further, you do not gain temporary hit points through
If 1 or 2 You are a mindless creature. You attack the closest the full moon transformation. Instead, while transformed,
creature that you can see. you gain resistance to all damage except psychic damage
and bludgeoning, piercing, or slashing damage from silver
If 3 or higher You can recognize those who have treated you kindly, and weapons. You do not need to be looking at, or have access
know you are protected while with them. to, the moon for thesechanges to occur.

If 5 or higher You can use tools and weapons. You can rationalize and Wild Senses
understand the purpose of things.
2nd-level Lycanthrope feature
If 7 or higher You can attune and use magic items that require
attunement while transformed. You have advantage on Wisdom (Perception) checks that
rely on hearing or smell. Your passive Wisdom (Perception)
A lack of Charisma hampers a Lycanthrope’s ability to increases by 5 when used to detect things that you can hear
speak and behave in a human-like manner. A Lycanthrope or smell.
with low Charisma behaves like a beast, since it sees itself
as one. It may understand its surroundings, and even be You gain proficiency in Survival. If you already had
able to manipulate it to its advantage, but it is driven by its proficiency, then your proficiency bonus is doubled for any
animal desires and base urges. This type of Lycanthrope ability check you make using Survival.
can be the most dangerous to a civilization, as they willingly
and stealthily spread their curse to those they can control, Ability Score Improvement
then form packs that raid and hunt.
4th-level Lycanthrope feature
Animal Charisma
When you reach 4th level, and again at 6th, 8th, 10th, 12th,
If 1 or 2 You are a beast. You eat raw flesh from the dirt, 14th, 16th, and 19th level, you can increase one ability
sometimes right where you sleep. You can’t speak. Your score of your choice by 2, or you can increase two ability
actions are cruel, inhumane, and detached. scores of your choice by 1. As normal, you can’t increase an
ability score above 20 using this feature.
If 3 or higher You can understand when creatures speak to you in a
language you know. You know to keep yourself clean. You
feel and can express social emotions.

If 5 or higher You can speak in simple short phrases. You know you are a
humanoid and deserve to be treated like one. You possess
humanoid tastes.

If 7 or higher There is no longer any distinguishable mannerisms
between your real and bestial shape. All Charisma skill
checks are made without a penalty.

38

Extra Attack Your Lycanthrope body adapts to the attuned magic item
and magically produces the effect as it would be expected
5th-level Lycanthrope feature to. A Flame Tongue sword might turn your claws fiery and
have them produce the fire damage on a successful claw
You can attack twice, instead of once, whenever you take attack, Armor of Lighting Resistance might make your fur
the attack action on your turn. constantly glow with electric currents and give you the
resistance, or the Slippers of Spider Climbing might just
Desperate Transformation make the soles of your feet and paws sticky, allowing you to
climb.
7th-level Lycanthrope feature
At the end of your Bestial Transformation, you become
You can force a transformation even if you have no uses unnatuned from the magical item.
left, at a cost. As an action, you can take an immediate
level of exhaustion and undergo an imperfect Bestial Endless Form
Transformation. You do not gain any temporary hit
points through the transformation, and you can’t gain any 17th-level Lycanthrope feature
temporary hit points from any source while transformed.
Instead, the transformation lasts for 1 minute or until You no longer gain a level of exhaustion nor, do you revert
you fall to 0 hit points. At the end of the duration, if you back to your humanoid form after losing the temporary hit
are still above 0 hit points, you can choose to prolong points associated with your Bestial Transformation. You
the transformation for an extra minute at the cost of an still take 1d6 x your Lycanthrope level in damage if you lose
additional level of exhaustion. your temporary hit points, but this damage now becomes
necrotic damage and can be reduced if able.
While under the effects of the Desperate Transformation
feature, you are vulnerable to bludgeoning, piercing, and
slashing damage made with silver weapons.

You can only extend the duration of your Desperate
Transformation up until you reach 5 levels of exhaustion.

Cursed Claws

7th-level Lycanthrope feature

While transformed, your natural weapon attacks count as
magical for the purposes of overcoming resistance and
immunity to non magical attacks and damage.

Bestial Attacks

11th-level Lycanthrope feature

While transformed, you can attack three times, instead of
twice, whenever you take the attack action on your turn.
The number of attacks you can make while transformed
increases to four when you reach 20th level in this class.

Bestial Attunement

13th-level Lycanthrope feature

You can have a magic item which requires attunement,
meld into your new form as you shift into your Bestial
Transformation. You become automatically attuned to the
magic item and this attunement does not count towards
your maximum number of attunement slots. Further, you
can attune to this item even if you do not currently have the
necessary Intelligence score in order to attune to magic
items while transformed.

You can’t attune to an item in this way if you do not meet the
necessary class, level, or any other character requirements
for the magic item.

39

Curse of the Werebeast with silvered weapons. But their curse also grants them
ferocious strength and a taste for blood. Most werewolves
Choose your lycanthropic curse which describes the nature are drawn to madness as a refuge from warring between
of your monstrous transformation: Werewolf, Werebear, or their dual natures. The part that remembers humanity
Wererat. Each curse changes your form and behavior in seeks to end the savagery by finding a cure or isolating
uniquely different ways, altering the way you interact with themself, while the wolf demands the thrill of the hunt. Rare
the world. is the werewolf who can stave off this madness long enough
to find a solution to their torment.
Werewolf
A werewolf seen in humanoid form is not easily recognized
Of all the lycanthropic creatures, none is more well-known for what they are. Experienced or learned experts might
or feared than the savage werewolf. Wolf howls heard in take note of a person’s elongated fingers, fur-like hair,
the dead of night are terrifying enough without the dreadful discolored eyes, or even the way they tend to prowl as
suspicion that it might be a werewolf’s cry. they walk. These can all be tell-tale signs of a person’s
lycanthropy, though it isn’t definitive evidence. However, this
Just like their animal brethren, werewolves tend to hunt in doesn’t stop many hunters from committing acts of swift
packs. A lone farmer trudging along a forest path at night retribution and has resulted in more than a few innocent
might feel comfortable enough with his silver medallion, but lives lost.
that ease of mind soon ebbs as his lantern reflects dozens
of glowing eyes in the surrounding foliage. Werewolves generally feel more at home at the fringes of
society or in utter wilderness, since it’s easier to track and
Werewolves who detest or deny their nature tend to wander scout in wide, open spaces. The dense populations of cities
the world alone, but they risk discovery and execution provide ample meals, but all the competing scents and
at the hands of adventurers or monster slayers armed sounds make it difficult to hunt. That said, some enjoy the
added challenge that comes with prowling in cities, and
the vast populations render it easier to blend in with the
masses when the guards are stirred to action.

Werewolf adventurers must quell the inner beast in order
to serve a higher calling. They might find slaying and
devouring criminals and monsters a constructive 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 for what they are,
however.

Shape of the Lupine

1st-level Werewolf feature

Your Bestial Transformation takes on the form of a hybrid
between your humanoid form and that of a wolf. The curse
blesses you with strength and protection.

When you transform, your Strength score becomes 17
unless your original score is higher. In addition you gain a
+1 bonus to AC.

Your claws and bites count as natural weapons for you
which you can use to make unarmed strikes. If you hit
with them, you deal slashing damage equal to 1d8 + your
Strength modifier, instead of the bludgeoning damage
normal for an unarmed strike. These attacks count as
weapon attacks for you and you are proficient with them.

Sense Weakness

1st-level Werewolf feature

The scent of blood is intoxicating, it draws you like a moth
to a flame.

40

You automatically know when a creature’s current hit point the purposes of this action. This increases to 3 at level 9, 4
total is less than or equal to half its maximum hit points. at level 13, and 5 at level 17.
To you, these creatures are considered Bloodied. You can
sense the general direction of any Bloodied creature within Instinctual Slash. You can spend a Fury point in order
1 mile of you, and ability checks you make to track them are to gain an extra reaction which you immediately spend in
made with advantage. order to make an attack of opportunity.

Successful weapon attacks against Bloodied targets deal an You regain an expended point of Fury by dealing a critical
additional +4 damage. hit or reducing an enemy creature to 0 hit points. You regain
all expended Fury points after a short or a long rest.
Territory Master
The maximum amount of Fury you have increases to 4 at
1st-level Werewolf feature level 7 and to 5 at level 15.

If you are keeping watch during a long rest, you can choose Kindred Shape
to scout the surrounding area for 1 hour. If you do, your
party cannot be surprised for the duration of the long rest 3rd-level Werewolf feature
and you get a general idea of the types of creatures that can
be found or have traveled through 1 mile of your location. You can spend a use of your Bestial Transformation in order
to Polymorph (as per the spell) into a dire wolf for a number
You still get the full benefit of the long rest. You of hours equal to half your lycanthrope level (minimum of
momentarily assume your Bestial Transformation for this 1). You can use your lycanthrope and werewolf features, and
feature even if you have already spent your usage of the you get to keep your mental ability scores; but are otherwise
ability and you gain usage of it again after your long rest. limited by your new form. Your DM has the stats for the dire
wolf. You need not hold concentration to Polymorph in this
Feral Fury way and your gear does not meld into the form, it instead
falls onto the floor if your wolf shape cannot hold it.
3rd-level Werewolf feature
You also have a limited ability to communicate with wolves.
You can channel your thirst for blood in combat through Even though you can’t directly speak with them, they seem
great feats of ferocity and violence. This bloodlust is to understand the meaning of your words. You can interpret
represented through Fury points. Starting from 3rd level, the approximate meaning of the wolves’ intentions and
you have 3 Fury points which you can spend on the actions messages. Animal Handling checks made to influence them
represented below. are made with advantage.

Feral Lunge. You can spend a bonus action and expend You can only use the Kindred Shape feature while not
a Fury point in order to dash. You must move in an under a Bestial Transformation.
unobstructed straight line directly towards a Bloodied
enemy creature for you to be able to use this feature. If your Reinforced Ligaments
dash moves you 15 feet or more towards your target and
you immediately hit with an attack upon reaching them, you 9th-level Werewolf feature
may force the enemy creature to fall prone as long as it is a
Medium-sized creature or smaller. Your jump distance is doubled and climbing no longer costs
you extra movement.
Bloodlust. If an enemy creature becomes Bloodied within
15 feet of you outside of your turn, you can use a reaction When you fall, provided you are within 5 feet of a
and a Fury point in order to immediately move up to your continuous stable surface like a wall, you can use a reaction
speed towards that creature and make a melee weapon to slow down your rate of descent by clawing onto the
attack against it. surface as you drop. If you do so, you do not take any fall
damage from the descent.
Rabid Strike. Before you make a melee weapon attack
against a creature, you can expend one Fury point to Hunting Tactics
gain advantage on the attack roll. The creature counts as
Bloodied for the purposes of this attack. 15th-level Werewolf feature

Howl. You can use a bonus action and expend one Fury You have advantage on attack rolls against Bloodied
point to rally your allies for combat. When you do so, you creatures that are within 5 feet of one of your allies.
can target up to 5 creatures that you can see within 15 feet
of you (including yourself). Those creatures gain temporary Leader Of The Pack
hit points equal to half your Lycanthrope level + the number
of Bloodied enemies within 120 feet of you. Starting from 18th-level Werewolf feature
5th level, each individual Bloodied enemy counts for 2 for
Your allies have advantage on melee attack rolls against any
Bloodied creature within 5 feet of you. Successful attacks
made by your allies in this way deal an extra +4 damage.

41

Werebear have a tragic past filled with hatred, torture, and violence.
They view humans as a scourge that only seeks to destroy
Despite their massive size and strength, werebears are that which is beautiful in the world. This perspective drives
relatively benign creatures. The voracious hunger still them to retaliate in kind, with senseless violence and
consumes them from time to time, but they often serve as murder. When two werebears come to blows over such
guardians and protectors for other like-minded creatures. disputes, the resulting combat is a truly terrifying exchange.
They are frequently found in druid groves or in service of
nature deities. When such homes are destroyed, werebears Werebears are well-suited to the life of an adventurer.
tend to exact vengeance upon the destroyers and then They still keep their lycanthropy a secret as best they can,
wander in search of a new home. but their sense of community and protection make them
excellent heroes. A werebear will protect the lives of their
A werebear’s humanoid form is usually broad-shouldered companions with their own, especially if these companions
and brawny, and they move with the confidence of an apex are aware of the werebear’s nature and have accepted it.
predator. This, combined with their dark eyes and stern
features, makes them an intimidating sight even while not Shape Of The Ursine
transformed. But when a werebear makes an ally in you,
you can rest assured that they will defend you with all their 1st-level Werebear feature
strength.
Your Bestial Transformation takes on the form of a hybrid
The majority of werebears are calm and collected unless between your humanoid form and that of a bear. The curse
provoked, but there are exceptions. Vicious werebears often blesses you with strength and protection.

When you transform, your Strength score becomes 19
unless your original score is higher. In addition you gain a
+1 bonus to AC.

Your claws and bites count as natural weapons for you
which you can use to make unarmed strikes. Your claws
deal slashing damage equal to 1d10 + your Strength
modifier, while your bites deal piercing damage equal to
1d12 + your Strength modifier. These attacks count as
weapon attacks for you and you are proficient with them.
You can only use your bite once per turn.

Powerful Body

1st-level Werebear feature

You gain a climbing speed of 30 feet which you can use only
on surfaces that are not completely smooth. In addition, you
count as one size larger when determining your carrying
capacity and the weight you can 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 gain a resource called Ferocity
which is represented by points that are collected during
combat.

You obtain a point of Ferocity whenever you take damage
from an enemy or whenever you successfully deal damage
to an enemy creature. You can only get a maximum of 1
point of Ferocity per source of damage. For example, you
only get 1 point of Ferocity when you take damage from
the magic missile spell, even if multiple missiles hit you.
And you can only get 1 point of Ferocity even if you manage
to hit multiple enemies with a single attack or spell. Each
individual attack in a multiattack action is its own source
of damage, so you can get multiple points of Ferocity
whenever you hit multiple times with weapon attacks or
take multiple hits from different weapon attacks.

42

You can spend your Ferocity points on any of the following Guardian’s Vigil
abilities:
9th-level Werebear feature
Ferocious Bite. Once per turn, you can spend 3 Ferocity
points and turn a natural bite attack into a Ferocious Bite. The threat of harm against your allies enrages you.
You roll the bite attack with advantage and it scores a
critical hit on a roll of 17, 18, 19, or 20. You gain temporary Whenever you roll for initiative, you obtain 1 Ferocity point
hit points equal to one third (rounded down) of the damage for every enemy that you can see.
you do with this attack. These temporary hit points can
be added to the temporary hit points associated with your Additionally, you also obtain a Ferocity point for every
Bestial Transformation, but never above the maximum for new enemy creature that you discover through combat;
your level. this includes enemies that were hidden from you at first,
enemies that were summoned in the middle of combat,
Overpower. When you make a weapon attack against allies which become enemies, enemy reinforcements that
a creature, you can choose to add a bonus to the attack join the battle, etc. You cannot obtain more than 1 Ferocity
roll equal to the number of Ferocity points you expend by point this way from the same creature.
activating this ability. You can use this ability before or after
making the attack roll, but before any effects of the attack Your Ferocious Bite now deals 2d12 piercing damage.
are applied.
Demoralizing Roars
Thick Hide. When an enemy creature that you can see
makes an attack roll against you, you can use a reaction in 9th-level Werebear feature
order to add a bonus to your AC against that attack equal to
the amount of Ferocity points expended as you activate this Any hostile creature within 5 feet of you has disadvantage
ability. on attack rolls against targets other than you. An enemy is
immune to this effect if it can’t see or hear you or if it can’t
You gain additional abilities in which to use your Ferocity be frightened.
points as you gain levels in this subclass.
Relentless Stance
You can only obtain points of Ferocity during combat and
only up to a maximum of 10. These points are lost 1 minute 15th-level Werebear feature
after combat ends.
The maximum amount of Ferocity points you can hold
Kindred Shape increases to 15 and you gain the following abilities:

3rd-level Werebear feature Stand Your Ground. You can use a reaction and 5 points of
Ferocity in order to reroll a saving throw. You must activate
You can spend a use of your Bestial Transformation in this ability before you know the results of your roll, and you
order to Polymorph (as per the spell) into a brown bear must use the new one.
for an number of hours equal to half your Lycanthrope
level (minimum of 1). You can use your Lycanthrope and Bear Guard. Whenever an ally within 5 feet of you takes
Werebear features, and you get to keep your mental ability damage from an attack, you can use your reaction and
scores, but are otherwise limited by your new form. Your expend 2 points of Ferocity you to take that damage instead
DM has the stats for the brown bear. You need not hold of your ally. This ability transfers any accompanying effects
concentration to Polymorph in this way and your gear does that the attack would have otherwise caused your ally, and
not meld into the form, it instead falls onto the floor if your this damage can’t be reduced in any way. In addition, for the
bear shape cannot hold it. You may choose to polymorph remainder of that turn, any further attacks made against the
into a different color or variation of bear, while still using ally you protected are instead made against you.
the stats of the brown bear.
Rampage
You also have a limited ability to communicate with bears.
Even though you can’t directly speak with them, they seem 18th-level Werebear feature
to understand the meaning of your words. You can interpret
the approximate meaning of the bears’ intentions and You no longer lose your accumulated Ferocity after combat
messages. Animal Handling checks made to influence them ends.
are made with advantage.
Your Ferocious Bite now deals 3d12 piercing damage.
You can only use the Kindred Shape feature while not
under a Bestial Transformation.

43

Wererat Shape Of The Murine

While most lycanthropes prefer rural or wilderness 1st-level Wererat feature
environments, wererats feel more at home in densely
populated areas; or at least, underneath them. Any city Your Bestial Transformation takes on the form of a hybrid
with a large and unmonitored sewer system is likely to between your humanoid form and that of a rat. The curse
be home to at least a few wererats, if not entire colonies. blesses you with speed.
Commonfolk strolling their cobbled streets are likely not
aware of the entire society living underneath their feet. When you transform, your Dexterity score becomes 17
unless your original score is higher. In addition, you have
Wererats are most comfortable when lurking in shadows, advantage on saving throws against poison and have
unseen or unnoticed by other people. They operate in resistance against poison damage. You can also use the
thieves’ guilds, gangs, smuggling operations, and most any hide action as a bonus action.
criminal enterprise imaginable. Wererats are primarily
selfish and conniving, but they also recognize the value in Your claws and bites count as natural weapons for you
working as part of a large group. which you can use to make unarmed strikes. Your claws
deal slashing damage equal to 1d4 + your Dexterity
In their humanoid forms, wererats are often short and wiry, modifier, while your bites deal piercing damage equal to
with thin, patchy hair, and elongated fingernails. When 1d8 + your Dexterity modifier. These attacks count as
they walk, they unconsciously keep to the shadows and weapon attacks for you and you are proficient with them.
tread quietly. Wererats are despised by most and viewed You can only use your bite once per turn.
as parasites on society. Even while not transformed, they
tend to be distrusted for their shifty eyes and twitchy You are immune to diseases in both your humanoid and
mannerisms. bestial form.

Wererat adventurers are typically those who have been Diseased Body
exiled or driven away from their colonies and have attached
themselves to what they deem a strong and capable crew 1st-level Wererat feature
that can protect them. Wererats find it difficult to pursue
higher purposes than their own greed, but once they Your body is a breeding pit for all kinds of afflictions and
discover that hero work is often very lucrative, they tend to virulent maladies.
embrace their new role with open arms.
You can, twice per short rest, attempt to inflict a creature
with a potent disease. As a bonus action you can cover a
melee weapon, natural weapon, or missile with bodily fluids
meant to taint it with a disease of your choice. You start
with three choices: Sight Rot, Filth Fever, and Seizure; and
you obtain more options as you level up in this class. The
next attack you make this turn carries with it the chosen
disease, forcing the enemy creature to make a Constitution
saving throw or become poisoned for 1 minute. The
poisoned creature must then make another Constitution
saving throw at the end of its next turn, and if it fails again,
then it is inflicted with your chosen disease for 1 hour. The
creature can make Constitution saving throws at the end of
each hour, ending the disease on a success.

A creature afflicted by any of these diseases is also poisoned
for the duration.

Sight Rot. Pain grips the creature’s mind, and its eyes turn
milky white. The creature has disadvantage on Wisdom
checks and Wisdom saving throws and is blinded.

Filth Fever. A raging fever sweeps through the creature’s
body. The creature has disadvantage on Strength saving
throws, and deals only half damage with weapon attacks
that use Strength.

Seizure. The creature is overcome with shaking. The
creature has disadvantage on Dexterity saving throws, and
its AC lowers by an amount equal to its Dexterity modifier
unless it uses heavy armor.

44

You automatically gain the following disease options at the You can only use the Kindred Shape feature while not

specified levels within this class: under a Bestial Transformation.

Mindfire (9th-level). The creature’s mind becomes feverish. Nimple Reposte
The creature has disadvantage on Intelligence saving
throws, and the creature behaves as if under the effects of 9th-level Wererat feature
the Confusion spell during combat.
When a creature misses you with a melee attack roll,
Flesh Rot (15th-level). The creature’s flesh decays. The you can use your reaction to cause that attack to hit one
creature has vulnerability to all damage except psychic creature of your choice, other than the attacker, that you can
damage. see within 5 feet of you. On your next turn, the next attack
you make against the creature that missed you is made with
Slimy Doom (15th-level). The creature begins to advantage.
bleed uncontrollably. The creature has disadvantage on
Constitution saving throws. In addition, whenever the You can use this feature a number of times equal to your
creature takes damage, it must succeed on a Constitution proficiency bonus, and you regain all expended uses when
saving throw or become stunned until the end of its next you finish a long rest.
turn.
Evasion
Your Diseased Body feature requires your enemies to make
saving throws to resist your diseases. The saving throw DC 15th-level Wererat feature
is calculated as follows:
When you are subjected to an effect that allows you to make
Disease save DC = 8 + your proficiency bonus + your a Dexterity saving throw to take only half damage, you
Constitution modifier instead take no damage if you succeed on the saving throw,
and only half damage if you fail.
As you travel, you may gain additional disease options
to add to your repertoire. If you are ever the target for a Feint Strike
disease and would have normally become infected by it,
you can instead store that disease within you and gain the 18th-level Wererat feature
ability to produce it as an attack much like the ones above.
Your DM has full jurisdiction on what diseases you could If you miss with a melee attack, you can choose to instead
feasibly use this way or not. re-roll the attack with advantage.

Backstab You can use this feature twice, and you regain all expended
uses when you finish a short rest.
3rd-level Wererat feature

If 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 of opportunity and attacks against
poisoned creatures with advantage.

Kindred Shape

3rd-level Wererat feature

You can spend a use of your Bestial Transformation in order
to Polymorph (as per the spell) into either a rat or a giant
rat for an amount of hours equal to half your lycanthrope
level (minimum of 1). You can use your lycanthrope and
wererat features, and you get to keep your mental ability
scores, but are otherwise limited by your new form. Your
DM has the stats for the rat and giant rat. You need not hold
concentration to Polymorph in this way and your gear does
not meld into the form, it instead falls onto the floor if your
rat shape cannot hold it.

You also have a limited ability to communicate with rats.
Even though you can’t directly speak with them, they seem
to understand the meaning of your words. You can interpret
the approximate meaning of the rats’ intentions and
messages. Animal Handling checks made to influence them
are done with advantage.

45



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License to copy, modify and distribute any Open Game Content originally
distributed under any version of this License.


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