##### Class Table...................................................3
##### Class Features.............................................4
##### Monstrous Manifestations.....................5
##### The Symbiote..................................................6
##### The Hellbeast.................................................7
##### The Spirit Wraith..........................................7
##### The Iron Bastion...........................................8
##### The Mutant...................................................10
##### The Jelly Monster.......................................11
##### The Blood Dragon.....................................13
##### The Shadow Faerie......................................14
##### Changelogs................................................16
##### Credits.........................................................17
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## The Monster
We all have monsters within us. They can reveal themselves in many different ways, but in the end they all reflect the core of one's character, the selfish desires and wrathful urges that bubble and boil just below the surface. But there are some people who hide real monsters, true evil within themselves, that when unleashed become forces of destruction and violence so terrible they consume the person that created them. Sometimes this monster is created from ourselves, a collection of evil thoughts and dark memories that build within the psyche until they manifest in the real world. In other cases, the monster seeks out these things, finding a weak, wretched soul to inhabit and make stronger, so that it might spread the chaos further. Regardless of how it came to be, a monster can only lead to one thing: destruction.
### Creating a Monster
Your monster may have been created over generations, within a cult or some lineage prone to evil deeds, culminating in a young soul so full of hate and evil that it manifested as a Spirit Wraith. However, your character may have been perfectly normal before they became a monster, possibly an explorer who stumbled across a strange parasite or magical item that allowed the monster to take them as a host. The most important thing to remember is that your character now has to deal with the violent changes in their life, as they become a monster.
#### Quick Build
You can make a monster quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution or Charisma. Second, take the Haunted One background.
##### The Monster
| Level | Proficiency
Bonus | Monster AC | Monster
Hit Points | Inhuman
Strength | Features |
|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 | — | — | 1d6 | Monstrous Manifestation, Inhuman Strength |
| 2nd | +2 | 17 | 20 | 1d6 | Unleash, Manifestation feature |
| 3rd | +2 | 17 | 30 | 1d6 | Begrudging Union, Inhuman Strength improvement |
| 4th | +2 | 17 | 40 | 1d6 | Ability Score Improvement, Knowledge from Necessity |
| 5th | +3 | 17 | 50 | 1d8 | Extra Attack, Quick Transformation |
| 6th | +3 | 18 | 60 | 1d8 | Manifestation feature, Magical Fury |
| 7th | +3 | 18 | 70 | 1d8 | Enhanced Constitution |
| 8th | +3 | 18 | 80 | 1d8 | Ability Score Improvement |
| 9th | +4 | 18 | 90 | 1d8 | Knowledge from Necessity |
| 10th | +4 | 18 | 100 | 1d8 | Extended Control |
| 11th | +4 | 19 | 110 | 1d10 | Relentless Wrath |
| 12th | +4 | 19 | 120 | 1d10 | Ability Score Improvement |
| 13th | +5 | 19 | 130 | 1d10 | Manifestation feature |
| 14th | +5 | 19 | 140 | 1d10 | Begrudging Union (two uses) |
| 15th | +5 | 19 | 150 | 1d10 | Enhanced Constitution |
| 16th | +5 | 20 | 160 | 1d10 | Ability Score Improvement |
| 17th | +6 | 20 | 170 | 1d12 | Extra Attack (2) |
| 18th | +6 | 20 | 180 | 1d12 | Manifestation Feature |
| 19th | +6 | 20 | 190 | 1d12 | Ability Score Improvement |
| 20th | +6 | 21 | 200 | 1d12 | Monster Unleashed |
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## Class Features
As a monster, you gain the following class features.
#### Hit Points
___
- **Hit Dice:** 1d4 per monster level
- **Hit Points at 1st Level:** 12 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d4 (or 3) + your Constitution modifier per monster level after 1st
#### Proficiencies
___
- **Armor:** None
- **Weapons:** Clubs, daggers, slings, light crossbows
- **Tools:** None
___
- **Saving Throws:** Strength, Constitution
- **Skills:** Choose any one from Acrobatics, Athletics, or Intimidation
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- *(a)* an explorer's pack or *(b)* a dungeoneer's pack
- *(a)* a dagger or *(b)* a club
### Monstrous Manifestation
Choose a monstrous manifestation, which denotes the monstrous entity that inhabits your body and gives you your supernatural abilities: The Symbiote, The Hellbeast, The Spirit Wraith, The Iron Bastion, The Mutant, The Jelly Monster, The Blood Dragon, and The Shadow Faerie, all of which are detailed at the end of the class description.
Your choice grants you features when you choose it at 1st level, and again at 2nd, 6th, 13th, and 18th levels.
### Inhuman Strength
Beginning at 1st level, your inner monster gives you enhanced strength. You can roll a d6 in place of the normal damage of your unarmed strikes, melee weapon attacks, and improvised weapon attacks, as long as the ability score you are using to determine the attack and damage rolls of those attacks is Strength. This die changes as you gain monster levels, as shown in the Inhuman Strength column of the Monster table. You have proficiency with your unarmed strikes in both your human and, when you gain the unleash ability at 2nd level, monstrous forms.
Additionally, at 3rd level you gain advantage on all Strength ability checks and saving throws.
### Unleash
At 2nd level, your monster has grown stronger within you, and needs to be unleashed. As an action, you can unleash your monstrous form, gaining the AC and hit points shown in the Monster table. Any other abilities or attributes are determined by your Monstrous Manifestation.
While in this form, the following rules apply:
* All of your ability scores remain the same, and you retain the benefit of any features from your class, race, or other source and can use them if your monstrous form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your monstrous form also has that sense.
* If you drop to 0 hit points in this form, you revert to your human form, taking any excess damage in that form, and are unconscious until the start of your next turn.
* You do not benefit from any tool, vehicle, weapon, or armor proficiencies while in this form.
* You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for your monstrous form to wear a piece of equipment. Your equipment doesn't change size or shape to match your monstrous form, and any equipment that your monstrous form can't wear must either fall to the ground or merge with it. Equipment that merges with the monstrous form has no effect until you return to human.
* After one minute in this form, you begin to lose control of your monstrous form. To retain control you must return to your human form.
* Returning to human form at any time requires you to make a Charisma check on your turn, the DC for which is equal to 20 - your proficiency bonus. On a successful save, you return to your human form. On a failed save, you lose control of your monstrous form, and you must attack the closest creature to you. In case of a tie, choose at random. If there aren't any creatures nearby, the DM decides what your character does. At the start of each subsequent round, you can repeat the check, but on each failure you must continue to attack the creature closest to you. On a successful check, your action is used returning to your human form.
* Your mind has a limit to how much of your inner monster's sheer ferocity it can handle. The amount of times you can unleash controllably is equal to your Charisma modifier + 1 (minimum of 2). Each time you unleash your inner monster after this amount is harmful to your mind and body, and you gain one level of exhaustion after unleashing. Additionally, you unleash without control over your monstrous form. This number resets after completing a long rest.
* You regain all lost Monster Hit Points at the end of a long rest. If you regain hit points during a short rest, you regain Monster Hit Points equal to the amount regained.
* If you unleash your monstrous form while you have 0 Monster Hit Points, you gain 1 Monster Hit Point.
* Any magical or nonmagical healing performed on your monstrous form does not affect your human form, and vice versa.
* While in your monstrous form, you cannot cast or concentrate on spells, unless otherwise specified.
While in your human form, you are unstable and erratic, using all of your willpower to contain the monster within you. Whenever you take damage while in your human form, you must make a Charisma saving throw, the DC for which is equal to 10, or half the damage taken, whatever is highest. If you fail this saving throw, you immediately unleash your monstrous form.
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If you drop to 0 hit points while in your human form, instead of dropping unconscious you unleash your monstrous form.
Finally, when you use the unleash ability to transform into your monstrous form, you can make one attack as a bonus action.
>##### Regaining Control
> When a monster loses control of their own inner demons, it often falls to their other party members to help them return to humanity. The Help action can be used to grant advantage on a player character's next ability check.
### Begrudging Union
At 3rd level, you have learned to exercise a small amount of control over the beast within you. When you use your unleash ability, you can automatically succeed on the Charisma save required to revert back to human form. Once you have used this ability, you must complete a short or long rest before it can be used again.
At 14th level, you can use this ability twice before having to complete a short or long rest.
### Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
### Knowledge from Necessity
Due to the uncontrollable nature of your monstrous power, you have needed to learn new skills in order to coexist with the rest of humanity. At 4th level, you can choose any two of the following:
* Proficiency with one type of weapon (such as rapiers or heavy crossbows)
* Proficiency with one type of armor (such as heavy armor or shields). You cannot gain proficiency with heavy armor unless you already have proficiency with medium armor. You also cannot gain proficiency with medium armor unless you already have proficiency with light armor.
* Proficiency with one type of vehicle (such as land or sea vehicles)
* One language
* Proficiency with one type of tools (such as Cartographer's tools or an instrument)
* Proficiency with one skill
You can choose any combination of weapon, armor, vehicle, language, tool, or skill proficiency, and you can also choose to take the same option twice rather than two different options. You cannot gain a skill, language, or proficiency you already have with this feature.
When you reach 9th level in this class, you can choose two more skills, languages, or proficiencies that gain this benefit.
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### Extra Attack
Beginning at 5th level, the monster within you has grown faster. You can attack twice, instead of once, whenever you take the Attack action on your turn while in your monstrous form.
The number of attacks increases to three when you reach 17th level in this class.
### Quick Transformation
Also at 5th level, you have begun to embrace the power granted by your inner monster. You can use a bonus action instead of an action to use your unleash ability.
### Magical Fury
Your prolonged union with your inner monster has awakened a sinister magic. At 6th level, your attacks while in monstrous form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
### Enhanced Constitution
At 7th level, you have become further strengthened by your inner monster. You gain resistance to poison damage, as well as advantage on saving throws against the poisoned condition.
Additionally, you are immune to diseases.
At 15th level, these benefits improve, giving you immunity to poison damage and the poisoned condition.
### Extended Control
Your control over your monster’s power grows stronger each day. At 10th level, you can go 1 hour in your monstrous form before you risk losing control and are forced to try and revert to your human form.
Additionally, you no longer need to make a saving throw whenever you take damage to prevent yourself from unleashing your monstrous form.
### Relentless Wrath
By 11th level, your monster has grown stronger and more destructive than ever. As a bonus action while in your human form, you can choose to transform into your monstrous form with more fury and power. When you do so, you gain temporary monster hit points equal to half your monster hit points. On the turn that you use this ability, you can take one additional action on top of your regular action, and gain the benefits of the dash action until the end of your turn.
Once you have used this ability, you cannot do so again until you have completed a long rest.
### Monster Unleashed
At 20th level, you have become one with the monster within you. You can now unleash your monster and revert to human form at will, without having to make a Charisma saving throw to retain control.
Additionally, when you use the unleash ability, you gain advantage on attack rolls until the end of your turn.
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## Monstrous Manifestations
Many monsters have been known to make hosts of mundane creatures. These manifestations almost always grant extra power to their hosts, but only the strongest of creatures are able to conquer the will of these parasitic monsters, and fight the animalistic fury they often possess.
### The Symbiote
The monster within you is dark and mysterious, an inky, black monstrosity of unknown origin and alien desires. No one knows where symbiotes came from, but those they inhabit demonstrate immense strength and power, as well as an insatiable (and horrifying) appetite.
#### Alien Tendrils
At 1st level, you gain the ability to generate tendrils of an inky-black substance from your body that retract back into you once you have finished using them. You can project one 30ft line of these tendrils as a bonus action, allowing you to create a temporary rope, pull an unattended object, close doors, or snatch a small object weighing less than 5 pounds towards you. These tendrils cannot perform tasks requiring fine motor skills, such as opening doors or turning pages of a book.
Additionally, you can project a tendril as a bonus action, or as a reaction when you fall, at a target location within 30ft. If the target location can hold your weight, you can choose to swing from it as you would a rope, expending movement normally. These tendrils can be used in both your human and, when you gain the unleash ability at 2nd level, monstrous forms.
#### Symbiotic Nature
Also at 2nd level, you gain your monstrous form: a hulking mass of inky-black muscles and veins, with a gaping maw of needle-sharp teeth and a long, saliva drenched tongue. While in your monstrous form you have resistance to psychic damage, as well as bludgeoning, piercing, and slashing damage. You also count as an aberration, for the purposes of spells and effects that affect different type of creatures.
Additionally, while in your monstrous form you have a movement speed of 40 feet and your jump distance is tripled.
Finally, when you make an unarmed strike in your monstrous form, you can choose if the damage is bludgeoning, piercing, or slashing.
#### Insatiable Hunger
The Symbiote grows hungry within you, and at 6th level you learn how to satiate it. When you kill a creature with an unarmed strike while in your monstrous form, you can choose to feast on its flesh. The remainder of your current turn and the turn following it must be devoted to feasting on the creature in order to gain the rewards of this ability. Once you have finished feasting on the creature, your monstrous and human forms both regain hit points.
Roll an amount of Inhuman Strength dice equal to your proficiency bonus. This is the total amount of hit points you regain.
After you have used this feature, you must complete a long rest before you are able to use it again.
#### Tendrilled Power
Beginning at 13th level, your symbiotic abilities have grown stronger. In your monstrous form, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check, and while leaving your hands free. You also gain a climbing speed equal to your movement speed.
Additionally, your tendrils have become more dexterous and lethal. You can make an unarmed strike as a ranged attack with your tendrils once on your turn. You can target a creature up to 30 feet away, using your Strength score for the attack and damage rolls.
You can also use an action to attempt to grab a creature of Medium size or smaller within 30 feet of you with your tendrils, requiring you to make a contested Strength check, grappling the target on a success. Once grappled, you can pull the creature up to 10 feet towards you on each turn that you have the creature grappled, as a free action. If you pull the creature within 5 feet of you, you can make an attack action as part of the same free action you used to pull the creature toward you. While you have a creature grappled in this way, you cannot use your tendrils to attack or grapple another creature, but you are free to attack as normal with your unarmed strikes.
You can now perform much more impressive tasks with your tendrils, such as lifting, throwing, or moving heavy objects or breaking down doors. All of these tasks and attacks can be performed as a bonus action while in both human and monstrous forms. Grabbing a falling ally or object can be performed as a reaction. Objects you manipulate with your tendrils cannot weigh any more than 350 lbs.
Lastly, instead of swinging from a point you are attached to with an alien tendril, you can instead pull yourself directly to that point, expending movement normally.
#### Hulking Mass
At 18th level, the Symbiote has grown incredibly strong within you. When you use your unleash ability, you can choose to become Medium or Large in size. You cannot change between these two sizes whilst in your monstrous form. When Large, you gain a +3 to attack and damage rolls, and the base number for your Charisma save required to revert to human form increases from a 20 to a 24. You must always make this save to return to human form if you have become Large in size, even after you gain the Monster Unleashed ability at 20th level.
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>##### Variant: Psionic Symbiote
> Some Symbiotes have the psionic capabilities of other powerful aberrations. These Symbiotes gain new features, which replace the features gained at 6th and 18th levels:
> * ***Alien Mind.*** At 6th level, your inner monster grants you ancient knowledge. You can communicate telepathically with any creature you can see within 60 feet of you. You don't need to share a language with the creature for it to understand you, but the creature must be able to understand at least one language. Additionally, you can speak, read, and write Deep Speech.
> * ***Total Control.*** When you reach 18th level, your mind has become a weapon of otherworldy power. You can cast *dominate monster* as a 9th level spell. Once you have used this ability, you cannot do so again until you have finished a long rest. The DC for this ability is equal to 8 + your proficiency bonus + your Charisma modifier.
### The Hellbeast
Born in the fires of the Nine Hells, Hellbeasts have been linked to fiendish possessions, occult activities, and have even been sighted as soldiers in the Blood War. The combination of hellish power and human visage makes for truly nightmarish possibilities, as the infernal monster within yearns for carnage, and it's fiendish magic and monstrous strength grants the power to wreak it.
##### Fiendish Magic
| Level | Spell |
|:----:|:-------------|
| 3rd | *cause fear, hellish rebuke* |
| 7th | *darkness, flame blade* |
| 11th | *bestow curse, fireball* |
| 15th | *dimension door, fire shield* |
| 19th | *far step, immolation* |
At 1st level, your inner monster boons you with the fiery magic of the Nine Hells. You learn the *produce flame* cantrip.
Additionally, you gain the ability to cast the spells shown in the Fiendish Magic table at the level listed, and can cast them each once, regaining the ability to do so after a long rest. When you cast the *fire shield* spell with this ability, you must choose the warm shield version.
Charisma is your spellcasting ability for these spells when you cast them with this ability. When you cast a spell with this ability, you do so at three levels above the spells base level. For example, if you cast *hellish rebuke* with this ability, you cast it as a 4th level spell. You do not require material components to cast these spells with this ability, and you can cast and concentrate on these spells in both your human and monstrous forms.
When you reach 13th level in this class, the spell slot level of all your Fiendish Magic spells increases by six, to a maximum of 9th level.
#### Infernal Knowledge
Also at 1st level, the Hellbeasts infernal knowledge bleeds into your mind. You can read and understand Infernal, but cannot speak it.
#### Fiendish Nature
Beginning at 2nd level, you gain access to your monstrous form: a red-skinned and black-furred infernal creature, with blazing orange eyes and menacing canine fangs. While in your monstrous form, you have resistance to fire damage, as well as bludgeoning, piercing, and slashing damage from non-silvered weapons. You have a movement speed of 40 feet and a climb speed of 30 feet. You also count as a fiend, for the purposes of spells and effects that affect different types of creatures. Your unarmed strikes while in your monstrous form deal slashing damage.
#### Devil's Sight
Your inner monster has senses that you have learned to access. At 6th level, you gain darkvision out to a distance of 60 feet, if you don't already have darkvision.
Additionally, while in your monstrous form, your darkvision pierces both magical and non-magical darkness.
#### Envoy of the Nine Hells
At 13th level, your connection to the Nine Hells strengthens through the Hellbeast’s magical power. You gain proficiency in Charisma saving throws, if you don't already have it.
Additionally, you have advantage on all charisma checks made when interacting with devils.
When you reach 18th level in this class, you gain the ability to cast the spell *plane shift*, without requiring material components. Once you have used this ability, you cannot do so again until you have completed a long rest. Charisma is your spellcasting ability for this spell.
#### Fiendish Magic Improvement
At 18th level, you have developed the magical resistance many infernal creatures possess. You have advantage on saving throws against spells and other magical effects, as well as on concentration saving throws to maintain concentration on spells. This ability is active in both your human and monstrous forms.
### Spirit Wraith
The most common and unnerving of the host-inhabiting monsters, Spirit Wraiths are created from negative emotions and evil thoughts. When these things manifest in a creature's soul, a Spirit Wraith is often the result.
#### Ghostly Gaze
At 1st level, the ghostly abilities of your inner monster awaken within you. As an action, you become able to see life and undeath close to you. Until the end of your next turn, you can see humanoid creatures and undead creatures within 60 feet of you. This vision can pierce solid objects, but is blocked by any thickness of lead, even a thin sheet. When creatures are seen with this vision, the general size of the creature can be determined but not the shape or any specific features or details. You know if the creature is humanoid or undead when you see them with this ability.
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This ability can also be used to petrify other creatures. You can use an action to try and paralyze a creature within 30 feet of you that you can see and that can also see you. The creature must succeed on a Wisdom saving throw or become paralyzed until the end of your next turn. You also have advantage on Charisma (Intimidation) checks made against creatures paralyzed by this ability. Your save DC for this ability is equal to 8 + your Charisma modifier + your proficiency bonus.
You can use this ability a number of times equal to your Charisma modifier divided by two (minimum of 1). You regain all expended uses of this ability after finishing a long rest. When you use this ability, you can choose to use either of the two options, the ghostly vision or the paralyzing gaze, but not both.
You can use this ability in both your human and, when you gain the unleash ability at 2nd level, monstrous forms.
#### Undead Nature
When you reach 2nd level, your Spirit Wraith manifests in physical form: a ghostly and ancient rage-filled spirit, with a gaping hole of a mouth that constantly wails a terrible and blood-curdling scream. While in your monstrous form, you have a hover speed of 30 feet, and you also have resistance to necrotic damage, as well as bludgeoning, piercing, and slashing damage from non magical weapons. You can choose to deal slashing or necrotic damage with your unarmed strikes. You also count as undead, for the purposes of spells and effects that affect different types of creatures, and you also don't require air, food, drink, or sleep.
#### Power Over Death
Beginning 6th level, your union with your Spirit Wraith has granted you the power to ward off death itself. When you drop to 0 hit points in your human form, you can instead drop to 1 hit point. If your monstrous form has below half of its hit points remaining when you use this ability, it returns to half health. Once you have used this ability, you cannot do so again until you have completed a long rest.
#### Ethereal Presence
By 13th level, your Spirit Wraith’s ethereal powers have begun to manifest. While in your monstrous form, you gain the ability to move through a hostile creature's space as if it were difficult terrain.
Additionally, while in your monstrous form you gain the ability to traverse between the Ethereal Plane and the Material Plane. You can enter the Ethereal Plane from the Material Plane, or vice versa, as a bonus action on your turn. You are visible on the Material Plane while in the Ethereal Plane, and vice versa, but you can’t affect or be affected by anything in the other plane.
Finally, when you reach 18th level in this class, you can also use this ability in your human form.
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#### Dread Lord
At 18th level, you have become a master of death. While in your monstrous form, you can use an action to drain the life out of a creature within 5 feet of you. The target must make a Constitution saving throw. On a failed save, the target takes 4d6 necrotic damage, and its hit point maximum is reduced by an amount equal the total damage dealt by the attack. On a successful save, the target takes half as much damage, with its maximum hit points being reduced in the same way. This reduction lasts until the target finished a long rest. The creature dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises on its turn as a zombie under your control. The zombie obeys your verbal commands, and remains under your control for 1 hour, or until you revert back to your human form, whichever happens first. After this time, the zombie returns to being a corpse. The save DC for this ability is equal to the DC for your Ghostly Gaze ability.
### The Iron Bastion
Ever-evolving and incredibly intricate machines, Iron Bastions are the failed side projects of the mechanical god Primus. Their original purpose was to destroy chaos and create order, and were designed to do this by inhabiting a host and using their body to enforce their will on the world around them. However, the constructs were too unstable, and so Primus discarded them. The few Iron Bastions that remain are flawed, incapable of fully controlling their hosts, their desire to create order now an insane obsession.
#### Clockwork Defense
Beginning at 1st level, your inner monster’s metallic form manifests instinctively when you or those around you are in danger. When a creature you can see attacks you or a creature other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You can use this ability a number of times equal to your Charisma modifier, and you regain all expended uses of this ability after completing a short or long rest. You can use this ability in both your human and, when you gain the unleash ability at 2nd level, monstrous forms.
#### Constructed Nature
At 2nd level, your body is enveloped by complex machinery as you take on your monstrous form: a gleaming metallic set of armor, with intricately designed shield plating from head to foot. While in your monstrous form, you have resistance to bludgeoning, piercing, and slashing damage from non-adamantine weapons. You have a movement speed of 25 feet, and don't require air, food, drink, or sleep. You also count as a construct, for the purposes of spells and effects that affect different types of creatures.
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#### Mechanical Power
Also at 2nd level, your monstrous form comes equipped with powerful constructed weaponry. You gain the following abilities while in your monstrous form:
***Arc Bolt.*** You fire off a beam of crackling electricity. When one or more power cells are dedicated to this function, you can make a ranged attack against a target within 60 feet of you once on your turn. On a hit, you deal lightning damage equal to 1d8 + your Constitution modifier, and an additional 1d8 for each power cell dedicated to this function above the first. You can have a maximum of two power cells dedicated to this function.
At 13th level, this maximum increases to a number of power cells equal to your Charisma modifier (minimum of 2).
***Deflector Shields.*** You generate additional armor plating to ward off attacks. For each power cell dedicated to this function, your AC increases by 1. You can have a maximum of two power cells dedicated to this function.
***Strength Boost.*** You bolster your strength by increasing the weight and density of your fists. You gain a bonus to unarmed strike damage rolls equal to the amount of power cells dedicated to this function. You can have a maximum number of power cells equal to your Charisma modifier (minimum of 1) dedicated to this function.
In order to use these abilities, you must allocate energy to the functions you wish to use. You have two power cells in your monstrous form with which you can do this. The power cells cannot be depleted of energy, and can be used for the same function or for different functions at the same time.
You can use an action to change the allocation of one power cell at a time, and you do not have to be in monstrous form in order to do this. You gain two additional power cells when you reach 6th level in this class, and again at 13th and 18th level.
#### Energy Oscillation
When you reach 6th level, the energy within your monstrous form has become less unstable, and is able to transition between functions quicker. You can choose to use a bonus action to change the allocation of one power cell.
Additionally, choose one of your Mechanical Power abilities. You gain the ability to use this power while in your human form. You are still free to allocate energy cells as normal, affecting whichever ability you choose as if you were in your monstrous form. You can change this choice over the course of a short or long rest, after which your choice is permanent until you change it again.
#### Overcharge
Also at 6th level, you have discovered how to push the volatile energy of your inner monster beyond its limit. While in your monstrous form, you can choose to, as a part of your turn, overcharge one of your mechanical abilities, using all the energy in your energy cells to charge one ability to two times its maximum charge. This overcharge lasts until the start of your next turn, and no other abilities can be used while this effect lasts. After you use this ability, your energy cells must cool down. All of your abilities return to the charges they had before you used your overcharge, and are unavailable to you until the end of your next turn. After you use this ability, you must complete a short or long rest before you can use it again.
#### Upgraded Machinery
At 13th level, your inner monster’s evolving mechanical structure has resulted in two new abilities:
***Rocket Thrusters.*** Jets of flame from your legs and back launch you into the air. When one power cell is dedicated to this function, you gain a flying speed of 15 feet. For each additional cell, this flying speed increases by 15 feet. If you end your turn while flying in this way, you fall to the ground, as your volatile Rocket Thrusters cannot remain active for too long at a time.
***Sonic Cannon.*** Using rapidly moving soundwaves, you generate blasts of thunderous energy from within. When one or more power cells are dedicated to this function, you can use an action to send a blast of thunderous energy out from you in a direction you choose. Each creature in a 30 feet long and 10 feet wide line originating from you must make a Constitution saving throw. On a failure, they take 1d6 thunder damage and are pushed 5 feet away from you. On a success, they take half damage and aren’t pushed. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
For each additional power cell dedicated to this function after the first, the damage increases by 1d6, and the distance pushed increases by 5 feet. You can have a maximum number of power cells equal to your Charisma modifier (minimum of 1) dedicated to this function.
If a target moved by this function strikes a solid surface such as a wall, the target takes 1d6 bludgeoning damage for every 10 feet it was moved. If the target collides with another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone.
Additionally, the sonic cannon can be aimed in all directions. When one or more power cells are dedicated to this function, you can use an action to create a blast of sonic energy centered on yourself. Each creature in a 5-foot cube originating from you must make a Constitution saving throw. On a failure, they take 1d6 thunder damage and are pushed 5 feet away from you. On a success, they take half the damage and aren’t pushed. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
For each additional power cell dedicated to this function, the damage increases by 1d6, the distance of the cube increases by 5 feet, and the distance pushed increases by 5 feet. You can have a maximum number of power cells equal to your Charisma modifier (minimum of 1) dedicated to this function.
If a target moved by this function strikes a solid surface such as a wall, the target takes 1d6 bludgeoning damage for every 10 feet it was moved. If the target collides with another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone.
The DC for your Sonic Cannon ability is equal to 8 + your proficiency bonus + your Constitution modifier.
#### Maximum Overcharge
At 18th level, you have mastered the energy of your mechanical inner monster, and can push it to the absolute limit. Instead of two times the maximum limit, your overcharge now increases the power to four times the maximum limit of charges.
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### The Mutant
Mutants come from a variety of origins. Some are created in the bowels of an evil wizards dungeon, whose experiments created a mutating abomination. Some are the spawn of a terrible curse, and others the result of unnatural magical phenomena found throughout the realms. No matter their origin, Mutants are always horrifying to behold, and wreak terrible havoc on anything in their way.
#### Heightened Senses
The mutations your body has undergone have bequeathed you with unnatural abilities. At 1st level, you gain darkvision out to a range of 60 feet. If you already had darkvision, its range increases by 60 feet.
Additionally, you can add your proficiency bonus to Wisdom (Perception) checks that rely on hearing or smell. If you would already add your proficiency bonus, you can add it again for such checks.
#### Mutated Nature
At 2nd level, your body twisted and contorts as your monstrous form emerges from beneath: a horrific mixture of man and monster, spliced unnaturally into a creature of chaos and destruction. You can understand the languages you know in your human form but cannot speak, unless otherwise noted. You also count as a monstrosity, for the purposes of spells and effects that affect different types of creatures, and have resistance to bludgeoning, piercing, and slashing damage. You can choose one mutation path from the following options and gain its feature. The benefits from your chosen mutation path and any other mutation path are only available in your monstrous form. These first mutation paths affect your upper body, and some mutations (at this level and at higher levels) require your target to make a saving throw to resist the feature's effects.
The saving throw DC is calculated as follows:
Mutation save DC = 8 + your proficiency bonus +
your Constitution modifier
***Reptilian.*** Your skin turns to scale, the pupils in your eyes to slits, and your face twists and extends as you gain the physical qualities of a snake. Once per turn, when you hit with an unarmed strike, you can choose to make it a poisonous bite attack. The target must make a Constitution saving throw. On a failed save, the target takes 2d6 poison damage as well as the damage from the unarmed strike. On a successful save, the target takes no poison damage. The type of die changes as you gain monster levels, as shown in the Inhuman Strength column of the Monster table, but the amount of dice remains the same.
When you reach 6th level in this class, a creature that succeeds on the saving throw takes half damage instead of none. When you reach 18th level, the target no longer makes a saving throw, as the damage is dealt automatically.
Additionally, you can choose to deal piercing or bludgeoning damage with your unarmed strikes.
***Arachnid.*** You sprout bristly hairs over your face and arms, your teeth turn to chittering pincers, and you grow six new black eyes as you gain the physical qualities of a spider. You gain blindsight out to a range of 10 feet, and you can choose to deal slashing or piercing damage with your unarmed strikes.
***Cephalopod.*** Your skin becomes soft and wet, your eyes become huge and bulbous, and your arms turn to tentacles as you gain the physical qualities of an octopus. You gain the ability to camouflage yourself while underwater, making you invisible as long as you don't move. This camouflage extends to the rest of your body, regardless of what mutations you may or may not have.
Additionally, you can hold your breath underwater for up to one hour, and your unarmed strikes deal bludgeoning damage.
***Mammal.*** Your hair grows rapidly, your teeth lengthen into fangs, and your arms swell and bulge with muscle as you gain the physical qualities of a gorilla. You gain a +2 bonus to your unarmed strike damage rolls. The bonus increases to +3 when you reach 13th level in this class, and to +4 when you reach 18th level in this class.
Additionally, your unarmed strikes deal bludgeoning damage.
***Avian.*** Your hair turns to feathers, which grow all over your arms and back, and your face protrudes into a beak as you gain the physical qualities of a bird. You gain advantage on Wisdom (Perception) checks that rely on sight, and you can mimic any sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check against your Mutation save DC.
Additionally, you can choose to deal slashing or piercing damage with your unarmed strikes.
***Aquatic.*** Your skin becomes rubbery and coarse, fins protrude from your back and arms, and gills grow along your neck as you gain the physical qualities of a shark. You can only breathe underwater, and you have advantage on attacks against creatures that have less than half their hit points.
Additionally, you can choose to deal bludgeoning or piercing damage with your unarmed strikes.
#### Horrifying Visage
Your monstrous transformation is the stuff of nightmares. Beginning at 2nd level, when you use your unleash ability, creatures you choose within 30 feet of you that can see you must make a Wisdom saving throw or be frightened of you until the end of your next turn. The DC for this ability is equal to 8 + your proficiency bonus + your Charisma modifier. A creature that succeeds on this saving throw is immune to the effects of this ability for the next 24 hours.
#### Forced Mutations
By 6th level, you have gained control over the mutative nature of the monster within you. During a long rest, you can swap one or more of your mutation paths. This change remains until you use this ability again.
Additionally, you can force a temporary mutative transformation during combat. As a bonus action while in your monstrous form, you can change one of your mutation paths to another. This change remains until the start of your next turn, at which point you revert to the mutation path you had before you used this ability. You can use this ability a number of times equal to your Charisma modifier (minimum of 1), regaining all expended uses after completing a long rest.
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When you reach 13th level in this class, you can use this ability during a short or long rest.
#### Monstrous Mutation
At 13th level, your monstrous form mutates to become two different forms at once. This new mutation mostly affects the lower areas of your body, leaving your first mutation intact. You can choose one mutation path from the following options and gain its feature. The effects of the Mutated Nature ability apply to this new mutation path.
***Reptilian.*** Your legs became scaled, your feet elongated and taloned, and your grow a ridged tail as you gain the physical traits of a chameleon. While in your monstrous form, you can use your action to become invisible, an effect that extends to your whole body regardless of any other mutations you may or may not have. You can end this effect as a free action. While in your monstrous form you can maintain this invisibility as long as your concentration isn't broken (as if concentrating on a spell).
Finally, you have a movement speed of 30 feet and a climbing speed of 30 feet.
***Arachnid.*** Your lower body rapidly extends and hardens into a chitinous shell, and six extra legs shoot out of your new carapace, as well as a long, ribbed tail dripping with venom, as your body gains the physical traits of a scorpion. You can attack with your tail, which counts as an unarmed strike. Once per turn, you can choose to make a poison attack with your tail. If you hit a creature with this attack, the creature is poisoned for 1 minute. The creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your poison attack for the next 24 hours.
Additionally, you have a movement speed of 30 feet and a climbing speed of 30 feet. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check, and while leaving your hands free.
***Cephalopod.*** Your legs and torso explode into a grey mass of tentacles as you gain the physical qualities of a giant squid. The range of your unarmed strikes increases to 15 feet, and you have a number of tentacles equal to the amount of attacks you can make in your monstrous form.
You can choose to make a grapple attack with your tentacles on a creature of Medium size or smaller within your reach with one of your tentacles. On a successful hit, the creature is grappled and, until the grapple ends, is also restrained. While grappling a creature in this way, you cannot use that tentacle to attack another creature. You can choose to throw a creature you have grappled in this way as an action. Choose a location within 60 feet. The creature grappled by you is thrown to this location and knocked prone. If a thrown creature strikes a solid surface, the creature takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the creature is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone.
Additionally, your movement speed is 10 feet, and you have a swim speed of 20 feet.
***Mammal.*** Your legs become furry coils of lean muscle, your feet lengthening into paws as you gain the physical traits of a cheetah. If you move at least 20 feet straight toward a creature and then hit it with an unarmed strike on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is knocked prone, you can make an additional unarmed strike against it as a bonus action.
Additionally, you can Dash as a bonus action, and when you do so on your turn other creatures have disadvantage on opportunity attacks made against you.
Finally, you have a movement speed of 50 feet, and your jump distances are doubled.
***Avian.*** Your lower body erupts with feathers, your feet become leathery and taloned, and huge feathered wings emerge from your back as you gain the physical traits of a bird. You gain a movement speed of 25 feet, and a flying speed of 60 feet.
***Aquatic.*** Your legs merge together and form a tail, which quickly becomes scaled and finned as you gain the physical traits of a fish. You are always prone while not underwater and cannot stand up. While underwater, you can Dash as a bonus action. You have a movement speed of 0 feet, and a swim speed of 40 feet.
#### Ultimate Mutation
By 18th level, you have mastered the Mutant within you. Using a bonus action, you can swap one or both of your mutation paths to another. This change remains until you change it by using this ability again, or during a long rest through the Forced Mutations ability.
Once you have used this ability, you cannot do so again until you have finished a long rest.
### The Jelly Monster
Strange and mysterious, the Jelly Monster's origins are unknown. Like many oozes, there is much speculation as to how they come about, and what purpose they serve in the natural world. Stranger still is the question of why these oozes choose to live within a host body. Regardless, Jelly Monsters are similar to most other oozes, especially in that they consume all other things in terrifying, disgusting, and sometimes spectacular ways.
#### Corrosive Counterattack
At 1st level, the monster within you reacts quickly to danger. As a reaction to being hit by a melee attack, you can choose to deal 1d6 acid damage to your attacker. This die changes as you gain monster levels, as shown in the Inhuman Strength column of the Monster table. You can use this ability in both your human and, when you gain the unleash ability at 2nd level, monstrous forms.
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#### Gelatinous Nature
At 2nd level, your body explodes in a shower of horrible goop, and what's left behind is a slimy and disgusting jelly-like creature: your unleashed monstrous form. While in your monstrous form, you can understand the languages you know in your human form but cannot speak. You also count as an ooze for the purposes of spells and effects that affect different types of creatures, and you have resistance to acid, bludgeoning, piercing, and slashing damage. You have a movement speed of 20 feet, you do not require sleep, and your unarmed strikes deal bludgeoning damage.
Additionally, each time you transform, you can choose to do so explosively. When you do so, choose one of the abilities below. Some of these abilities require creatures to make a saving throw to avoid the affects, the DC for which is equal to 8 + your proficiency bonus + your Constitution modifier. None of these effects have any affect on you.
***Corrosive Spray.*** You send a spray of acid in all directions. Each creature within 15 feet of you must succeed on a Dexterity saving throw, or take acid damage equal to four of your Inhuman Strength Dice. When you reach 6th level in this class, a creature that succeeds on the saving throw takes half damage instead of none. When you reach 13th level, creatures in the area no longer make a saving throw, as the damage is dealt automatically.
***Adhesive Gunk.*** Chunks of sticky flesh fly off of you in all directions. Each creature within 15 feet of you must succeed on a Strength saving throw, or become restrained by the sticky gunk that clings to them. Each creature that is restrained in this way can repeat the Strength check at the end of their turn.
***Greasy Sludge.*** Slippery liquid explodes away from you as you transform. The ground in a 15-foot radius originating from you becomes slippery, and a creatures that start their turn there or that enter the slippery area must make a Dexterity saving throw or fall prone. The sludge remains slippery for 1 minute.
You can use your explosive transformation ability a number of times equal to your Charisma modifier (minimum of 1), regaining all expended uses on a long rest.
#### Globulous Mass
Beginning at 6th level, your monstrous form has devolved into an even more shapeless ooze. While in your monstrous form, you are immune to the blinded, charmed, deafened, frightened, and prone conditions, as well as exhaustion. If your human form is affected by one of these conditions when you transform, the affects of that condition are suspended while in your monstrous form.
Additionally, while in your monstrous form you can move through a space as narrow as 1 inch wide without squeezing.
#### True Ooze
At 13th level, your monstrous form has gained the characteristics of legendary oozes. When you use the unleash ability, you can now choose to become Medium or Large in size. You can use an action on your turn to change between these two sizes.
Additionally, you gain the ability to engulf other creatures within yourself. While in your Medium monstrous form, you can enter a Medium or smaller creature's space. Whenever you enter a creature's space, the creature must make a Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of you. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, you enter the creature's space, and the creature takes 2d10 acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 2d10 acid damage at the start of your turn. When you move, the engulfed creature moves with you. An engulfed creature can try to escape by taking an action to make a Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of you.
The acid damage done to creatures engulfed by you increases to 2d12 when you reach 18th level in this class.
While in your Large monstrous form, this ability remains the same, except that you can now enter a Large or smaller creature's space. You cannot change your size while you have one or more creatures engulfed within you.
If you choose to use your explosive transformation when transforming into your Large monstrous form, the area of all your explosive transformation abilities increases to 30 feet. The area of this effect is calculated based on where your human form was before you transformed.
Finally, you gain a climbing speed of 20 feet while in your monstrous form, and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
#### Jelly Clone
At 18th level, your inner monster has become so gelatinous that it can now split off into multiple versions of itself. When you are subjected to an attack or effect that deals lightning or slashing damage, you can choose to split into two different versions of your monstrous form, if you have at least 10 monster hit points. Each new version has hit points equal to half the original form's, rounded down, is Medium in size, and cannot increase in size. While split in this way, each version of your monstrous form has one attack each, but retains all other abilities. If you revert to human form after splitting in this way, choose which version does so, and the other dissolves into nothing. You choose in what order you control each version of yourself on your turn. Both versions of your monstrous form are psychically linked, and are aware of what is happening to the other version as long as they are both on the same plane of existence. If one of your forms is reduced to 0 hit points, it dissolves into nothing and your consciousness moves to your remaining form, allowing you to use this ability again. You cannot split in this way more than once, regaining the ability to do so only when one of your forms is reduced to 0 hit points or when both forms rejoin. You can rejoin your two forms as an action on your turn, as long as both of your forms are with 5 feet of each other.
This ability functions the same way in both your Medium and Large monstrous forms.
Additionally, you gain immunity to acid, lighting, and slashing damage while in your monstrous form.
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### The Blood Dragon
An ancient and malicious power, the Blood Dragon is as rare as it is powerful. The spawn of draconic magic, some Blood Dragons are created in the union of a human and chromatic dragon, or a bargain with the evil goddess Tiamat herself. It has been said that Blood Dragons share similarities with vampires, in both their insatiable desire for blood, and their undying will to obtain it.
#### Blood Drain
Beginning at 1st level, your inner monster desires the life force of other creatures. Once on your turn, you can choose to make a bite attack. This attack is an unarmed strike that deals piercing damage, but on a successful hit you gain 1 hit point. You can use this ability in both your human and, when you gain the unleash ability at 2nd level, monstrous forms. You cannot use this ability on constructs or undead creatures. After using your Blood Drain on a creature, you instantly know what type of creature it is.
The amount of hit points you gain from your Blood Drain increases to 3 hit points at 6th level, and 5 hit points at 18th level.
Using this ability on creatures of the following types have effects at later levels: dragons, elementals, giants, aberrations, celestials, fey, fiends, and undead.
#### Draconic Nature
When you reach 2nd level, blood-red wings sprout from your back, and your body becomes drenched in dark red liquid, which quickly hardens into scales as you unleash your monstrous form. While in your monstrous form, you have resistance to bludgeoning, piercing and slashing damage. You count as a dragon for the purposes of spells and effects that affect different types of creatures, and your unarmed strikes deal slashing damage. You also have a movement speed of 40 feet, and a flying speed of 30 feet.
Your flying speed increases to 45 feet when you reach 13th level in this class, and to 60 feet when you reach 18th level in this class.
#### Thief of Breath
Elemental magic is ancient and powerful, and at 6th level you have learned how to drain it from other creatures. If you have used your Blood Drain ability on a dragon, elemental, or giant that shares an elemental affinity with an element on the Stolen Power Chart, you gain the damage or condition resistance that corresponds to that element. This damage or condition resistance is active in both your human and monstrous forms.
Additionally, you gain a breath weapon, the size and shape of which is shown in the Stolen Power table. As a bonus action while in your monstrous form, you can exhale destructive energy in the form of a breath weapon. Creatures in the area of your breath weapon must succeed on the saving throw associated with your element, as shown in the Stolen Power table. The DC for this save is equal to 8 + your proficiency bonus + your Charisma modifier. Your breath weapon deals 6d6 + your Charisma modifier of the damage that you gain resistance to, as shown in the Stolen Power table. This damage increases to 7d10 when you reach 13th level in this class, and to 8d12 when you reach 18th level in this class.
You can use your breath weapon attack a number of times equal to your Charisma modifier (minimum of 1), regaining all expended uses on a long rest. When you reach 13th level in this class, you regain all expended uses on a short or long rest.
If you use your Blood Drain ability on a creature that is not a dragon, elemental, or giant, but that fits a similar elemental description, you can still gain the associated benefits from the Stolen Power table (at your DM's discretion).
If you gain the Earth element, and resistance to the petrified condition, than your breath weapon is as follows:
You exhale a thick and dusty smog that slowly petrifies those unlucky enough to breath it in. Creatures within the area of your breath weapon must make a Constitution saving throw. A creature that fails this save turns to stone and is petrified. A creature petrified in this way can repeat the saving throw at the start of its next turn, ending the effect on a success.
You can only have one Stolen Power option active at a time, and if more than one are available to you, you can change your Stolen Power option during a long rest.
When you reach 13th level in this class, you can have two options active at the same time, and when you reach 18th level in this class, you can have three options active at the same time. If you have more than one option active at the same time, you gain the breath weapon attacks and damage or condition resistances of each option. When you have more than one option available to you, you can change any or all of them during a long rest.
##### Stolen Power
| Element | Damage/Condition
Resistance | Breath Weapon |
|:---------|:---------|:--------|
| Fire, Lava | Fire | 15 ft. cone (Dex. save) |
| Ice, Water | Cold | 15 ft. cone (Con. save) |
| Acid | Acid | 5 by 30 ft. line (Dex. save) |
| Poison | Poison | 15 ft. cone (Con. save) |
| Lightning | Lightning | 5 by 30 ft. line (Dex. save) |
| Wind, Air | Force | 5 by 30 ft. line (Dex. save) |
| Earth | Petrified | 15 ft. cone (Con. save) |
When you reach 13th level in this class, all cone breath weapons from the Stolen Power table increase to 30 feet cones, and all line breath weapons from the Stolen Power table increase to 5 feet wide, 60 feet lines.
#### Improved Breath Weapons
At 13th level, your hunger for magical energy expands to more rare and powerful creatures. If you have used the Blood Drain ability on aberrations, celestials, fey, fiends, or undead, you can the gain the damage and condition resistances from the Expanded Power table. These options are counted as being a part of the Stolen Power table for the purposes of determining how many options you can have active at the same time.
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##### Expanded Power
| Creature Type | Damage/Condition
Resistance | Breath Weapon |
|:---------|:---------|:--------|
| Aberration | Psychic | 30 ft. cone (Wis. save) |
| Celestial | Radiant | 5 by 60 ft. line (Dex. save) |
| Fey | Charmed | 30 ft. cone (Wis. save) |
| Fiend | Fire | 5 by 60 ft. line (Dex. save) |
| Undead | Necrotic | 30 ft. cone (Con. save) |
***Aberration.*** You exhale a wave otherworldly energy drawn from the Far Realm. Each creature in your breath weapon's area must make a Wisdom saving throw. On a failed save, they take 3d10 psychic damage, and are stunned. On a successful save, the creature takes half as much damage and isn't stunned. A creature stunned from this breath weapon can make a Wisdom check at the end of its turn, ending the effect on itself on a success.
The damage dealt by this breath weapon increases to 4d12 when you reach 18th level in this class.
***Celestial.*** You exhale a beam of divine light from the Upper Planes. Each creature in your breath weapon's area must make a Dexterity saving throw. On a failed save, they take 3d10 radiant damage, and are blinded. On a successful save, they take half as much damage and aren't blinded. A creature blinded from this breath weapon can make a Constitution check at the end of its turn, ending the effect on itself on a success.
The damage dealt by this breath weapon increases to 4d12 when you reach 18th level in this class.
***Fey.*** You exhale a puff of euphoric gas. Each creature in your breath weapon's area must make a Wisdom saving throw. A creature that fails this save is charmed by you. A creature that succeeds on this save is unaffected. A creature charmed from this breath weapon can make a Wisdom check at the end of its turn, ending the effect on itself on a success.
***Fiend.*** You exhale a tornado of fiendish black and red flames. Each creature in your breath weapon's area must make a Dexterity saving throw. On a failed save, they take 3d10 fire damage, and are corrupted. On a successful save, they take half as much damage and aren't corrupted. A creature corrupted from this breath weapon sees enemies as allies and allies as enemies until the end of their turn.
The damage dealt by this breath weapon increases to 4d12 when you reach 18th level in this class.
***Undead.*** You exhale a cloud of black fog from the depths of the Shadowfell. Each creature in your breath weapon's area must make a Constitution saving throw. On a failed save, they take 3d10 necrotic damage, and their maximum hit points are reduced by the same amount. On a successful save, they take half as much damage and their hit points are reduced in the same way. If a humanoid creature dies from this breath weapon, a **shadow** rises from its corpse and acts immediately after you in the initiative count. The **shadow** obeys your verbal commands, and its statistics can be found in the *Monster Manual*.
The damage dealt by this breath weapon increases to 4d12 when you reach 18th level in this class.
#### Ancient Blood
At 18th level, your inner monster has gained the legendary abilities of an Ancient Blood Dragon. You stop aging, and cannot be magically aged. You are also immune to exhaustion.
Additionally, when you fail a saving throw, you can choose instead to succeed. You can use this ability three times, regaining all expended uses on a long rest.
### The Shadow Faerie
Creatures of the Feywilds are notoriously fickle and mysterious, none more so than the Shadow Faerie. It is said that they steal children away during the night, who are found later frolicking in the moonlight, dancing to music from unseen instruments. They are rumored to be like shadows themselves, shapeless and hollow, inhabiting creatures and changing them with the otherworldly magic of the Fey Realm.
#### Gloom Step
Beginning at 1st level, your inner monster shares with you knowledge of the hidden paths between worlds, and how to find them. As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see. After teleporting in this way, you are invisible until you take an action or lose concentration (as if concentrating on a spell).
Once you have used this ability, you cannot do so again until you have finished a long rest. You can use this ability in both your human and, when you gain the unleash ability at 2nd level, monstrous forms.
When you reach 6th level in this class, you regain the use of this ability after finishing a short or long rest. At 13th level, this ability improves again. After teleporting with this ability, you do not become visible again if you take an action.
#### Fey Nature
When you reach 2nd level, your body takes on the eerie beauty of the fey as you unleash your monstrous form. While in your monstrous form you have resistance to bludgeoning, piercing, and slashing damage. You also count as a fey, for the purposes of spells and effects that affect different type of creatures. When you make an unarmed strike in your monstrous form, you deal slashing damage.
> ##### Myriad Forms
> The nature of the Shadow Faerie allows it to exhibit traits from creatures it has inhabited in the past. Many such creatures are native to the Feywilds, such as satyrs, pixies, darklings, and eladrin. You decide what creatures you resemble when you take on your monstrous form, based on what kind of history your inner monster has.
> Additionally, you can choose what kind of music your Shadowsong creates, whether its the eerily peaceful notes of a single pan flute, the cascading sounds of a harp quartet, or another sound entirely.
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#### Song of Dancing Shadows
As a bonus action while in your monstrous form, you can summon hauntingly beautiful music from the shadows around you for 1 minute. As a bonus action while your Shadowsong is active, you can target a creature that you can see within 30 feet of you with one of the following effects. You can choose to do this as a part of the same bonus action you use to activate your Shadowsong. Some of these options require a creature to make a saving throw to avoid their effects, the DC for which is equal to 8 + your proficiency bonus + your Charisma modifier.
***Haunting Melody.*** Your eerie music bores into the hearts and minds of creatures you choose. The target creature must succeed on a Wisdom save or be charmed or frightened (your choice) by you until the start of your next turn. A creature that succeeds on this saving throw or the effect ends for it is immune to this ability for the next 24 hours.
***Moon Ray.*** A single ray of ethereal light shines through the shadows of your song. The target creature must succeed on a Constitution save or take radiant damage equal to
1d8 + your Charisma modifier. A shapechanger makes its saving throw with disadvantage. If it fails, it instantly reverts to its true form. The base radiant damage dealt by this ability increases to 2d8 when you reach 6th level in this class, to 3d8 at 13th level, and to 4d8 at 18th level.
***Song of Time.*** Your Shadowsong weaves an ancient and powerful song, changing how the listener perceives the flow of time. The target creature’s movement speed increases by 10 feet until the start of your next turn, if they are willing. Additionally, when the target creature is hit by an attack from an attacker they can see while under the effects of this ability, they can use their reaction to halve the damage of the attack.
Once you have used this ability, you cannot do so again until after you have completed a long rest. When you reach 13th level in this class, you regain the use of this ability after a short or long rest.
#### Gift of the Fey
Your inner monster grants you its innate connection to the mind-altering energies of the Feywild. At 6th level, you are immune to the charmed condition, and you cannot be put to sleep by magic. Additionally, you are immune to the memory altering nature of the Feywild (as described in the Dungeon Master's Guide).
#### Smoke and Mirrors
By 13th level, your skill with the Shadowsong has improved greatly. Whenever you use the Shadowsong ability, you gain the effects of a *mirror image* spell as part of the same bonus action used to activate your Shadowsong. Additionally, your Shadowsong effects change in the following ways:
***Haunting Melody.*** A creature charmed or frightened by this ability remains so for 1 minute, or until you or an ally attacks it. A creature charmed or frightened in this way can repeat the saving throw at the end of their turn, ending the effect on itself on a success. A creature that succeeds on this saving throw or the effect ends for it is immune to this ability for the next 24 hours.
***Moon Ray.*** A creature that succeeds on its Constitution saving throw now takes half the damage instead of none.
***Song of Time.*** The target creature's movement speed now increases by 30 feet until the start of your next turn.
#### Master of Shadows
At 18th level, you have mastered the Shadowsong. Instead of targeting one creature with your Shadowsong abilities, you can now effect any creature you choose that you can see within 60 feet of you. The abilities from 2nd level and 13th level remain the same, except for this addition.
## Multiclassing
Anyone can become a monster, which is why there are no prerequisites for gaining levels in this class. The proficiency you gain is listed below:
* **Proficiencies gained:** One skill from the class's skill list
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## Changelog v1.1
### Class Features
* Grammatical fixes and tweaks
* Changed Extended Union feature from 7th level to 10th level, and extended it to 1 hour time limit
* Changed Magical Fury feature from 10th level to 5th level
* Changed Quick Transformation from 5th level to 7th level
* Changed Hit Die from d12 to d6
* Changed Monster Hit Points to 10 x monster level
* Changed Inhuman Strength, so that the advantage on Strength checks and saves are gained at 3rd level
* Changed Begrudging Union ability to 4th level
### The Symbiote
* Changed Symbiote 13th level tendril attack to once per turn.
* Debuffed grapple ability from 13th level
### The Hellbeast
* Changed 6th level Devil's Sight: only monstrous form can see through magical darkness
* Changed spellcasting ability from Constitution to Charisma
* Changed levels for acquiring hellbeast spells to every four levels starting at 3rd
### The Spirit Wraith
* Debuffed 18th level Dread Lord necrotic damage, and removed the prequisite grapple, replacing it with a 5 ft distance. Additionally added DC saving throw information
### The Iron Bastion
* Reworded the 18th level overcharge ability
* Debuffed 2nd level Strength Boost ability
* Changed flavor-text
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## Changelog v1.2
### Class Features
* Overhauled Unleash ability:
* When unleashing as an action, added one attack as a bonus action
* Gain 1 monster hit point upon using unleash while monstrous form has 0 hit points
* Require Charisma saving throw to prevent uncontrolled transformation when taking damage in human form
* Removed extra attack 3, replaced 11th level extra attack with new Relentless Wrath ability
* Clarified healing rules for monstrous and human forms and the rules for what happens when you lose control of your monstrous form
* Improved Knowledge from necessity feature (now both 3rd and 9th level reward any type of proficiency/skill)
* Added "Quick Build" section
### The Symbiote
* Removed Strength and Constitution bonus for Hulking Mass ability
* Removed vulnerability to fire in monstrous form
### The Hellbeast
* Changed recharge for all spells to once per short or long rest
* Clarified concentration and component rules for spellcasting
* Added spell slot increase ability to 2nd and 13th levels
### The Spirit Wraith
* Changed Ghostly Gaze and Dread Lord abilities to using Charisma to calculate save DC and amount of times available to use
### The Iron Bastion
* Changed Overcharge ability to Maximum Overcharge; increased this ability to four times maximum charge
* Added Overcharge ability as a 6th level feature
* Decreased the maximum amount of energy cells for Arc Bolt, Strength Boost, and Sonic Cannon (number equal to your Charisma modifier)
### The Mutant
* Horrifying Visage edit: if a creature passes the save, immune to the feature for the next 24 hours. Also, changed save ability to Charisma
* 13th level Cephalopod changed from 60 feet of swim speed to 20 feet
* Changed Ultimate Mutation to bonus action
* Buffed 6th level Forced Mutations ability, so that a bonus action can be used (a number of times equal to your charisma modifier) to temporarily change one mutation for one round of initiative. Also, at 13th level you can use the original ability during a short or long rest
\pagebreakNum
## Changelog v1.3
* Added Table of Contents
* Added the Jelly Monster, Blood Dragon, and Shadow Faerie subclasses
### Class Features
* Simplified wording for 3rd level Knowledge from Necessity
* Added "immunity to diseases" to 7th level Enhanced Constitution
* Assorted wording and grammar fixes
* Changed Begrudging Union to once per short or long rest, and twice per short or long rest at 14th level
### The Spirit Wraith
* Added to Undead Nature ability: doesn't require air, food, drink or sleep
### The Iron Bastion
* Added to Constructed Nature ability: doesn't require air, food, drink or sleep
* Changed 6th level Overcharge ability to being regained on a short or long rest
## Changelog v1.4
### Class Features
* Improved Monster Unleashed: gains advantage on attack rolls until the end of the turn, after unleashing
* Moved Quick Transformation from 7th to 5th level
* Moved Magical Fury from 5th level to 6th level
* Changed Knowledge from Necessity, so that heavy and medium armor proficiency cannot be gained until you have the armor level below them first
* Added regaining Monster Hit Points on a short rest
* Changed inhuman strength die at levels 5 and 6 to a d8
### The Symbiote
* Added "Psionic Variant"
* Changed vulnerability to thunder damage to resistance to psychic damage
## Changelog v1.5
### Class Features
* Changed Monster AC
* Changed Hit Die from a d6 to a d4
* Changed first level hit points to 12 + constitution modifier
* Added Regaining control sidebar
* Swapped 3rd level Knowledge from Necessity with 4th level Begrudging Union
* Added weapons to the list of things you cannot add your proficiency to while in monstrous form
* 10th level Extended Control now prevents damage from forcing transformation.
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### The Symbiote
* 18th level Hulking Mass ability is unaffected by 20th level Monster Unleashed ability, requires Charisma saving throw to return to human form.
### The Hellbeast
* Added new spells to the Hellbeast's Infernal Magic.
* Radically reworked 13th and 18th level abilities
### The Spirit Wraith
* Added the option of necrotic damage instead of slashing damage for unarmed strikes
* Swapped 6th level Ethereal Evil (now Ethereal Presence) and 13th level Power over Death; Ethereal Presence now permanent, and at 18th level can be used in human form also
### The Iron Bastion
* 1st level Clockwork Defense is now regained after a short or long rest. Uses are no longer regained after unleashing.
### The Blood Dragon
* Increased damage dealt by breath weapon attacks
### The Shadow Faerie
* Added to 6th and 13th level song of time ability: "while the target creature is under the effects of this ability, they can use their reaction to halve the damage of an attack from an attacker they can see."
## Credit
Inspiration for the Symbiote subclass and the original impetus for this homebrew class is the Marvel Comics character Venom. Additionally, inspiration and level features for the Symbiote subclass were taken from the homebrew "The Symbiote" warlock subclass, made by Tom Cantwell.
## Special Thanks
A huge thank you to Mheros, Eralion_the_shadow, and gnomeo67 for feedback and suggestions that have massively helped this homebrew class.