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 Awakened Animal 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: 6 + your Constitution modifier per Monster level after 1st
Proficiencies
Armor: Simple Clothing
Weapons: Simple weapons, Simple Firearm 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
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.
Monstrous Traits
Also at 1st 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 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. A level prerequisite refers to your level in this class.
Mighty Leap
Prerequisite: 2nd level
As a move action, you can spend a ferocity die to jump your movement speed without a running start.
B I G
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.
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 by 5ft.
Fast Metabolism
As an action, you can digest food in your stomach and process stored fat, allowing you to spend hit and energy die as though you were taking a short rest. Additionally, you suffer one rank of exhaustion and you may choose to decrease one size category until you complete a short or long rest as you lose weight or wither in size. You can only use this trait once per long rest.
Y E E T
In place of an main attack action whilst transformed you can choose a creature or object within your reach and hurl it up to 30ft, +10ft per size category you are larger than medium. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect. You may choose for a creature to land safely and take no damage or take 2d6 + your strength modifier bludgeoning damage and fall prone, this replaces any falling damage the creature would normally take regardless of how far it falls.
You may choose to try and throw the creature or object at another creature, if so make a ranged attack roll treating it like an attack with a thrown simple weapon. On a hit, the target takes 2d6 + your strength modifier bludgeoning damage and is knocked prone.
Increase the damage die by 1d6 at 5th, 9th, 13th, and 17th level to a maximum 6d6.
Tough Muscles
Prerequisite: 2nd level
As a reaction to taking damage, you may roll a Ferocity die and reduce the damage by the result + your constitution modifier.
Y O K E D
Prerequisite: 8th level
Whilst transformed, your strength score and maximum increases by 2.
Extra Thick
Prerequisite: 8th level
Whilst transformed, your constitution score and maximum increases by 2.
Hair Trigger
Prerequisite: 5th level
Whilst transformed, your dexterity increases by 2.
Savage Evasion
Prerequisite: 2nd level
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you may spend 2 ferocity die to instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Savage Endurance
Prerequisite: 4th level Monster
When you are subjected to an effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Devastating Roar
As an action, you can emit a terrifying roar. Each hostile creature within 30 feet of you must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength modifier) or become deaf and 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. Once you use this feature, you can't use it again until you finish a long rest.
Kaiju Fight
Prerequisite: 4th level Monster
When you attack a creature large or bigger, your attack deals extra damage equal to a roll of your ferocity die.
Empowered Strike
Prerequisite: 2nd 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: 2nd 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: 2nd level Monster
When you make any Strength, Dexterity, or Constitution check, or any saving throw, you can 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.
Unarmored Defense
Beginning at 1st level, while you are wearing no armor, your AC equals 10 + Proficiency + Constitution or Strength Modifier (Whichever is higher).
Ferocity
At 2nd level you’ve tapped into a deep well of aggression within you. Each time you start your turn surrounded by 2 or more enemies or are hit and damaged by an attack or fail a saving throw, you gain a ferocity die, which is a d6. You can have a maximum number of Ferocity die equal to your proficiency bonus. When you exit initiative your Ferocity is set back to zero and you regain hit points equal to your unsent Ferocity.
These Ferocity die can be used to fuel and enhance your melee attacks and Brawl techniques. The Ferocity die size increases as you level up, at level 9 they become a d8 and at level 17 they become d10.
If the damage die of an attack you make would be smaller than your ferocity die, you may roll a ferocity die instead. This only affects the weapon or unarmed strike damage, not any added effects. For example, if you used Spin Sweep, it would change your weapon or unarmed strike's damage die to your Ferocity die, but would not change the extra 2d4 damage.
Savage Reflexes
At 2nd level you have advantage on Initiative rolls and Dexterity saving throws against effects you can see, such as traps and techniques. To gain this benefit, you can't be blinded, deafened, or incapacitated.
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.
Monstrous Haul
At 3rd level your monstrous features allow you to push your capacity for moving weight more than others. You gain a +5 base bulk.
Reckless Attack
Starting at 3rd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Ability Score Improvement
When you reach 4th and again at 8th, 12th, 16th, and 19th, level, you can increase one ability score by +1 & a Feat of your choice that they qualify for. As normal you can’t increase an ability score above 20 using this feature.
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.
Brutal Critical
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.
Monstrous Presence
At 10th level, your very presence commands respect and fear. You have advantage on Charisma (Intimidation) checks when dealing with creatures that can see your monstrous form.
Monstrous Adaptation
At 10th level, you gain resistance to a damage type of your choice. You can change your resistance choice after completing 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.
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.