A savage born in the wilderness roars and claws a pirate with their bare fingers
A withered old man transforms into a muscular hulk and smashes a marine ship to splinters.
A Cipher Pol agent drops their disguise, changing their face back to normal before squeezing through a tiny gap.
Character Inspirations
This class is designed with the intent of allowing players to feel the joy of playing a powerful destructive monster. There are many that would fall under the category of a Monster. Figures such as Arlong, Wapol, Kumadori, Chopper, Nightmare Luffy and even Kaido could all be considered Monsters.
Quick Build
To quickly create a monster, follow these suggestions. Put your highest score in Strength followed by Constitution. Second choose Giant as your species.
Hit Points
Hit Dice: 1d12 per Monster level
Hit Points at 1st Level and beyond: 12 + your Constitution modifier
Energy Points
Energy Dice: 1d6 per Monster level
Energy Points at 1st Level: 6 + your Constitution modifier
Energy Points at Higher Levels: 4 + your Constitution modifier per Monster level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Choose one type of artisan's tools
Saving Throws: Strength, Constitution, Wisdom
Skills: Choose four from Animal Handling, Athletics, Acrobatics, Endurance, Survival, Nature, Intimidation, or Deception
Technique Abilities
Brawl
Brawl Save DC = 8 + your proficiency bonus + your Strength modifier
Brawl Attack Bonus = your proficiency bonus + your Strength modifier
Special
Special Save DC = 8 + your proficiency bonus + your Intelligence modifier
Special Attack Bonus = your proficiency bonus + your Intelligence modifier
Durable Dermal Layer
Your body toughens, skin becoming as tough as leather and just as difficult to damage. Beginning at 1st level, while you are wearing no armor, you gain an AC bonus of Constitution + Proficiency. Starting at 5th level you also reduce all incoming bludgeoning, piercing, and slashing damage by an amount equal to half your AC bonus from this feature. at level 13 the damage reduction increases to the full bonus. This damage reduction only applies while using this classes unarmored AC.
Monstrous Form
At 1st level, you experience a profound transformation, a metamorphosis that defies the limits of mere mortals. The Monstrous Form you choose grants you additional features at 6th, 11th and 18th levels.
Ferocity
At 2nd level you’ve tapped into your monstrous instincts. Each time you start your turn within melee range of 2 or more enemies, are hit and damaged by an attack, or fail a saving throw, you gain a ferocity die. You can have a maximum number of Ferocity die equal to your proficiency bonus. When you exit initiative you lose all unspent Ferocity die and you regain hit points equal to the amount of unspent Ferocity die you lost.
These Ferocity die can be used to fuel and enhance your monstrous features. The Ferocity die size starts as a d6 and increases as you level up, at level 9 they become a d8 and at level 17 they become d10. Your unarmed damage also becomes equal to your ferocity die + Strength if it is not equal or higher already.
Monstrous Traits
At 2nd level as you embrace your Monstrous Form, the world around you witnesses a spectacle unlike any other. You gain three Monstrous Traits of your choice. Your Traits options are detailed at the end of the class description. When you gain certain Monster levels, you gain additional Traits of your choice, as shown in the Monstrous Traits column in the Monster table.
Additionally, when you gain a level in this class, you may choose one of the Traits you have and replace it with another Trait that you could learn at that level.
If an Monstrous Trait has prerequisites, you must meet them to take it. You can learn the Trait at the same time that you meet its prerequisites.
Mighty Leap
Prerequisite: None
You can spend a ferocity die to jump your movement speed without a running start expending movement as normal.
Enlarged Form
Prerequisites: None
When you enter your Monstrous Form, you may increase your size one category and your reach 5ft. You may take this Monstrous Trait again at 5th, 10th and 15th level increasing both your size and reach by one category and 5 feet each time.
Big Moves
Prerequisite: Colossus, 6th level Monster
When you cast a technique or use a class feature with an area of effect or forced movement, you may spend any number of ferocity die. For each ferocity die spent, increase the area of effect or forced movement by 5ft.
Fast Metabolism
Prerequisites: Constitution Score of 18 or higher
As an action, you can digest food in your stomach and process stored fat. You may spend any number of Ferocity die and regain HP or EP equal to the value rolled.
Fastball Special
Prerequisites: Strength score of 18 or higher
Whilst transformed you can as an action choose a creature or object within your reach of a smaller size than yourself and hurl it up to 30ft +10ft for every size category you have greater than what you are attempting to throw. An unwilling creature must succeed on a Strength saving throw against your Brawl save DC to avoid the effect. You may choose for a creature to land safely and take no damage or take 4d6 + your strength modifier bludgeoning damage and fall prone, this replaces any falling damage the creature would normally take regardless of how far it falls.
Tough Muscles
Prerequisite: None
As a reaction to taking damage, you may roll a Ferocity die and reduce the damage by the result + your constitution modifier.
Natural Weaponry
Prerequisite: Shapeshifter
As a bonus action you may transform your limbs into any simple one-handed melee weapon with which you are proficient. You cannot be disarmed of weapons made in this way
Revenant Rebound
Prerequisite: Undead
As a reaction to taking damage you may expend a ferocity die and roll it dealing damage equal to the amount rolled times a third your PB rounded up as necrotic.
Devastating Roar
Prerequisite: None
As a bonus action, you can emit a terrifying roar. Each hostile creature within 30 feet of you that can hear you must make a Wisdom saving throw against your Special save DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature a number of times up to your proficiency bonus recharging on a long rest.
Fury of the Small
Prerequisite: None
When you attack a creature of a size greater than yours, your attack deals extra damage equal to a roll of your ferocity die.
Empowered Strike
Prerequisite: 5th level Monster
As a bonus action, you can expend any number of Ferocity Die, and add them to the damage of the next melee attack you make. If the attack misses you regain half the die expended rounded down.
Thick Skin
Prerequisite: 7th level Monster
Your AC increases by 1. As a reaction when attacked, you may expend and roll a Ferocity Die and add it to your AC until the end of your next turn.
One with Nature
Prerequisite: Beast
You can speak with animals and become proficient with the Animal Handling skill. If you were already proficient you gain expertise instead. You also learn the Animal Companion technique, It doesn’t count against your techniques known.
Empowered Potential
Prerequisite: None
When you make a saving throw or check you may use your reaction to expend one Ferocity Die and add it to the roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.
Savage Reflexes
Starting at level 2, as a reaction when you take damage, you can expend one Ferocity Die to Shove or Grapple a creature within reach, adding the expended die to your Athletics check.
Ravenous Offense
Starting at 3rd level, you may add any number ferocity die to your attack rolls increasing the to-hit by the values rolled. You may do so after the roll has been made but before it is determined whether the roll hits. If the attack would hit increase the damage dealt by the number of ferocity die added.
Ability Score Improvement
At 4th level Increase an ability score of your choice by 1 and acquire a feat of your choice that you qualify for. You gain this benefit again at levels 8, 12, 16, and 19, in this class.
Extra Attack
Beginning at 5th level, when you take the Attack action on your turn, you can make two attacks instead of one.
Monstrous Form Feature
At 6th level, your Monstrous Form abilities improve. This improvement varies depending on your chosen archetype (Beast, Colossus, or Shapeshifter) and provides you with unique advantages in combat and exploration.
Monstrous Resilience
At 7th level, your monstrous nature grants you resilience to various conditions. You have advantage on saving throws against being frightened, charmed, or restrained, and you may expend a Ferocity die and add it to the result.
Predatory Instinct
Beginning at 9th level, you may expend any number of ferocity die and increase the critical threat range of your next melee attack by the amount expended. If you crit you may add a ferocity die to the additional damage without expending one.
This increases to two additional dice at 13th level and three additional dice at 17th level.
Environmental Adaptation
At 10th level, you gain resistance to a damage type of your choice that cannot be bludgeoning, piercing, or slashing. You may change your resistance upon completion of a long rest.
Monstrous Form Feature
At 11th level, your Monstrous Form abilities improve. This improvement varies depending on your chosen archetype (Beast, Colossus, or Shapeshifter) and provides you with unique advantages in combat and exploration.
Kaiju's Strength
At 13th level, When you make a melee attack using your Strength modifier, Your attacks gain the siege property and add an additional 3d4 force damage to the attacks. This represents the overwhelming power of your blows, akin to the devastating force a Kaiju might use to smash through buildings or obstacles.
Monstrous Form Feature
At 18th level, your Monstrous Form becomes legendary, granting you a powerful and unique ability based on your chosen archetype (Beast, Colossus, or Shapeshifter). This ability reflects the pinnacle of your monstrous abilities and can turn the tide of battles or provide unparalleled utility.
Freak of Nature
At 20th level you no longer have a limit on the number of times you may transform into your Monstrous Form, nor does the form have a duration instead lasting until you willingly end it.