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Monstrous Heroes

Credits
Designer/Author/Editor/Layout: Esper
Illustrators: Esper, Joan Maldonado
PROPOSED CONTENTS
Introduction/Rules
Using this Book Monster Classes
To use the content in Monstrous Heroes, you only need the 5e • Arachnir (monstrosity)
basic rules or core rulebooks.
• Arborean (plant)
• Brindlecap (fey)
New Creatures, Spells, Items, • Dragon (dragon)
etc. • Hag (fey)
Any content marked with MH is found within Monstrous • Lycanthrope (monstrosity)
Heroes.
• Minotaur (monstrosity)
Rules • Nefarix (fiend)
• Ogre (giant)
Race-Class. A monster class serves as both your race and • Oosia (elemental)
class. Therefore you must begin a monster class as a 1st-level • Paracosma (aberration)
character. You cannot take levels in another class unless you
• Protean (ooze)
have the feature Versatility. This represents the monstrous
race developing into its various features. Also, without the • Revenant (undead)
Versatility feature, monster classes would be particularly • Troll (giant)
susceptible to exploitation through level-dipping. • Vampire (undead)
Most monster classes gain Versatility at a certain • Vivilith (construct)
point in their level progression. Once you have this feature,
further levels you gain can be either in your monster class • Yadira (celestial)
or in another class. For example, at 9th-level vampire you Backgrounds
gain Versatility. When you reach the next level, instead of Feats
taking vampire 10, you decide to take warlock 1. You are Spells
then considered a multiclass character (vampire 9/warlock
Items
1). Later, when you reach the following level, you can take
vampire 10 or warlock 2 or the first level in a different class. Settings & Campaign Plots
NPCs
Character Backgrounds. You still select a background as
normal when playing a monster class. See the Backgrounds Page Count Estimate: 228
chapter for monstrous backgrounds.

Product Identity: The following items are hereby identified


as Product Identity, as defined in the Open Game License
version 1.0a, Section 1(e), and are not Open Content: product,
logos, identifying marks, trademarks, trade dress; creatures,
characters, deities; stories, plots, dialogue, lore, flavor text,
sidebars; artwork, graphics; spells, special abilities, new class
options; magic items, enchantments, equipment, magic shops;
traps, puzzles, riddles; and names (of characters, creatures,
places, etc.). Elements that have previously been designated as
Open Content are not included in this declaration.

© 2023 Esper the Bard LLC


1
Minotaur
A bestial hulk stalks through the corridors of the commander’s head tumbling from his shoulders. Squealing
labyrinthine ruins. Though such a maze would disorient and shrilling, the scamps flee into a multitude of shadowed
most explorers, he strides with confidence, hard on the passageways. Their breath comes ragged as they sprint for
trail of a band of goblins. He comes to a chamber where the their miserable lives. All the while, the quakes of hoofsteps
little knaves are plundering relics, and his blood boils at the reverberate at the backs of their skulls.
sight of how gleefully they ransack the shrine of the ancient
labyrinth.
With a roar, the minotaur lowers his head and charges Savagery and Carnage
forward. His horns skewer one goblin, then another, and Minotaurs are fierce things with wild spirits, short tempers,
he tramples a third under his thundering hooves. They and an inclination for brutality. Some are able to control
shriek in terror and send arrows into his hide. The horned their impulses and lead social lives, but many others are
warrior leaps aside, his mighty axe whirling like a cyclone of bloodthirsty berserkers that hunt the wilds or skulk through
steel. He hews through a cluster of goblins and sends their massive dungeon complexes.

A Shrouded Past
Multiple stories exist that each claim to explain the origin of
minotaurs. One myth states that a god cursed a disobedient
royal family, so that the children they bore were flesh-
eating, bull-headed monsters. Another tale purports that
long ago, a cult performed a ritual that transformed them
from humans into minotaurs. Other lorekeepers believe that
a person can turn into a minotaur by successfully reaching
the heart of a certain labyrinth, while others still argue that
minotaurs are simply a natural race, like any other, whose
homeland was ravaged by war long ago.

Esper
Minotaur Racial Acute Senses. You have both proficiency and expertise in
Perception.
Traits Darkvision. You have superior vision in dark and dim
conditions. You can see in dim light within 60 feet of you as
Minotaur provides both your racial traits and class features. if it were bright light, and in darkness as if it were dim light.
Ability Score Increase. Your Strength score increases by You cannot discern color in darkness, only shades of gray.
2, and one other ability score of your choice increases by 2. Gore. Your horns are a natural weapon, which you can
Age. Minotaurs go through several growth spurts, use to make unarmed strikes. On a hit, your gore attack
typically reaching adulthood around age 14. Those who do deals piercing damage equal to 1d8 + your Strength modifier.
not die from violent conflict can live for more than a century, Labyrinthine Recall. You can perfectly recall any path
with some rare individuals achieving 200 years. you have traveled.
Typical Alignments. Chaotic evil, chaotic neutral. Languages. You can speak, read, and write Abyssal and
Minotaurs are volatile and combative, though certain Common. Abyssal is your mother tongue, while Common is
individuals find ways to manage their wildness. Minotaurs secondary to you.
tend toward evil, in a brutish sense, but there are some who
channel their aggressiveness away from malevolence. Preferred Ability Scores
Creature Type. Your creature type is monstrosity. Most minotaurs prefer Strength as their highest ability
Size. Minotaurs begin at the upper end of Medium size, score, followed by Constitution and Wisdom. If you plan to
standing between 7 and 8 feet tall and weighing from 250 cast spells, you might favor Wisdom as your second-highest
to 350 pounds. Your size later increases, as described at 5th ability score.
level.
Speed. Your base walking speed is 30 feet.
Minotaur Class 3. Your next gore attack this turn deals an additional 1d6
piercing damage.
Features 4. Make a gore attack.
Hit Dice: 1d10 per minotaur level Dualism
Hit Points at 1st Level: 10 + your Constitution modifier You are adept at striking and parrying with two weapons.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution • When you are two-weapon fighting, the weapons do not
modifier per minotaur level after 1st. need to have the Light property.
• You can draw or stow two one-handed weapons
Proficiencies simultaneously.
Armor: Shields • As a reaction, you can add 2 to your AC against one
melee attack that would hit you. To do so, you must see
Weapons: Simple weapons, martial weapons the attacker and be wielding two one-handed weapons.
Tools: None
Saving Throws: Strength, Constitution Spiritguard
Skills: Choose two from Animal Handling, Athletics, You are a sentinel who is in touch with the mystical aspects
Intimidation, Investigation, Nature, Stealth, and Survival of battle.
• As a bonus action, choose yourself or a minotaur you
Equipment can see within 60 feet of you. The target gains a +1d4
bonus on the attack roll of the next gore it makes before
You start with the following equipment, in addition to the the start of your next turn.
equipment from your background: • When a creature casts a spell, you can make an
• A martial weapon opportunity attack against it with your gore.
• A simple weapon
• (a) a dungeoneer’s pack or (b) an explorer’s pack Unrelenting
You fight in a frenzy, making constant attacks at every
• 25 gp worth of equipment (keep any unused portion as
coins) possible opportunity.
• When you miss with a two-handed melee weapon
Minotaur Feature DC attack on your turn, you can use a bonus action to make
another attack with the same weapon, striking with
Certain minotaur features require that the target make a its pommel or haft. If this attack hits, the weapon’s
saving throw. The DC for your minotaur features is 8 + your damage is 1d4 bludgeoning (or 2d4 bludgeoning if you
proficiency bonus + your Strength modifier. This does not are Large and wielding a Large-size weapon).
apply to spells, which are handled separately. • When a creature stands up from prone, you can make
an opportunity attack against it with your gore.
Charge (level 1)
As an action, you move up to your speed and make a Unarmored Defense: Tough
gore attack. If you move at least 10 feet in a straight line and Wary (level 1)
immediately before making this attack and you hit, you deal While you are not wearing any armor, your Armor Class
an additional 1d8 piercing damage. This additional damage equals 10 + your Constitution modifier + your Wisdom
increases to 2d8 once your size increases at 5th level. modifier. You can use a shield and still gain this benefit.
When you deal the additional damage to a creature that
is no more than one size category larger than you, it must
succeed on a Strength saving throw or be pushed 10 feet
Battle Vigor (level 2)
away from you and knocked prone. You have tasted battle and how the thrill of victory
invigorates you. When you reduce an enemy to 0 hit points
Minotaur Fighting Style with a melee attack, you can regain 2d6 hit points. The
amount of hit points you regain increases by 1d6 every two
(level 1) minotaur levels beyond 1st (3d6 at 3rd level, 4d6 at 5th level,
You have a particular way of fighting, which was either etc.). Once you use this feature, you must finish a short or
taught to you by fellow minotaurs or that you naturally long rest to regain it.
developed. Choose one of the following options.

Demonhorn
Reckless Attack (level 2)
You can throw aside all concern for defense to attack
Wild power runs through your blood.
with fierce desperation. When you make your first
• When a creature enters your reach, you can make an
attack on your turn, you can decide to attack recklessly.
opportunity attack against it with your gore.
Doing so gives you advantage on melee weapon attack
• As a bonus action, roll 1d4:
rolls using Strength during this turn, but attack rolls
1. Vicious spirits deal 1d6 psychic damage to you and
against you have advantage until your next turn.
each creature within 10 feet of you.
2. You roar uncontrollably and cannot speak until your
next turn.
Minotaur Myth
(levels 3, 7, 10, 14, and 18)
Choose a minotaur myth, which influences the way in which
you stalk through labyrinths and wild lands: Juggernaut,
Labyrinth Hunter, or Horned Shaman. Each of these myths
are detailed at the end of this section.

Ability Score Improvement


(levels 4, 8, 12, 16, and 19)
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 cannot increase an ability score above
20 using this feature (except for when a class feature
specifies otherwise).

Fast Movement (level 5)


Your speed increases by 10 feet while you are not wearing
heavy armor.

Size Increase (level 5)


Your extraordinary growth has brought you to greater
proportions. You are now Large size. You stand between
8 and 9 feet tall and weigh from 450 to 550 pounds. Your
carrying capacity doubles, as does the amount of weight you Battle Roar (level 9)
can push, drag, or lift. Your roaring battle cries become powerful enough to stop
Your Strength score increases by 2, and your maximum enemies in their tracks. As a bonus action, you can roar, and
Strength score is now 22. enemies within 60 feet of you that can hear you must make a
With this increase to size category, you can now wield Wisdom saving throw. On a failed save, a creature becomes
weapons suited to Large-sized creatures. Their damage frightened for 1 minute. A creature can repeat the saving
dice are double that of their medium equivalents, throw at the end of each of its turns, ending the effect on
and they weigh eight times as much. For example, a javelin itself on a success. If a creature’s saving throw is successful
deals 2d6 damage, and a greatsword deals 4d6 damage. The or the effect ends for it, the creature becomes immune to
damage dice of your gore attack increases to 2d8. Battle Roar for 24 hours.
You can use this feature a number of times equal to
Magical Attacks (level 6)
Joan Maldonado

your proficiency bonus. You regain expended uses when you


Your natural weapons are magical and therefore overcome finish a long rest.
resistance and immunity to nonmagical attacks.
Multiattack (level 11)
Versatility (level 6) You have learned how to better coordinate your attacks. As
Further levels you gain can either be in an action, you can make a gore attack and an attack with a
minotaur or another class. weapon you are holding.
—Minotaur Myths— Labyrinth Hunter
Minotaurs channel their raw power in different ways, Those minotaurs known as labyrinth hunters are some
depending on their clan and their role within it. Some revel of the most cunning of the minotaur race. They set traps,
in wild frenzy, others seek out gruesome trophies from the wield deadly greataxes, and track down prestigious targets.
quarries they stalk, and others still combine mysticism with They stalk their prey deep into mazes and wild lands, and
their savagery. their ultimate goal is to claim the heads of their targets as
trophies, thereby proving their prowess.
Juggernaut Hunter’s Cunning (level 3)
Juggernaut minotaurs are a formidable subset of minotaurs, You are specialized in the ways of mystifying mazes and
known to plow through entire hordes of foes. Some claim to wilderness tangles.
have demon blood in their veins, and whether or not this is • You gain proficiency with the Survival skill and Thieves’
true, the fearsome power they channel is undeniable. Tools. If you are already proficient with Survival or
Thieves’ Tools, you gain expertise with it.
Juggernaut Charge (level 3) • You have advantage on saving throws against traps and
When you use Charge, you can enhance its effects: environmental hazards, and they have disadvantage on
attack rolls against you.
• Your movement does not provoke opportunity attacks.
• You can make a gore attack against any number of Minotaur Trapsmith (level 3)
creatures throughout your movement (roll a separate
attack for each creature). You learn two kinds of traps, detailed below. You can have
You can apply this enhancement a number of times equal to a maximum of two 3rd-level traps active at a time. Each of
your proficiency bonus. You regain expended uses when you your traps is a camouflaged device or a faint glyph.
finish a long rest. All your labyrinth hunter traps follow these guidelines:
• As an action, you can set a 5-foot-radius magical trap
Blood Rage (level 7) on a solid surface you can see within 5 feet of you. The
surface must not have any creatures or traps on it. The
When blows turn to blood, the beast within you roars to be trap lasts until it is triggered.
unleashed. You can enter a blood rage as a bonus action, and • When a creature touches the trap, moves into the trap’s
for 1 minute, you gain the following benefits: space, or starts its turn there, the trap triggers and the
creature must make a Dexterity saving throw (see the
• You have advantage on Strength checks and Strength trap’s description for details).
saving throws.
• Your trap DC is 8 + your proficiency bonus + your
• Whenever you hit with a melee weapon attack that Wisdom modifier. This DC also applies when a creature
uses Strength, you deal an additional 1d6 damage of attempts to locate or disable one of your traps. A
the weapon’s damage type. This additional damage creature that sees you set a trap knows where it is.
increases to 2d6 if the weapon has the heavy property.
• As an action, you can deactivate a trap of yours if it is
• If you are reduced to 0 hit points, you can use your within your reach. You can also perform a 1-hour ritual
reaction to make a melee weapon attack before falling that deactivates any of your traps that you choose, as
unconscious. long as they are on the same plane as you.
While blood raging you cannot cast spells or concentrate, • You can designate certain creatures or kinds of
nor can you take purely defensive actions, such as Dodge, creatures that do not trigger the trap, and you can also
Hide, or drinking a potion of healing. After you use this choose to have the trap sound a loud alarm when it is
triggered, audible up to 2,000 feet.
feature, you must finish a long rest to regain it.
Binding Trap: On a failed save, the triggering creature
Whirling Doom (level 10) takes 2d6 bludgeoning damage and is restrained by binding
As an action, make a weapon attack against all creatures strands. The strands crumble away after 1 hour.
within your reach (roll a separate attack for each creature). As an action, a restrained creature can make a Strength
Each target that is hit must succeed on a Constitution check, escaping the binding on a success. The restraining
on saving throw or suffer an abyssal wound. An affected effect also ends if the binding is destroyed (AC 10, 15 hit
creature loses 2d6 hit points at the start of each of its turns points; immunity to bludgeoning, poison, and psychic
and cannot regain hit points. As an action, the affected damage.
creature or a creature within reach can cure this wound by Blasting Trap: On a failed save, the triggering creature takes
making a successful Wisdom (Medicine) check against your 2d8 force damage and is knocked prone. On a successful
minotaur feature DC. Any effect that cures disease can also save, the creature takes half damage and is not knocked
cure the wound. prone.
You can use this feature a number of times equal to
your proficiency bonus. You regain expended uses when you
finish a long rest.
Carnifex (level 7) Spellcasting Ability. Wisdom is your spellcasting
You are a monstrous executioner who stalks for heads to ability. Your spell save DC is 8 + your proficiency bonus +
claim. your Wisdom modifier. Your spell attack modifier is your
• When you attack with a greataxe, you score a critical hit proficiency bonus + your Wisdom modifier.
on a roll of a natural 19–20. Spellcasting Focus. You can use a rod, staff, or totem as
• When you reduce a Large or smaller creature to 0 a spellcasting focus for your horned shaman spells.
hit points with a greataxe, you can chop its head off
(assuming it has a head). Multiclass Spellcaster
• With 1 minute of work, you can add the head to your If you multiclass with another class that has the Spellcasting
collection of heads—a necklace, belt, or other such feature, you add one third your minotaur level (rounded
article that holds the heads or skulls of those you have down) in order to determine your available spell slots.
decapitated with your greataxe. While wearing your
collection of heads, you have 5 temporary hit points
per head, up to a maximum amount of temporary hit
points equal to twice your minotaur level. Once these
temporary hit points are lost, you regain them after you
finish a long rest wearing the collection of heads.

Improved Traps
(levels 7, 10, 14, and 18)
Your traps become deadlier, dealing a larger amount of
damage dice: 3 dice at 7th level, 4 dice at 10th level, 5 dice at
14th level, and 6 dice at 18th level.

Expert Trapsmith (level 10)


You learn two more kinds of traps. You can have a maximum
of two 10th-level traps active at a time (in addition to your
3rd-level traps).
Scorching Trap: The triggering creature and each other
creature within 15 feet of it must make the Dexterity saving
throw. A creature takes 4d8 fire damage on a failed save, or
half damage on a successful one.
Staggering Trap: On a failed save, the triggering creature
takes 4d8 thunder damage and must succeed on a
Constitution saving throw or be stunned until the end of
your next turn. On a successful save, the creature takes half
damage and suffers no other effect.
Bloodstained Horns (level 3)
Horned Shaman Once per long rest, you can cast carnageMH without
Horned shamans are a mystical part of the minotaur race, expending a spell slot. If you have 2nd-level spell slots, you
known for their ability to harness primal furies and perform can also cast this spell normally.
ancient chants. They are deeply connected to the spiritual
realm and use their abilities to aid their tribe in its struggles. Frenzy Stoker (level 7)
Once per long rest, you can cast savage frenzyMH without
Spellcasting (level 3) expending a spell slot. If you have 3rd-level spell slots, you
You learn a number of spells though ancient shamanic rites. can also cast this spell normally.
Cantrips. At 3rd level, you know two cantrips. Choose
them from the druid and warlock spell lists. At 11th level, Chants of Fury (level 10)
choose another cantrip in this way. Once per long rest, you can cast fury tranceMH without
Spell Slots and Spells Known. The Horned Shaman expending a spell slot. If you have 4th-level spell slots, you
Spellcasting table shows how many spell slots you have and can also cast this spell normally.
how many spells you know. You regain all expended spell
slots when you finish a long rest. Whenever you learn a spell, Chants of the Crimson
choose from the druid and warlock spell lists. Whenever you Totem (level 10)
gain a level in this class, you can replace one of these spells Once per long rest, you can cast maw of the gorgerMH without
with another spell of your choice from those lists, as long as expending a spell slot. If you have 5th-level spell slots, you
it is of a level for which you have spell slots. can also cast this spell normally.
Arachnir
A monstrous woman with eight spider legs slips between packed in with the rest, but her blindsight does not perceive
huge stalactites on the cave roof, far above the rock shelf it as a solid object at all. She sneaks forward and stretches
where her allies wait in silence. The strands of her wild out her hand. It passes right through the boulder. An illusion.
hair hang straight down, and the weight of gravity pulls What might be hiding within here?
at her, but her bristly limbs keep her effortlessly secure on The arachnir returns to her party, who have snuck
the ceiling. Darkened splotches on the stony roof catch her across the cave to the base of the outcropping. She relays
attention. She wipes her fingers across the stain and brings to them her findings, then summons a swarm of spiders.
them to her nose. Soot. This fire was recent. The dark elves are still The tiny infiltrators enter through the illusory rock at her
here. They’re clever enough to keep their fire off the ground, but not command. She looks through their multitudinous eyes,
clever enough to fool me. scanning the crawl space as they go. A moment later, they
She signals to her companions below, gesturing for come upon a chamber, a hollow within the great rock
them to move. Onward she crawls until she reaches the formation. There, in that secluded nook, is the band of dark
cavern wall. From there, she scampers down a ways, then elves that have harried her party for days now. She and her
leaps down, landing as gracefully as a cat upon a rocky comrades make ready to ambush the foes where they rest.
outcropping. Where can you be now? You haven’t gone far. Your vexing game has come to an end.
As she moves over the myriad bulges and clumps, she
reaches out with her arachnid senses, feeling and hearing
the all that is around her in the lightless gloom. Well, what
is that there? A small section of the massive outcropping is
not what it appears to be. It looks like just another boulder
Vicious and Cunning Bloody Webs of the Spider
Arachnir dwell in forests, swamps, caverns, and ruins, Queen
though they adapt well to almost any environments. Most
According to arachnir mythos, their race was created by
civilized folk would find arachnir horrific to behold. Their
their goddess, the Spider Queen. She is a shadowy deity,
lower bodies are those of giant spiders, while their upper
the Broodmother who has spawned numerous demigods
bodies are humanoid-like, with large eyes and venomous
and monsters, who is as likely to curse as she is to bless. The
spider fangs.
earliest arachnir were born in a primeval epoch, and bloody
The many abilities that arachnir possess are as dreadful
barbarism defined their existence. Over the centuries, they
as they are effective. They can trap foes in sticky webs, inflict
have managed to rise out of this primitive pit and cultivate
poisonous bites, call upon monstrous spider thralls, cast
a society with a certain degree of robustness. Despite the
noxious spells, and move easily along any surface, even
advancements they have made, they are forever tied to their
upside down.
terrifying mother goddess and their vile past, as though they
Though arachnir are nearly as intelligent as humans,
are caught in an endless web.
they are also carnivorous predators who eat a large
amount of prey, including humanoids. They have their own
settlements, language, and craft skills, but show very little
pity for those whom they seize upon for the purpose of
devouring.
Arachnir Racial Proficiencies
Armor: Light armor
Traits Weapons: Simple weapons, martial weapons
Arachnir provides both your racial traits and class features. Tools: None
Ability Score Increase. Your Strength score increases by Saving Throws: Strength, Dexterity
2, and one other ability score of your choice increases by 2. Skills: Choose two from Acrobatics, Athletics, Deception,
Age. Around the age of 15, an arachnir reaches physical Intimidation, Perception, Stealth, and Survival
maturity. It is rare for an arachnir to live more than 100
years. Equipment
Typical Alignments. Neutral evil, neutral. Arachnir vary You start with the following equipment, in addition to the
quite a bit on the law/chaos axis of alignment, with some equipment from your background:
that are impulsive wanderers, some that are dedicated • A martial weapon
community builders, and many that fall somewhere in • A simple weapon
between. On the good/evil axis, arachnir tend toward evil, as
• (a) a dungeoneer’s pack or (b) an explorer’s pack
they are often merciless, brutal, and inclined to the darker
• 25 gp worth of equipment (keep any unused portion as
side of magic and religion.
coins)
Creature Type. Your creature type is monstrosity.
Size. You are Large size, standing between 7 and 8 feet
tall and weighing from 240 to 340 pounds. Though your
Arachnir Brood
upper body is that of a Medium-sized humanoid, your (levels 1, 3, 7, 10, 14, and 18)
spider lower body is much bigger. You wield the same size of Choose an arachnir brood, which expresses your role
weapons as a Medium creature. and specialization among your kind: Dreadfang,
Speed. Your base walking speed is 30 feet. You also have Murkweaver, or Arachnomancer. Each of these broods
a climbing speed equal to your walking speed. are detailed at the end of this section.
Spidery Movement. You can climb any surface that is not
completely smooth, even upside down, without needing to Unarmored Defense:
make ability checks. Your spider legs perform the climbing
action, which leaves your hands free. You also ignore any Toughened Skin (level 1)
movement restrictions caused by webbing. While you are not wearing any armor, your Armor Class
Bite. Your bite is a natural weapon with the finesse equals 10 + your Dexterity modifier + your Constitution
property, which you can use to make unarmed strikes. On modifier. If you later gain proficiency with shields, you can
a hit, your bite attack deals piercing damage equal to 1d6 + use a shield and still gain this benefit.
your Strength or Dexterity modifier plus 1d6 poison damage.
Darkvision. You have superior vision in dark and dim Shoot Web (level 2)
conditions. You can see in dim light within 120 feet of you as You can shoot sticky webs from your abdominal spinneret.
if it were bright light, and in darkness as if it were dim light. This is a natural weapon that you are proficient with. As an
You cannot discern color in darkness, only shades of gray. action, make a ranged attack with a 30 ft./60 ft. range. On a
Languages. You can speak, read, and write Arachnir and hit, a Huge or smaller target is restrained by the webbing. As
Common. The Arachnir tongue alternates between low and an action, a restrained creature can make a Strength check,
high pitches and is interspersed with clicks and chitters. escaping the webbing on a success. The restraining effect
also ends if the webbing is destroyed (AC 10, 5 hit points;
Preferred Ability Scores vulnerability to fire damage; immunity to bludgeoning,
To quickly make an arachnir, have Dexterity be your highest poison, and psychic damage).
ability score, followed by Constitution. If you intend to cast The DC to escape your webbing is 8 + your proficiency
spells, either Wisdom or Charisma will be important for you. bonus + your Dexterity modifier.
You can use this feature a number of times equal to
Arachnir Class your proficiency bonus. You regain expended uses when you
finish a long rest.
Features
Hit Dice: 1d8 per arachnir level
Ability Score Improvement
Hit Points at 1st Level: 8 + your Constitution modifier
(levels 4, 8, 12, 16, and 19)
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution You can increase one ability score of your choice by 2, or
modifier per arachnir level after 1st. you can increase two ability scores of your choice by 1. As
normal, you cannot increase an ability score above 20 using
this feature.
Agile Landing (level 4)
You have become practiced enough with landing from
jumps and falls that you can mitigate the force of impact.
You ignore the first 30 feet of falling damage, as long as you
are not incapacitated.

Blindsight (level 5)
You gain blindsight out to 20 feet. Within this range, you
can perceive effectively regardless of any visual
obscurement, such as blindness, darkness, or invisibility.
Cover still functions normally.

Multiattack (level 5)
You have learned how to better coordinate your attacks.
As an action, you can make two attacks. Only one of these
attacks can be Shoot Web.

Magical Attacks
(level 6)
Your natural weapons are magical and
therefore overcome resistance and
immunity to nonmagical attacks. This
benefit extends to any spiders you
magically summon.

Versatility (level 6)
Further levels you gain can either be in
arachnir or another class.

Supernatural
Venom (level 9)
Poison damage you deal ignores creatures’
resistance and immunity. Along with this, you ignore Dreadfang
creatures’ immunity to the poisoned condition. This benefit The dreadfangs are the most ferocious of the arachnir. They
extends to any spiders you magically summon. are suited for close combat and wield the most venomous
bites of their kind. They are feared not only for their fangs,
Arachnir Flurry (level 11) but for the bristles they can launch from their bodies.
You learn how to string together a combination of mobile
attacks. As an action, you can move up to your speed without Chitinous Warrior (level 1)
provoking opportunity attacks. You can make four attacks Dreadfangs are among the hardiest of arachnirs.
at any points throughout this movement. Up to two of these • Your AC increases by 1.
attacks can be Shoot Web. • You have resistance to poison damage, and you gain
Once you use this feature, you must finish a short or advantage on saving throws against poison.
long rest to regain it.
Quick Spring (level 1)
—Arachnir Broods— You have a sly springing maneuver that enhances your
skirmishing combat style. As a bonus action, you move
The arachnir are a terrifying and versatile race of monstrous up to 10 feet without provoking opportunity attacks. This
Joan Maldonado

folk, loathed by many for their venomous bites, entrapping movement can be walking, climbing, or jumping.
webs, and mastery of the dark arts. Among their ranks,
there are different roles, which are known as broods. An
arachnir’s brood is both a matter of inborn characteristics
and specialized training.
Empowered Venom (level 3) yours, and it has 20 hp (vulnerability to fire; immunity to
When you hit a creature with a bite attack, you can deliver a bludgeoning, poison, psychic). If you lose contact with it for
more powerful dose of venom. The bite deals an additional 24 hours, it becomes a dry cobweb that rots to uselessness.
2d8 poison damage, and the target must succeed on a You can replace your gossamer segment by finishing a long
Constitution saving throw or be poisoned for 1 minute. An rest.
affected target repeats the saving throw at the end of each of
its turns, ending the effect on itself on a success. Web Mastery (level 3)
The DC for your Empowered Venom is 8 + your There are none so masterful in the art of web-spinning as the
proficiency bonus + your Constitution modifier. murkweavers.
You can use this feature a number of times equal to • The range of your Shoot Web increases to 60 ft./120 ft.,
your proficiency bonus. You regain expended uses when you and the webbing’s hit points increase to 10.
finish a long rest. • You regain your uses of Shoot Web when you finish a
short rest.
Stinging Bristles (level 7) • As a bonus action, you can engage in a Strength
(Athletics) contest with a creature restrained by your
Your abdomen is covered in miniscule, toxic bristles that you
webbing within 60 feet of you. If you win the contest,
can project, either by kicking them off or shooting them. you pull the creature up to 20 feet closer to you.
As an action, you project the bristles in a 30-foot cone. Each
creature in this area must make a Constitution saving throw. Spider Shifter (level 7)
On a failed save, a creature takes 1d6 piercing damage per
As an action, you can magically transform into a spider that
two arachnir levels you have and is poisoned for 1 minute. If
is approximately 4 inches in diameter. Your statistics remain
a creature fails this saving throw by 5 or more, it is blinded
the same, with the following exceptions:
as long as it is poisoned. An affected creature can repeat the
• Your size is Tiny. You can squeeze through openings as
saving throw at the end of each of its turns, ending the effect
narrow as 1/2 inch wide.
on itself on a success. A creature that succeeds on its initial
• The only attack you can make is your bite. You only deal
saving throw takes half damage and is not poisoned. 1 piercing damage with it, though the poison damage is
The DC for your Stinging Bristles is 8 + your proficiency unchanged.
bonus + your Dexterity modifier. • You cannot cast spells.
You can use this feature a number of times equal to • You cannot speak or perform any action that a Tiny
your proficiency bonus. You regain expended uses when you spider is incapable of.
finish a long rest. • Attack rolls made against you by Medium and larger
creatures have disadvantage.
Paralytic Toxin (level 10) When you transform, your equipment melds into your new
When a creature fails its saving throw against your form, and you cannot use or otherwise benefit from any of
Empowered Venom, it is paralyzed for as long as it is it.
poisoned. This transformation lasts a number of hours equal to
half your arachnir level, though you can end it early as a
bonus action. You also revert to your normal form if you
Murkweaver drop to 0 hit points or die.
Once you transform into a Tiny spider, you must finish
In arachnir society, murkweavers possess a variety of
a short or long rest to regain the use of this feature.
wondrous talents. They are master web-spinners, elite
scouts who transform into tiny spiders, and summoners
who call upon hunting spider companions.
Broodcaller (level 10)
As an action, you can magically summon a hunting spider
Gossamer (level 1) in an unoccupied space you can see within 60 feet of you
(use the stat block below). It is your ally, and it takes its turn
You carry with you a gossamer segment that is highly
immediately after yours in initiative. It obeys your spoken
versatile. It functions a whip and a sling (weapons). It also
commands, and if you give it no command, it defends
functions as a 60-foot strand of silk rope that can hold up to
itself, though otherwise does nothing. The hunting spider
700 pounds.
disappears after 1 hour, if reduced to 0 hit points, or if you
Aside from the normal functions of these items, you
dismiss it as a bonus action. After you use this feature, you
can use the segment in one of the following ways as a bonus
must finish a long rest to regain it.
action:
• Make a whip or sling weapon attack.
• Attach the rope strand to a surface or object you can see
within 60 feet of you, shooting it if need be. It adheres
until removed as a bonus action. A targeted object must
be unattended or in the possession of a willing creature.
You can have only one gossamer segment. Its AC is equal to
Spell Slots and Spells Known. The Arachnomancer
Spellcasting table shows how many spell slots you have and
Hunting Spider how many spells you know. You regain all expended spell
Medium beast, unaligned slots when you finish a long rest. Whenever you learn a spell,
choose from the sorcerer and warlock spell lists. Whenever
Armor Class 16 (natural armor) you gain a level in this class, you can replace one of these
Hit Points 75 (10d8 + 30) spells with another spell of your choice from those lists, as
Speed 40 ft., burrow 10 ft., climb 40 ft. (spider climb) long as it is of a level for which you have spell slots.
STR DEX CON INT WIS CHA Spellcasting Ability. Charisma is your spellcasting
15 (+2) 18 (+4) 16 (+3) 5 (−3) 14 (+2) 7 (−2) ability. Your spell save DC is 8 + your proficiency bonus +
your spellcasting ability modifier. Your spell attack modifier
Saving Throws Str +4, Dex +6, Con +5
Skills Perception +4, Stealth +8 is your proficiency bonus + your spellcasting ability modifier.
Senses blindsight 20 ft., darkvision 120 ft., Spellcasting Focus. You can use an arcane focus as a
passive Perception 14 spellcasting focus for your arachnomancer spells.
Languages understands Arachnir but cannot speak
Challenge 4 (1,100 XP) Proficiency Bonus +2
Multiclass Spellcaster
If you multiclass with another class that has the Spellcasting
Agile Jumper. The spider’s long jump is up to 40 feet and feature, you add one third your arachnir level (rounded
its high jump is up to 20 feet, with or without a running down) in order to determine your available spell slots.
start. It ignores the first 30 feet of falling damage, as long
as it is not incapacitated.

Web Sense. While in contact with a web, the spider knows


the exact location of any other creature in contact with the
same web.

Web Walker. The spider ignores movement restrictions


caused by webbing.

-ACTIONS-
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 3d6 + 4 piercing damage plus 2d8 poison
damage.

Arachnomancer
The arachnomancers are the primary spellcasters of the
arachnir race, wielding powerful spider magic and casting
spells that can assault foes, bolsters allies, and summon
swarms of spiders.

Spectral Spiderling (level 1)


As a bonus action, you magically conjure a Small spectral
spider on an unoccupied surface you can see within 60 feet Webcaster (level 3)
of you. It lasts until you use this feature again or dismiss Once per long rest, you can cast web without expending a
it as a bonus action. You can attack with your bite through spell slot. If you have 2nd-level spell slots, you can also cast
the spider, though you cannot make opportunity attacks this spell normally.
through it. The spider is a magical effect, not a creature.

Spellcasting (level 3) Whispers of the Crawling


You learn a number of spells, through magical traditions and Ones (level 7)
innate power. Once per long rest, you can cast crawling infiltratorsMH
Cantrips. At 3rd level, you know three cantrips. One of without expending a spell slot. If you have 3rd-level spell
the cantrips is razor webMH or vexing verminMH. Choose the slots, you can also cast this spell normally.
other two cantrips from the sorcerer and warlock spell lists.
At 10th level, choose another cantrip in this way. Arcane Spiderling (level 10)
You can cast spells with a range of touch through your
spectral spiderling.
Dragon
The black dragon slithered through the murky water, The dragon slipped back underwater and took a boggy
thrilling at the prospect of a fresh meal and a chance to add channel to his right. Fervor bubbled within his chest. He
to his hoard. He halted among a tangle of submerged roots waited at the edge of the watery pool, hidden by the reeds.
and lifted his head just above the surface. Where could they His every muscle tensed, like a coiled snake, and when the
be? His eyes scanned across the bogs and sedges, then the elven party drew near, he sprung into the air with a roar.
remnants of the ruined fortress. Their tracks couldn’t have The elves gasped and cursed. The warrior at the front
been leading anywhere else. The bleating trill of a crane shot an arrow that glanced off the dragon’s onyx scales. The
punctuated the drone of swamp insects. A frog leapt after monster beat its wings in an upward rise, then swooped over
a horsefly and splashed into the muck. There’s no chance I the treasure hunters. From his jaws he released a stream
beat them here. of hissing acid that blistered upon the elves, sending the
From behind a cluster of short trees emerged four elves, wounded man to the mud, and provoking cries of pain from
walking away from the ruins. Ah, they depart already. What the others.
quick workers. The lead elf had a longbow in hand, and his The mage held off the worst of the acidic breath with
head angled this way and that as he looked and listened for a reflexive abjuration, and in her next breath, uttered a
any sign of danger. Next came a wounded one, his head and spell that sent her rushing off like a zephyr. The other two
right arm wrapped in bandages. The third was a woman sprinted in the same direction, as best they could manage
using a mage’s staff to help navigate the marshy terrain, and given the swaths of mire that choked the misty swamp.
the last of the group was tall and carried a sack slung over The dragon pursued, roaring, “I am Ikkaramast, son
his shoulder. of Tabdukaramast the Doom of the Loch!” It would be
only a matter of moments before the elves fell to him and
relinquished whatever plunder they had scraped from the
bowels of the moldering fortress.

Esper
Legend Incarnate
Dragons are the ultimate symbol of adventure. They embody
both the greatest of dangers and the greatest of rewards.
More than any other fantastical creature, the dragon is
legend incarnate. Their nearly-immortal lifespans symbolize
the world itself, rooted deeply in the most primordial ages.
They are not merely giant reptilian predators, but also
strategists, rulers, lorekeepers, and harbingers of fate. The
exploits and plots of dragons shape the world in profound
ways, and the greatest of them sway the very future through
their participation in cosmic wars.
Dragon Racial Traits Damage Immunity. You have immunity to the damage
type associated with your draconic lineage. If you are
immune to poison damage, you are immune to any other
Dragon provides both your racial traits and class features.
effects of poisons.
Ability Score Increase. Your Strength score increases by
Gullet Pouch. You have an internal muscular pouch in
2, and one other ability score of your choice increases by 1.
your upper torso, which you can use to store swallowed
Age. You begin 1st level on the cusp of wyrmling
items. It can hold items that take up approximately 8 inches
and young dragon (around 5 to 6 years old). Despite this
× 8 inches × 8 inches of space. As an action, you can cough up
relatively young age, your body and mind have already
everything in your gullet pouch.
developed a great deal. The lifespan of a dragon is measured
Natural Armor. While you are not wearing any armor,
in centuries, with the eldest dragons being some of the most
your scales provide you an Armor Class of 13 + your
ancient creatures in existence.
Constitution modifier.
Typical Alignments. Black—chaotic evil, neutral evil;
Languages. You can speak, read, and write Draconic and
Blue—lawful evil, lawful neutral; Green—lawful evil, neutral
Common. Spoken Draconic has a harsh sound that relies on
evil; Red—chaotic evil, neutral evil; White—chaotic evil,
minimal lip movement, while the written form is composed
chaotic neutral; Brass—chaotic good, chaotic neutral;
of characters that a dragon can etch with its claws.
Bronze—lawful good, lawful neutral; Copper—chaotic good,
chaotic neutral; Gold—lawful good, neutral good; Silver—
lawful good, neutral good Preferred Ability Scores
Creature Type. Your creature type is dragon Most dragons will choose Strength and Constitution as their
Size. Dragons begin at the upper end of Medium size. highest ability scores. Charisma is also important for certain
Your body is 6 to 7 feet long and stands between 5 and 6 feet dragon features.
tall, and in addition to this, your neck is 4 to 5 feet long, and
your tail has a length of 6 to 8 feet. Your wingspan is 15 to
20 feet. You weigh from 400 to 800 pounds. Your size later Dragon Class Features
increases, as described at 5th level. Hit Dice: 1d10 per dragon level
Speed. Your base walking speed is 30 feet, and your base Hit Points at 1st Level: 10 + your Constitution modifier
flying speed is 30 feet. Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
Darkvision. You have superior vision in dark and dim modifier per dragon level after 1st.
conditions. You can see in dim light within 60 feet of you as
if it were bright light, and in darkness as if it were dim light. Proficiencies
You cannot discern color in darkness, only shades of gray. Armor: None
Acute Senses. You have both proficiency and expertise in Weapons: Unarmed strikes
Perception. Tools: None
Bite. Your bite is a natural weapon, which you can use Saving Throws: Constitution, Charisma
to make unarmed strikes. On a hit, your bite attack deals Skills: Choose two from Athletics, Deception, Insight,
piercing damage equal to 1d10 + your Strength modifier. Intimidation, Persuasion, Stealth, and Survival
Claws. Your claws are natural weapons, which you can
use to make unarmed strikes. On a hit, your claw attack Equipment
deals slashing damage equal to 1d6 + your Strength modifier.
You start with the following equipment, in addition to the
Your clawed hands are able to grip and hold objects but
equipment from your background:
do not have fine control. You suffer disadvantage on attack
rolls and ability checks with handheld items, and you gain • 100 gp worth of treasure in your hoard
no benefit from using a shield.
Draconic Lineage. Choose an option from the table
below. Your choice will either fall under the chromatic or Additional Modes of Movement
metallic category. Chromatic dragons are harsher, greedier, Swimming (black, bronze, gold, green, white)
and more brutal. Metallic dragons are nobler and have more You have a swimming speed equal to walking speed. If you
versatile breath weapons. have the amphibious tag, you can breathe air and water.
Breath Weapon. As an action, you can exhale destructive
energy. Your draconic lineage determines the damage type Burrowing (blue, brass, white)
and size of your breath weapon. Each creature in the area You have a burrowing speed equal to half your walking
of your breath weapon must make a saving throw. The DC speed, You can move through granular material, such as
equals 8 + your Constitution modifier + your proficiency dirt, mud, sand, snow, and gravel. You cannot move through
bonus. On a successful save, a creature takes half damage. solid material, such as ice or rock. You do not create a tunnel
See the draconic lineage table for further details. as you burrow.
Once you use your breath weapon, you regain it via
Recharge 6. At the start of each of your turns, roll 1d6. On a Climbing (copper, red, silver)
result of 6, you regain its use. You have a climbing speed equal to your walking speed. You
can climb any vertical surface that is not completely smooth,
without needing to make ability checks.
Worn Magic Items 25,000 gp: If anything is taken from your hoard, you
Due to your draconic anatomy, magic items that are made become mentally aware of what was taken. As an action,
to be worn by humanoid bodies do not function for you. you can discern the distance and direction of the removed
Items such as armor, belts, boots, bracers, cloaks, gauntlets, treasure in relation to your current position. Unlike with
goggles, and helmets provide you no benefit. The draconic other value levels, you can never lose the benefits of the
talent Absorb Magic Item overcomes these limitations. 25,000 gp level.
Otherwise, items such as amulets, bracelets, necklaces, 50,000 gp: Your lair gains additional guardians.
and rings function for you as normal. 200,000 gp: While you are in your lair, you have the
Legendary Resistance draconic talent and 1 legendary
action—a tail attack. You can take this legendary action only
Lair and Hoard (level 1) at the end of another creature’s turn, and you regain it at the
You begin with a lair, which is a cave. The GM works with start of your turn. If you already have Legendary Resistance,
you to determine the details of your lair, depending upon the you have 2 uses of it while in your lair.
setting and your preferences.
You also have a treasure hoard, which is all the wealth Lair Guardians
you possess in your lair. The hoard can be composed of 1,000 gp Guardians (choose one of the following options)
any valuable items. Typical examples include coins, gems, • 8 kobolds plus 1 kobold commander with 3 levels in any
jewelry, fine art, books, quality weapons and armor, and class
magic items. • 4 crocodiles or 4 darkmantles or mephits (any kind)
You are magically bonded with your lair and the hoard • 1 awakened tree or 1 giant constrictor snake
within it. You can only apply this feature to one location,
though you can switch your lair by completing a long rest at 5,000 gp Guardians (choose one of the following options)
the new location (it cannot be the lair of another creature). • 8 lizardfolk plus 1 lizardfolk commander with 4 levels in
Your lair must be entirely or mostly a natural location, and any class
you must be the highest authority figure there. • 4 giant octopuses or 4 mimics or 4 swarms of
Lair Size. The size of a lair can vary greatly. On the poisonous snakes
smaller end, a lair might be a cave with a few 25’ × 25’ • 1 elemental (air, earth, fire, or water) or 1 giant crocodile
chambers and connecting tunnels. On the larger end, a
lair might be a massive cavern, a mountain, or a section of 50,000 gp Guardians (choose one of the following options)
forest. As a rough guideline, the smallest lair is about 2,000 • 5 half-dragon veterans
square feet in size, and the largest lair is about 1,000,000 • 4 elementals (air, earth, fire, or water) or 4 gorgons or 4
square feet (23 acres). shambling mounds
Hoard Benefits. The more treasure you amass, the more • 1 stone golem or 1 treant
your wondrous powers grow. The following benefits apply
to you, based on the total value of your hoard. If enough
treasure is removed from your hoard such that it falls to Draconic Talent
a lower value level, you lose the benefits of that level until
(levels 2, 6, 10, 14, and 18)
sufficient wealth is replaced. Though all dragons share common characteristics, they
250 gp: Gain an additional 2nd-level draconic talent. also have a large number of variations and unique abilities.
500 gp: You count as a sorcerer for the purpose of When you reach 2nd level, and every four levels thereafter,
meeting the requirements of magic items. For spell scrolls, you learn a draconic talent from the list at the end of this
you must succeed on spellcasting ability checks to cast spells section.
of a higher level than any innate spell you know. When you gain a level of dragon, you can choose one
1,000 gp: Your lair gains loyal guardians that dwell of the draconic talents you have and replace it with another
there. If any of these creatures die or are otherwise unable to draconic talent that you could learn at that level.
fulfill their duties, replacements are arranged at a time the
GM deems appropriate. Choose one of the Lair Guardians Blindsight (level 2)
options, or at the GM’s discretion, you can choose alternative
You gain blindsight out to 10 feet. Within this range, you can
lair guardians of an equivalent power level.
perceive effectively regardless of any visual obscurement,
2,000 gp: As a bonus action, you can summon an item
such as blindness, darkness, or invisibility. Cover still
from your hoard. It teleports across any distance, as long as
functions normally.
it is on the same plane as you, and appears in your hand. An
item too big to be held in one hand cannot be summoned.
You can treat a small container of money as a single
item. Also as a bonus action, you can touch an item you
summoned and send it back to your hoard.
5,000 gp: Your lair gains additional guardians.
10,000 gp: Gain an additional 2nd- or 6th-level draconic
talent.
Lineage Feature Frightful Presence (level 9)
(levels 3, 7, 13, and 17) As an action or as part of the Attack or Multiattack action,
Your draconic lineage provides you with additional features, you can strike terror into your foes. Each creature of your
described at the end of this section. choice within 60 feet of you and aware of you must succeed
on a Wisdom saving throw or become frightened for 1
minute. The DC equals 8 + your proficiency bonus + your
Well Rounded (level 3) Charisma modifier. An affected creature can repeat the
Dragons tend to have very few weaknesses. Increase one of saving throw at the end of each of its turns, ending the
your ability scores by 2, or increase two of your ability scores effect on itself on a success. If a creature’s saving throw is
by 1 each. The maximum to which this benefit can raise a successful or the effect ends for it, the creature is immune to
score is 14. You cannot take a feat in place of this ability score your Frightful Presence for the next 24 hours.
increase.

Ability Score Improvement Powerful Wings (level 9)


(levels 4, 8, 12, 16, and 19) Your flying speed increases by 20 feet while you are not
wearing armor.
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 cannot increase an ability score above 20 using
Enhanced Senses (level 11)
The range of your blindsight increases to 30 feet, and the
this feature.
range of your darkvision increases to 120 feet.
Fast Movement (level 5) Multiattack (level 11)
Your walking speed and your flying speed each increase by
10 feet while you are not wearing armor. You have learned how to better coordinate your attacks. As
an action, you can make two attacks: one with any of your
Size Increase (level 5) natural weapons and one claw attack.
Your extraordinary growth has brought you to greater
proportions. You are now Large size. Your body is 8 to 10 feet
Wing Attack (level 12)
long and stands between 7 and 8 feet tall, and in addition to As an action, you furiously beat your wings. Each creature
this, your neck is 7 to 9 feet long, and your tail has a length of within 10 feet of you must make a Dexterity saving throw.
9 to 12 feet. Your wingspan is 20 to 30 feet. You weigh from The DC equals 8 + your proficiency bonus + your Strength
1,000 to 2,000 pounds. Your carrying capacity doubles, as modifier. On a failed save, a creature takes bludgeoning
does the amount of weight you can push, drag, or lift. The damage equal to 2d6 + your Strength modifier and is
volume of items your Gullet Pouch can hold also increases to knocked prone. You can then fly up to half your flying speed.
16 inches × 16 inches × 16 inches of space.
Your Strength score increases by 2, and your maximum —Draconic Lineages—
Strength score is now 22. The various lineages of dragons can be divided into two
With this increase to size category, the damage dice main groupings—chromatic and metallic. The features
of your bite attack increases to 2d10, and your bite gains found here represent innate powers that arise within you as
the reach property. The damage dice of your claw attack you develop.
increases to 2d6.

Tail Slap (level 5) Chromatic Dragon


Your tail is now powerful enough to deliver flail-like attacks. Chromatic dragons are vicious, prideful, greedy creatures
It is a natural weapon with the reach property, which you who believe they have the right to amass all the wealth in
can use to make unarmed strikes. On a hit, your tail attack the world. They consider themselves superior beings and
deals bludgeoning damage equal to 2d8 + your Strength believe their proper place is to rule over all mortal creatures,
modifier. including humanoids, whom they see as merely food or
servants. While there are certain individual chromatic
dragons that are not evil, it is unheard of for one to be good-
aligned.
Seething Maw (level 3) Metallic Dragon
When you hit with a bite attack, you can deal an additional
2d6 damage of the same type as your breath weapon. This Metallic dragons are noble, curious, and protective, and
additional damage increases to 3d6 at 7th-level dragon, 4d6 they seek to defend others from undue suffering. They
at 13th-level dragon, and 5d6 at 17th-level dragon. covet treasure not just for its material value, but also for the
You can use this feature a number of times equal to preservation of history and knowledge, and they will even
your proficiency bonus. You regain expended uses when you part with an item in their hoard if doing so is necessary
finish a short or long rest. for the greater good. In counterposition to the chromatics,
metallic dragons are almost always good-aligned, with a few
Wild Powers (level 7) veering into neutral morality, but none going so far as the
You gain benefits determined by your draconic lineage. malevolence of evil.
Black. You learn the spells create or destroy water and
darkness. You can cast them each once per long rest without Additional Breath Weapon
expending a spell slot. No material components are (level 3)
required. Charisma is your spellcasting ability.
Blue. Once per long rest as an action, you can magically You gain a second breath weapon based upon your draconic
evoke a cloud of sand that swirls about in a 20-foot-radius lineage. Both your breath weapons share the same recharge
sphere centered on a point you can see within 120 feet of roll.
yourself. The cloud spreads around corners. Each creature Paralyzing Breath (silver). You exhale paralyzing gas
in the cloud must succeed on a Constitution saving throw in a cone. Each creature in that area must succeed on a
against your breath weapon DC or be blinded for 1 minute. A Constitution saving throw or be restrained from partial
creature can repeat the saving throw at the end of each of its paralysis for 1 minute. A creature can repeat the saving
turns, ending the effect on itself on a success. throw at the end of each of its turns, ending the effect on
Green. You learn the spells entangle and suggestion. You itself on a success.
can cast them each once per long rest without expending a Repulsion Breath (bronze). You exhale repulsion energy
spell slot. No material components are required. Charisma in a cone. Each creature in that area must make a Strength
is your spellcasting ability. saving throw. On a failed save, the creature is pushed 15 feet
Red. Once per long rest as an action, you can magically away from you and knocked prone.
evoke an eruption of magma from a point on the ground you Sleep Breath (brass). You exhale sleep gas in a cone.
can see within 120 feet of yourself, creating a 20-foot-high, Each creature in that area must succeed on a Constitution
5-foot-radius geyser. Each creature in the geyser’s area must saving throw or fall unconscious for 1 minute. This effect
make a Dexterity saving throw against your breath weapon ends for a creature if it takes damage or someone uses an
DC, taking 6d6 fire damage on a failed save, or half damage action to wake it.
on a successful one. Slowing Breath (copper). You exhale slowing gas in a
White. You can move across and climb icy surfaces cone. Each creature in that area must make a Constitution
without needing to make an ability check. Difficult terrain saving throw. On a failed save, the creature cannot use
composed of ice or snow does not cost you extra movement, reactions, its speed is halved, and it cannot make more than
and you can burrow through solid ice. one attack on its turn. In addition, the creature can use
Once per long rest as an action, you can magically either an action or a bonus action on its turn, but not both.
evoke a cloud of freezing fog that fills a 20-foot-radius These effects last for 1 minute. The creature can repeat the
sphere centered on a point you can see within 120 feet of saving throw at the end of each of its turns, ending the effect
yourself. The cloud spreads around corners, and its area is on itself with a successful save.
heavily obscured. A creature that enters this area for the Weakening Breath (gold). You exhale weakening gas
first time on a turn or starts its turn there must succeed on in a cone. Each creature in that area must succeed on a
a Constitution saving throw against your breath weapon DC Strength saving throw or suffer disadvantage on Strength-
or take 3d6 cold damage. A wind of at least 20 miles per hour based attack rolls and Strength checks for 1 minute. A
disperses the fog, otherwise it dissipates after 1 minute. creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.

Curative Touch (level 7)


As an action, you channel positive energy into yourself or
a creature within your reach. The target regains hit points
equal to 3d6 + your Charisma modifier. This feature has no
effect on undead or constructs.
You can use this feature a number of times equal to
your proficiency bonus. You regain expended uses when you
finish a long rest
—Draconic Talents— Absorb Magic Item
Prerequisite: 6th-level dragon
At 2nd, 6th, 10th, 14th, and 18th-level dragon you learn With 1 hour of focus, you can absorb a magic item into
a draconic talent of your choice. You must meet the yourself, attuning to it if necessary (you still carry its
prerequisites of a draconic talent in order to learn it. If weight). You must be in physical contact with the item
at a later point you no longer meet the prerequisites of a during this entire time, which can be part of a rest. This
draconic talent, you cannot use it until you again meet the feature does not function with artifacts.
prerequisites. You can only absorb the following types of magic items:
• Armor (light, medium, or heavy): You can apply the
magical properties of a suit of armor to your natural
armor (maximum of 1).
• Weapon (any simple or martial): You can apply the
magical properties of a weapon to your bite, claws, or
Stances tail (maximum of 1 per natural weapon).
You can enter a stance as a bonus action. You can only be • Wondrous Item: You can apply to yourself the magical
in one stance at a time, and if you enter a new stance while properties of a wondrous item that is worn on the body.
one is currently active, the previous one ends when the You can also expel an absorbed item from your body with a
new one begins. A stance lasts for 1 minute or until you are similar 1 hour of focus, unattuning from it if desired (unless
incapacitated. the item is cursed). If you die, absorbed items are expelled
After you use a stance, you must finish a short or long from your body after 1 minute.
rest to regain its use.
Change Shape Gleaming Grace
Prerequisite: 2nd-level dragon Prerequisite: 2nd-level dragon , any good alignment
You have a humanoid form that you can assume. When As an action, you call upon the powers of good. Target
you gain this feature, choose a humanoid race, which this yourself or a creature within your reach. You end one of
form resembles. You determine the cosmetic details of the the following conditions affecting it: blinded, deafened,
humanoid form’s appearance. grappled, poisoned, paralyzed, or restrained. Additionally,
As an action, you can magically polymorph into your one time during the next minute when the target takes
humanoid form or back into your true form. You also revert damage, it can use a reaction to take only half the damage
to your true form if you die. While transformed, you retain and deal the other half back to the source as radiant damage.
all of your statistics, with the following exceptions: After you use Gleaming Grace, you must finish a long
• Your size is that of the humanoid race’s (Medium or rest to regain its use.
Small).
• In order to fly, your humanoid form sprouts wings,
though you can hide them while not flying (they absorb Grandeur
into your body). You cannot burrow in humanoid form. Prerequisite: 2nd-level dragon
• You do not suffer disadvantage on attack rolls You gain proficiency with one saving throw of your choice
and ability checks with handheld items. You have and one skill of your choice, and you learn one language of
proficiency with simple and martial weapons. your choice. You can choose this draconic talent more than
• When you make natural weapon attacks, you can once.
manifest draconic appendages, or you can disguise
the natural weapons under the appearance of your
humanoid appendages. Innate Spells (Lesser)
Equipment. When you change shape to either form, you Prerequisite: 6th-level dragon
can merge any equipment you are wearing or carrying into You learn two spells from the sorcerer’s spell list, which can
your body, or you can unmerge equipment, which appears be of 1st–2nd level. You can cast them each once per long
on your body or falls to the ground (your choice). Equipment rest without expending a spell slot. No material components
that is merged into your body provides you no benefit, are required. Charisma is your spellcasting ability.
though you still carry its weight. If you die, any merged
equipment is expelled after 1 minute.
In conjunction with Absorb Magic Item. When you Innate Spells (Greater)
change shape into your humanoid form, you can choose Prerequisite: 10th-level dragon
to have one or more absorbed magic items appear on your You learn two spells from the sorcerer’s spell list, which can
body. When you return to your true form, these magic items be of 1st–3rd level. You can cast them each once per long rest
absorb back into your body (assuming you are in physical without expending a spell slot. No material components are
contact with them). For example, while in humanoid form, required. Charisma is your spellcasting ability.
you wield a magic sword, and while in your true form, the
magical properties of the absorbed sword are applied to your
bite.
Iridescent Scales
Prerequisite: 6th-level dragon
Choose one of the following damage types: acid, cold, fire,
Empowered Breath lightning, or poison. You gain resistance to the chosen
Prerequisite: 6th-level dragon damage type. When you finish a short or long rest, you can
The damage dice of your breath weapon increase to d8s. swap the chosen damage type for a different one on the list.

Flashing Claws [stance]


Prerequisite: 2nd-level dragon
When you enter this stance and as a bonus action on each of
your subsequent turns, you can make a claw attack. You can
only make this claw attack on a turn in which you took the
Attack or Multiattack action.
Permeating Breath 5. Cyclone Barrier: For 1 minute, extreme winds churn
Prerequisite: 6th-level dragon around you, out to 10 feet in all directions. TThis area is
The supernatural power within you develops such that your difficult terrain for other creatures, and it disperses gas or
breath can unravel the primordial essences that make up all vapor. Ranged attack rolls have disadvantage if the attack
creatures. The damage dealt by your breath weapon ignores passes in or out of this area. Whenever a creature enters
creatures’ damage resistance and treats their damage within 10 feet of you for the first time on a turn or starts its
immunity as resistance. turn there, you can blast it with wind. The creature must
succeed on a Strength saving throw or take 1d6 bludgeoning
damage per two dragon levels you have and be pushed 10
Roiling Assault feet away from you.
Prerequisite: 2nd-level dragon, any chaotic alignment 6. Second Head: You sprout another head, which lasts
As an action, you unleash chaotic power from your body. Roll for 1 minute. Roll 1d10 to determine the head’s draconic
1d6 to determine the effect. When an effect calls for a saving lineage: 1. black, 2. blue, 3. brass, 4. bronze, 5. copper,
throw or ability check, the DC is the same as your breath 6. gold, 7. green, 8. red, 9. silver, 10. white. For the duration,
weapon DC. you gain the following benefits:
After you use Roiling Assault, you must finish a long • You can make a bite attack as a bonus action, using a
rest to regain its use. head that has not yet acted this turn.
1. Whipping Flames: Select up to two creatures that are • You have advantage on Wisdom (Perception) checks as
within 30 feet of you. Each of these creatures must make a well as Intelligence and Wisdom saving throw.
Dexterity saving throw. On a failed save, a creature takes 1d8 • You can use the breath weapon of the second head’s
fire damage per two dragon levels you have, and it catches on draconic lineage. You are limited to one use, though this
fire for 1 minute. On a successful save, a creature takes half does not expend your normal breath weapon.
damage and does not catch on fire.
While on fire, a creature takes 1d6 fire damage at the Stormrider [stance]
start of each of its turns. It or another creature within Prerequisite: 10th-level dragon
reach of it can use an action to make a Dexterity check, When you enter this stance and as a bonus action on each
extinguishing the fire on a success. One or more gallons of of your subsequent turns, you fly up to half your speed
water can also extinguish the fire. without provoking opportunity attacks. When you move into
2. Spike Burst: You shoot sharp spikes from your body. a space within 5 feet of a creature for the first time during
Each creature of your choice within 10 feet of you must make this movement, it must make a Dexterity saving throw
a Dexterity saving throw. On a failed save, a creature takes against your breath weapon DC. On a failed save, it takes 3d8
1d10 piercing damage per two dragon levels you have, and it damage of the same type as your breath weapon.
suffers disadvantage on the next attack roll it makes within
1 minute. On a successful save, a creature takes half damage
and suffers no other effect. Thundering Edict
3. Acidic Sprays: For 1 minute, whenever a creature Prerequisite: 2nd-level dragon, any lawful alignment
enters within 10 feet of you for the first time on a turn or As an action, you deliver a magical decree suffused with the
starts its turn there, you can spray acid. The creature must essence of law. Each creature of your choice within 30 feet
succeed on a Dexterity saving throw or take 1d6 acid damage of you must make a Wisdom saving throw. The DC equals
per two dragon levels you have. 8 + your Charisma modifier + your proficiency bonus. On a
4. Lightning Leap: You surge forward, becoming a line failed save, a creature takes 1d10 thunder damage per two
of lightning that is up to 10 feet wide and up to 60 feet long. dragon levels you have, and for 1 minute, it cannot make
Each creature in the line’s area must make a Dexterity saving more than one attack per turn nor can it cast spells other
throw. On a failed save, a creature takes 1d10 lightning than cantrips. At the end of each of the creature’s turns, it
damage per two dragon levels you have, and on a successful repeats the saving throw, ending the effect on itself on a
save, a creature takes half damage. You revert back to normal success. If a creature’s initial saving throw is successful, it
at the end of the line (or the nearest unoccupied space). takes half damage and suffers no other effect.
After you use Thundering Edict, you must finish a long
rest to regain its use.
Uncanny Shapechanger Wing Shield
Prerequisite: Change Shape draconic talent Prerequisite: 2nd-level dragon
You can transform into humanoid form or back into your Whenever you or another creature you can see within 10 feet
true form as a bonus action. Each time you transform into of you is attacked, you can use your reaction to interpose one
humanoid form, you can change your appearance, choosing of your wings, granting a +2 bonus to AC against that attack
a humanoid race and cosmetic details. roll.

Wave of Corruption
Prerequisite: 2nd-level dragon, any evil alignment
As an action, you invoke magical corruption suffused with
the essence of evil. Each creature of your choice within
30 feet of you must make a Wisdom saving throw. The DC
equals 8 + your Charisma modifier + your proficiency bonus.
On a failed save, a creature takes 1d8 necrotic damage per
two dragon levels you have, and it becomes corrupted for 1
minute. Whenever a creature starts its turn within 30 feet
of any of its corrupted allies, it takes 2d6 necrotic damage.
At the end of each of a corrupted creature’s turns, it repeats
the saving throw, ending the effect on itself on a success. If
a creature’s initial saving throw is successful, it takes half
damage and does not become corrupted.
After you use Wave of Corruption, you must finish a
long rest to regain its use.

Whiptail [stance]
Prerequisite: 6th-level dragon
While you are in this stance, when a creature enters a space
within 10 feet of you, you can make an opportunity attack
against it with your tail.
Ogre warchief sounded his battlecry and charged. His massive axe
struck out, glancing off the dragon’s tail as it pulled higher
into the air.
In the aftermath of the battle, the Borog’s muscles ached Borog found himself diving behind a rocky outcropping
from the exertion of crushing the skulls of orcs. He wiped so as to not end up a sizzling corpse. “Up there!” shouted a
the blood and grime from his tusked face and went to where frost giant warrior, pointing to the higher ground atop the
his comrades were arguing over spoils. Just as he laid his ridge. The blue-skinned giant hoisted himself, scaling the
hungry eyes upon a meaty orc arm bearing a golden bracelet, rocks alongside two other ogres.
a roar broke across the icy hills. The sound of massive Though their bravery was a thing of greatness, Borog’s
wingbeats followed. The warband scrambled to their feet, instincts told him not to go. Anger boiled within him,
grasping for their weapons. Looming overhead was a dragon screaming to be unleashed.
whose size rivaled that of the band’s frost giant warchief. The giant warchief again swung his greataxe at the
The dragon’s scales glinted copper in the sunlight, and yellow swooping dragon, this time splitting only the air. Fangs like
steam rose from its nostrils. two dozen swords tore through his neck, and he collapsed.
Terror seized the group. Ogres and reaver- From the ridgetop, the three allies rained stones upon the
giants scattered in clumps every which way. The dragon, battering it and nearly knocking it out of the air.
dragon swooped through the air, and from With draconic fervor, the winged monster surged up
its open jaws, it sprayed streams of acid that higher and shot jets of hissing acid onto the hulking stone-
melted armor and flesh alike. From the chaos, the throwers. They shrieked and fell to piles of bubbling gore. A
hefty rock crashed against the dragon’s back. The warchief
was back on his feet, his off hand clutching the nasty neck
wound.
The copper dragon winged over and returned to face the
frost giant who led what little remained of the warband. The
impact of claws and fangs overwhelmed the chieftain, this
time felling him for good. The dragon stoked its wings to
rise up again, but it went nowhere. Borog had sprung from
his vantage point behind the outcropping of the ridge and
grabbed hold of the dragon’s hind leg. The ogre gave his
own roar and tackled the dragon out of the air. It flailed
about, unable to bite or breathe acid with Borog’s vice grip
clamping its mouth shut. Sickle claws raked against the
ogrish warrior, and he responded with a savage bite
that took out the dragon’s right eye.
The wyrm screamed a horrid scream, beat its
wings with all its might, and managed to escape
the bear hug at the expense of much effort. As it
took to the air, Borog’s claws tore ragged scratches along standing between 7 and 8 feet tall and weighing from 250
the sides of its belly. Exhausted, half blind, and nearly dead, to 350 pounds. Your size later increases, as described at 5th
the dragon flew away. The few surviving ogres and giants level.
emerged cautiously from behind boulders and approached Speed. Your base walking speed is 30 feet.
Borog. He bit down, popping the dragon’s eyeball between Darkvision. You have superior vision in dark and dim
his teeth. It was the best thing he had ever tasted. conditions. You can see in dim light within 60 feet of you as
if it were bright light, and in darkness as if it were dim light.
You cannot discern color in darkness, only shades of gray.
Ogre Racial Traits Brutal Bludgeons. Greatclubs you wield have the same
Ogre provides both your racial traits and class features. statistics as the maul (2d6 bludgeoning damage; heavy, two-
Ability Score Increase. Your Strength score increases by handed). If you wield a large greatclub once you are Large
2, and your choice of Constitution, Wisdom, or Charisma size, its damage is 4d6 bludgeoning.
increases by 2. Notorious Glutton. Your mouth is a ravenous maw, and
Age. Ogres go through several growth spurts, typically you delight in gorging yourself.
reaching adulthood around age 12. Those who do not die You can eat at an extraordinary rate, consuming up to
from violent conflict can live for more than 80 years, with 20 lbs. of food per minute and up to a total of 80 lbs. per day.
some rare individuals achieving 120 years. Once your size increases at 5th level, these amounts double:
Typical Alignments. Chaotic evil, chaotic neutral. Ogres up to 40 lbs. eaten per minute and a total of 160 lbs. per day.
are short-tempered and brutish, though certain individuals After you have eaten 40 lbs. of food (roughly the
find ways to control their base impulses. Ogres with oni equivalent of a Small creature), you gain temporary hit
blood tend to be less chaotic. points equal to 1d8 + your ogre level.
Creature Type. Your creature type is giant. Languages. You can speak, read, and write Giant and
Size. Ogres begin at the upper end of Medium size, Common. Giant is your mother tongue, while Common is
secondary to you.
Preferred Ability Scores improvised weapon that weighs at least 2 lbs., excluding
Most ogres prefer Strength as their highest ability score, the net. You add your proficiency bonus to attack rolls
followed by Constitution. If you plan to cast spells, consider with improvised weapons you throw.
Charisma as your second- or third-highest ability score. • You can draw a thrown weapon as part of the action
used to attack with it.
• You do not suffer disadvantage on ranged attack rolls
against prone targets.
Ogre Class Features Falling Tree
Hit Dice: 1d12 per ogre level The greatclub is one of the most typical armaments for an
Hit Points at 1st Level: 12 + your Constitution modifier ogre, and you are particularly skilled with such weapons.
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution • When you roll a 1 or 2 on a weapon damage die for an
modifier per ogre level after 1st. attack you make with a greatclub, you can reroll the die
and must use the new roll, even if it is a 1 or a 2.
Proficiencies • When you attack with a greatclub, you score a critical
Armor: Light armor, medium armor hit on a roll of a natural 19–20.
Weapons: Simple weapons, martial weapons
Tools: None Toughness (level 1)
Saving Throws: Strength, Constitution When you take bludgeoning, piercing, or slashing damage,
Skills: Choose two from Animal Handling, Athletics, you can use your reaction to gain resistance against this
Deception, Intimidation, Nature, and Survival instance of damage.

Equipment Ogre Path (levels 2, 6, 10, 14, and 18)


You start with the following equipment, in addition to the Choose an ogre path, which reflects your place among giant-
equipment from your background: kin: Brute, Grim Overlord, or Oni-Blooded. Each of these
• 2 simple weapons paths are detailed at the end of this section.
• (a) leather armor or (b) hide armor
• (a) a dungeoneer’s pack or (b) an explorer’s pack
Greater Ogrish Fighting
Style (level 3)
Ogre Feature DC Your particular style of fighting expands and improves,
Certain ogre features require that the target make a saving providing you the feature associated with the fighting style
throw. The DC for your ogre features is 8 + your proficiency you chose at 1st level.
bonus + your Strength modifier. This does not apply to
spells, which are handled separately. Grounding Strike
Crashing Storm (ogrish fighting style)
Ogre Fighting Style (level 1) When you hit a Huge or smaller creature with a melee
weapon or a thrown weapon, you can declare a grounding
You have a particular way of fighting, which was either
taught to you by fellow ogres or that you naturally developed. strike. The creature must make a Strength saving throw. On
Choose one of the following options. a failed save, the creature is knocked prone and until the end
of your next turn, its speed is 0, and it cannot benefit from
Cave Bear any bonus to its speed.
Your brawling combat style resembles a fearsome bear. You can use Grounding Strike a number of times equal
• Your unarmed strikes deal 1d6 bludgeoning, piercing, to your proficiency bonus. You regain expended uses when
or slashing damage (choose whenever you deal you finish a short or long rest.
damage). This damage increases to 2d6 once your size
becomes Large at 5th level.
• When you take the Attack action and attack with an
unarmed strike, you can use a bonus action to make
another unarmed strike.
• Once per turn, when you hit a creature with an
unarmed strike, you can attempt to grapple it.
Crashing Storm Strikes
You are highly adept at throwing weapons. Certain ogre features are called “strikes,” such as Savage
• You can treat any weapon you throw as having a Strike and Overwhelming Strike. They are marked with a
thrown range of 60/240 and 1d10 damage. This damage morningstar icon. You cannot apply more than one strike on
increases to 2d10 once your size becomes Large at 5th a single attack.
level.
These benefits apply to any simple, martial, or
Pin the Foe Versatility (level 6)
Cave Bear (ogrish fighting style) Further levels you gain can either be in ogre or another
When you grapple a creature, you can knock both yourself class.
and the creature prone, and the creature is restrained as
long as it remains grappled by you. While it is restrained in Superior Ogrish Fighting
this way, you can apply one of the following effects: Style (level 7)
• Shut the creature’s mouth, preventing it from biting,
speaking, breath attacking, or using verbal spell Your combat abilities reach even greater extents, providing
components. you the feature associated with the fighting style you chose
• Lock the creature’s arms, preventing it from attacking at 1st level.
with its arms, accessing items, or using somatic spell
components. Overwhelming Strike
The GM can prohibit an option depending upon a creature’s Falling Tree (ogrish fighting style)
anatomy. For example, it is not possible to cover all of a When you hit a creature with a heavy melee weapon, you
gibbering mouther’s mouths or to lock all of a marilith’s can declare an overwhelming strike. The creature takes
arms. an additional 2d6 weapon damage and must succeed on
You can use Pin the Foe a number of times equal to a Constitution saving throw or be stunned until the end
your proficiency bonus. You regain expended uses when you of your next turn. This feature cannot stun incorporeal
finish a short or long rest. creatures.
Savage Strike You can use this feature a number of times equal to
Falling Tree (ogrish fighting style) your proficiency bonus. You regain expended uses when you
When you hit a Huge or smaller creature with a heavy melee finish a long rest.
weapon, you can declare a savage strike. The creature takes
an additional 2d6 weapon damage and must succeed on a Stone Rain
Strength saving throw or be knocked prone. You can also Crashing Storm (ogrish fighting style)
push it up to 10 feet away from you on a failed save. As an action, choose a point you can see within 120 feet of
You can use Savage Strike a number of times equal to yourself. You toss a large amount of rocks or other heavy
your proficiency bonus. You regain expended uses when you objects, and each creature within 10 feet of the point
finish a short or long rest. must make a Dexterity saving throw. A creature takes 6d6
bludgeoning damage on a failed save or half damage on a
Ability Score Improvement successful one.
In order to use this feature, you must have two hands
(levels 4, 8, 12, 16, and 19)
free and enough thrown objects to fill both hands. You can
You can increase one ability score of your choice by 2, or use this feature a number of times equal to your proficiency
you can increase two ability scores of your choice by 1. As bonus. You regain expended uses when you finish a long
normal, you cannot increase an ability score above 20 using rest.
this feature.

Ursine Mauler
Fast Movement (level 5) Cave Bear (ogrish fighting style)
Your speed increases by 10 feet while you are not wearing Your extraordinary bear-like qualities advance.
heavy armor. • You deal an additional 1d6 damage on attacks against
creatures you are grappling.
Size Increase (level 5) • You do not suffer disadvantage on unarmed strikes you
Your extraordinary growth has brought you to greater make while prone.
proportions. You are now Large size. You stand between • Your unarmed strikes are magical and therefore
8 and 9 feet tall and weigh from 450 to 550 pounds. Your overcome resistance and immunity to nonmagical
carrying capacity doubles, as does the amount of weight you attacks.
can push, drag, or lift.
Your Strength score increases by 2, and your maximum Improved Toughness (level 9)
Strength score is now 22. Your Toughness feature now provides resistance to any
With this increase to size category, you can now wield damage type except psychic.
weapons suited to Large-sized creatures. Their damage
dice are double that of their medium equivalents,
and they weigh eight times as much. For example, a javelin
deals 2d6 damage, and a greatsword deals 4d6 damage.
Tenacity of Giants (level 11) Grim Overlord
Your tenacity and resilience reach incredible proportions.
When you drop to 0 hit points and do not die outright, You embody the archetype of a brutal warlord. Many fear
you can drop to 1 hit point instead. In addition, when you you, and those who do not will soon learn. The ones who
activate Tenacity of Giants, you can make a weapon attack as defy you will end up adding to your adornments with their
a reaction. treasures—or their very bones.
Once you use this feature, you regain it via Recharge 6.
At the start of each of your turns, roll 1d6. On a result of 6, Browbeat Strike (level 2)
you regain the use of Tenacity of Giants.
When you hit a creature with a melee weapon attack, you
can declare a browbeat strike. The creature must make a
Wisdom saving throw. On a failed save, it is frightened until
—Ogre Paths— the end of your next turn, and it must choose one of the
Though most ogres are dull-witted oafs and disorganized following:
marauders, certain rare individuals display exceptional • It takes an additional 2d10 damage from the attack.
talents. These go on to become astounding battle hulks, • The only action it can take on its next turn is Dash or
fearsome overlords, or even mysterious ogre mages. Dodge.
Once you use this feature, you must finish a short or long
rest to regain it.
Brute
You began as a ruffian and warrior, but as time goes on, Embodied Menace (level 2)
your incredible power reveals your potential to become a An intimidating air surrounds you, and those who cross you
champion among giant-kin. shudder to behold that you are a dread overlord on the rise.
• You gain proficiency with the Intimidation skill. If you
Hulking Ogre (level 2) are already proficient with this skill, you gain expertise
in it.
Your musculature is a spectacle to behold. The feats of
• You gain advantage on saving throws made against
strength that you perform truly are those of giants. being frightened.
• You have advantage on Strength checks.
• You ignore the first 30 feet of falling damage, as long as
you are not incapacitated. Minions (level 6)
You have 3 goblin allies that attend you, fight alongside you,
and otherwise obey your commands to the best of their
Rampage (level 2) ability. Their statistics are the same as the basic goblin. In
When you score a critical hit or reduce a creature to 0 hit combat, they share the same initiative. They do not gain
points with a melee weapon attack on your turn, you can levels or accrue experience points, unless the GM decides to
use a bonus action to move up to half your speed and make a make an exception.
melee weapon attack. When you choose this feature, you find the goblins the
next time you finish a short or long rest in a location where
Onslaught of Rancor (level 6) goblins could potentially dwell (which is almost anywhere).
As an action, make two melee weapon attacks against one They follow you out of fear, awe, and the chance for
creature. If both attacks hit, make a third attack against the plunder. When one or more of the goblins die, you can gain
same creature, which deals half damage on a hit. replacements in the same fashion as the originals.
Special: If the target creature has harmed you at any
previous point in time, you have advantage on these attack
rolls. Boneclad Despot (level 10)
Once you use this feature, you must finish a short or You adorn yourself with the bones of those you have slain,
long rest to regain it. wearing them as adornments or armor. This reflects the
grim and vicious power you wield.
Quake Landing (level 10) As a bonus action, you can place a curse on a creature
When you land on a solid surface after jumping or dropping you can see within 30 feet of you. The first time you hit the
Joan Maldonado (right)

at least 20 feet, you can use a bonus action to cause a violent cursed creature with a melee attack on each of your turns, it
tremor. Each creature in contact with the surface and within takes an additional 1d10 necrotic damage and must succeed
10 feet of you must succeed on a Dexterity saving throw or on a Wisdom saving throw or be frightened of you until
take 2d6 bludgeoning damage and fall prone. the end of your next turn. The curse lasts until magically
removed. It also ends if you curse a different creature or you
die.
Once you use this feature, you must finish a short or
long rest to regain it.
Oni-Blooded Ghostly Gift (level 2)
Once per long rest, you can cast invisibility without
Running through your veins is an innate magical expending a spell slot. If you have 2nd-level spell slots, you
connection, owing to your oni heritage. Your skin has a more can also cast this spell normally.
colorful hue than most ogres, two small horns sprout from
your forehead, and there is a supernatural intensity to your
eyes. Breath of Dreaming Mists
(level 6)
Spellcasting (level 2) You can cast gaseous form and hypnotic breathMH each once per
You learn a number of spells through your oni lineage. long rest without expending a spell slot. If you have 3rd-level
Cantrips. At 2nd level, you know two cantrips. Choose spell slots, you can also cast these spells normally.
them from the sorcerer spell list. At 11th level, choose
another cantrip in this way. Breath of Brumal Fury
Spell Slots and Spells Known. The Oni-Blooded
Spellcasting table shows how many spell slots you have and (level 10)
how many spells you know. You regain all expended spell Once per long rest, you can cast cone of cold without
slots when you finish a long rest. Whenever you learn a spell, expending a spell slot. If you have 5th-level spell slots, you
choose from the sorcerer spell list. Whenever you gain a level can also cast this spell normally.
in this class, you can replace one of these spells with another
spell of your choice from this list, as long as it is of a level for
which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting
ability. Your spell save DC is 8 + your proficiency bonus +
your Charisma modifier. Your spell attack modifier is your
proficiency bonus + your Charisma modifier.
Spellcasting Focus. You can use a rod, staff, or totem as
a spellcasting focus.

Multiclass Spellcaster
If you multiclass with another class that has the Spellcasting
feature, you add one third your ogre level (rounded down) in
order to determine your available spell slots.
Vampire After draining the noble lady, the vampire slips off into
the night. His coachman awaits him in the gloom behind a
stable. Secluded within the carriage is his coffin, where he
Having scaled up the manor wall, the nocturnal stalker will rest by day, while traveling to meet with the treasure
vaults onto the veranda. He taps on the ornate window hunters who have contracted him for their delve into the
screen until the young noble lady awakens. “What are you dreaded Tomb of Weeping Caryatids.
doing here?” she gasps, draping a robe over her nightgown.
“I told you I would come visit you, and we would
dance in the moonlight.” He smiles through the frills of the Hunger and Desire
lacquered screen. Of all the many traits associated with vampires, what
“I thought you had said that in jest.” The maiden means defines them the most are their ravenous urges. Behind
to protest the visitor, but then she meets his gaze—two everything they do is a hunger they cannot escape. Even
alluring eyes staring through the tiny window openings. Her one who pursues interests such as collecting fine art and
resolve melts away like candle wax beside a bonfire. amassing a library of books is ultimately beholden to the
“Come to me, lovely thing,” says the visitor on the bloodlust that underpins his every endeavor. Some vampires
balcony. At that, the lady unlatches the window screen and seek friendship or romance, but such relationships will
crawls out into his embrace. He hoists her onto the veranda, never be as they are for mortals; rather, they are shadows,
where they commence to dance and to speak of many a dark tendrils that end up serving the goal of feeding upon
fanciful thing. She giggles and coos into his ear as they sway the living. Other vampires reject any affectations of a normal
under the soft glow of the moon. life, and embrace the foulest depths of their nature.
I swear, most of them want to be taken. In their hearts, they
crave such a sweet release. The rake brings his lips to the girl’s The Night that Never Ends
delicate neck and sinks his fangs into her. What a delight you
New vampires are created by a sire, sometimes called
are, lovely thing … a last delight before I go onto the filthy work that
a vampire lord, which is a vampire that has reached a
must be done.
particularly high level of power. If a sire slays a humanoid
with its blood-draining bite, and the victim is buried in the
ground, the person rises as a vampire spawn the following
nightfall. The spawn represents a lowly form of vampire,
dangerous in its own way, but nothing compared to the sire
and unlikely to ever strengthen in any substantial way.
A different type of a vampire (the one presented here
in Monstrous Heroes) is created through a dark ritual. This
process involves a sire draining a person’s blood to the
very brink of death, then opening one of its own veins and
feeding the subject. The ritual subject is placed in a tomb
or coffin, then rises again at sunset the next evening. This
new vampire begins weaker than a spawn, but its potential
is vast. Whether or not the subject willingly took part in the
ritual, they are forevermore a creature of the night, for not
only does the sun bring incapacitating fatigue, but its rays
are pure destruction.
Vampire Racial Traits You do not need to eat food or drink water to survive. Also
note that most forms of healing magic do not function on
Vampire provides both your racial traits and class features.
undead.
Ability Score Increase. Your ability scores each increase
Size. Your size is Medium or Small, and your height and
by 1.
weight are that of your original humanoid form.
Age. Vampires do not age and are immortal unless
Speed. Your base walking speed is 30 feet.
killed. A vampire that has gone an extended period of time
Darkvision. You have superior vision in dark and dim
without feeding will appear haggard or cadaverous, but once
conditions. You can see in dim light within 120 feet of you as
it has sated itself on blood, its usual countenance returns.
if it were bright light, and in darkness as if it were dim light.
Typical Alignments. Neutral evil, lawful evil, chaotic evil.
You cannot discern color in darkness, only shades of gray.
While vampires are a diverse group in some ways, at their
Languages. You speak the language(s) of your original
core, they are undead killers who drain the life from people
humanoid race.
in order to sustain their unnatural existence. Rarely does
Vampirism. See the description below for details.
a vampire retain even a shred of compassion or goodwill
Natural Weapons. You have two natural weapons. One
from its prior life. A good-aligned vampire is considered
is a bite, and the other can be either claws or a slam (choose
an impossibility, and those who manage neutrality instead
one).
of evil do so through cold reasoning and philosophical
determination (along with concerted efforts to find solutions
to the need for feeding upon the living).
Creature Type. Your creature type is undead. You were
previously a member of a humanoid race, but after going
through a dark ritual, you have been transformed into a
vampire. You retain none of your original race’s racial traits.
Bite Grappling
Your sharp canine fangs are a natural weapon with the Certain vampire features allow you to grapple a creature
finesse property, which you can use to make unarmed when you hit with an attack. As normal, in order to grapple a
strikes. You can only use your bite to attack a target that creature, it must be no more than one size larger than you.
is willing or that is grappled by you, incapacitated, or
restrained. On a hit, your bite attack deals piercing damage Vampirism
equal to 1d6 + your Strength or Dexterity modifier plus 1d6
Being a vampire involves a number of characteristics, as
necrotic damage. The target’s hit point maximum is reduced
detailed below.
by an amount equal to the necrotic damage taken, and you
Feeding. As a vampire, you have a necessity to feed upon
regain hit points equal to that amount. The reduction lasts
living people. For the purpose of this feature, a person is a
until the target finishes a long rest. The target dies if this
humanoid, dragon, fey, giant, or monstrosity that is sapient
effect reduces its hit point maximum to 0.
and speaks a language. A feeding involves you drinking a
You do not deal necrotic damage if the target is a
person’s blood until you have killed them with your necrotic
construct or undead, if the target does not have blood, or if
damage. Feeding is a supernatural process, as a person’s
the target’s heart has stopped beating.
blood remains in your system for only a moment before your
When you hit a creature grappled by you with your bite
body converts it into the life essence that sustains you.
attack, you can choose to latch on. As long as the creature
If ten nights pass in which you have not fed, you must
remains grappled by you, you can automatically deal your
make a Charisma saving throw the following sunset. The
bite’s necrotic damage to it as an action. If you want to make
DC is 10 and increases by 1 each sunset thereafter. On a
another bite attack, you must end the latch-on (no action
failed save, you become no more than mindless hunger that
required).
carelessly attacks any living creature in sight. You regain
At 6th-level vampire, your bite’s necrotic damage
control of yourself after you have fed.
increases to 2d6, and at 11th-level vampire, it increases to
Breathless. You can draw breath in order to speak
3d6.
or to appear as a living person, but you do not require air
Claws to survive. You also have no heartbeat, and when lying
Your sharp nails are a natural weapon with the finesse motionless, you appear as a corpse.
property, which you can use to make unarmed strikes. On Gravebound. The ritual that transformed you into a
a hit, your claw attack deals slashing damage equal to 1d8 + vampire bound you to a coffin or crypt. This is known as your
your Strength or Dexterity modifier, or instead of dealing resting place, though it does not need to remain stationary
damage, you can grapple the target. (you can keep your coffin in a carriage, for example). You can
only take long rests within your resting place, though you
Slam
can take short rests normally.
Strikes from your limbs are a natural weapon with the
If your resting place is destroyed, you can bind yourself
finesse property, which you can use to make unarmed
to a new one by performing a 1-hour ritual. You must be
strikes. On a hit, your slam attack deals bludgeoning
in the new resting place during the entirety of the ritual,
damage equal to 1d8 + your Strength or Dexterity modifier,
and the ritual fails if the coffin or crypt already belongs to
or instead of dealing damage, you can grapple the target.
someone else.
Weaknesses. You have the following flaws.
Dealing Necrotic Damage Forbiddance. You cannot enter a residence without
When you roll your bite’s damage, it is a good idea to use permission from someone who lives there. This applies only
different colors of dice for the necrotic and the piercing to houses, castles, temples, and other such formal residences
damage. where people live. It does not apply to dungeons, caves,
If the GM is confident that a bitten target is not going to secret hideouts, and the like.
be regaining hit points, it is usually preferable to simply not Stake to the Heart. If a piercing weapon made of wood is
track the reduction of maximum hit points. driven into your heart while you are incapacitated in your
If such tracking is needed, one method is for the player resting place, you are paralyzed until the stake is removed.
to state the piercing damage first, which the GM subtracts Sunlight Hypersensitivity. You take 20 radiant damage
from the target’s current hit points, then the player states when you start your turn in sunlight. While in sunlight, you
the necrotic damage, which is subtracted from the target’s have disadvantage on attack rolls and ability checks.
current and maximum hit points.
Another method for a GM to record the damage is for Preferred Ability Scores
the player to state the total damage dealt, which the GM Vampires are highly versatile, as they came from all walks
subtracts from the target’s current hit points, then the player of life before being converted into undead, and various
states the necrotic damage only, which is subtracted from bloodlines wield different kinds of powers. It is a good idea
the target’s maximum hit points. to first look over the bloodlines to get an idea of what kind of
vampire you want to play.
A dark beguiler will want high Charisma, a nocturne
needs high Intelligence, and a strigoi or a vampiric warrior
favors Strength or Dexterity.
Vampire Class Features Magical Attacks (level 7)
Your natural weapons become magical and therefore
Hit Dice: 1d8 per vampire level overcome resistance and immunity to nonmagical attacks.
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Versatility (level 9)
modifier per vampire level after 1st. Further levels you gain can either be in vampire or another
class.
Proficiencies
Armor: Light armor Essence Drain (level 10)
Weapons: Simple weapons Necrotic damage you deal ignores resistance and treats
Tools: None immunity as resistance.
Saving Throws: Dexterity, Charisma Furthermore, your bite now deals necrotic damage to
Skills: Choose two from Acrobatics, Athletics, Deception, constructs, undead, and creatures without blood. As long as
Insight, Intimidation, Perception, Persuasion, Religion, the creature is not completely dead, the effects of your bite
Stealth, and Survival function. This does not change your need to feed upon living
people.
Equipment
You start with the following equipment, in addition to the Regeneration (levels 10 and 18)
equipment from your background: The undead force within you develops into an innate
• A simple weapon regeneration. You regain 2 hit points at the start of your
• A resting place (see the gravebound portion your turn if you have at least 1 hit point and are not in sunlight or
Vampirism feature)
running water. If you take radiant damage or damage from
• 100 gp worth of equipment (or wealth) holy water, this regeneration does not function at the start of
your next turn.
Bloodline (levels 1, 3, 7, 9, 14, and 18) At 18th level, the amount of hit points you regain from
Choose a bloodline, which determines a number of powers your regeneration increases to 5.
that you possess: Dark Beguiler, Nocturne, Strigoi, or
Vampiric Warrior. Each of these bloodlines are detailed at Mist Form (level 11)
the end of this section. If you are not in sunlight or running water, you can use your
action to polymorph into a Medium cloud of mist or back
Expert Skills (levels 2 and 8) into your true form. While in mist form, you cannot take any
Choose two skills. If you are not proficient with a chosen actions, speak, or manipulate objects. You are weightless,
skill, you gain proficiency with it. If you are proficient with a have a flying speed of 20 feet, can hover, and can enter a
chosen skill, you gain expertise with it. hostile creature’s space and stop there. In addition, if air
can pass through a space, you can do so without squeezing,
Necrotic Resistance (level 2) and you cannot pass through water. You have advantage
You gain resistance to necrotic damage. on Strength, Dexterity, and Constitution saving throws,
and you are immune to all nonmagical damage, except the
Ability Score Improvement damage you take from sunlight. When you transform, your
(levels 4, 6, 8, 12, 16, and 19) equipment melds into your new form, and you cannot use
or otherwise benefit from any of it. You revert to your true
You can increase one ability score of your choice by 2, or form if you die.
you can increase two ability scores of your choice by 1. As
normal, you cannot increase an ability score above 20 using
this feature.
—Vampire Bloodlines—
Vampire bloodlines are different branches of the vampire
Multiattack (level 5) kindred, each of which possesses unique abilities and
characteristics. These bloodlines are passed down by sires,
You have learned how to better coordinate your attacks.
through so-called generations.
As an action, you can make two attacks. Only one of these
attacks can be a bite.
Dark Beguiler
Spider Climb (level 6) Dark Beguilers are vampires who have a penchant for
You gain a climbing speed equal to your walking speed. You
influencing minds. They are also most likely to put on airs
can climb any surface that is not completely smooth, even
of romanticism, though this is nothing more than a tactic to
upside down, without needing to make ability checks. You
get close to prey.
still must use your hands and feet to climb.
Dark Beguiler Save DC it does not obey suicidal commands. If the target completes
Certain dark beguiler features require the target to make an order and does not receive further direction from you, it
a saving throw. Your save DC for these features is 8 + your acts according to its nature, though influenced by its loyalty
proficiency bonus + your Charisma modifier. to you.
During initiative, your thrall has the same initiative as
Charming Gaze (level 1) you, and it takes its turn immediately before or after yours.
You have the ability to manipulate minds and emotions with Whenever you are targeted by an attack, spell, or other
your gaze. As an action, target a beast or humanoid you can effect, and your thrall is within 5 feet of you, you can use
see within 30 feet of you. If the target can see you, it must your reaction to make the thrall the target instead of you.
succeed on a Wisdom saving throw or be magically charmed In order for a creature to be your thrall, its CR or level
by you for 1 hour. The target makes this saving throw with must be no more than 1/3 your vampire level (rounded
advantage if you or your allies are fighting it. down). The thrall is released from service if you bind a new
The charmed target regards you with trust and thrall or if you die. You can also release a thrall as an action
fascination, and it is a willing target for your bite attack. by declaring to it that you have freed it.
Each time you or your allies do anything harmful to the
target, it can repeat the saving throw, ending the effect on Heightened Defenses:
itself on a success. The effect also ends if you die or take a Willpower (level 3)
bonus action to end it. In any case, when the charm ends, You gain proficiency with Wisdom saving throws.
the target is aware that you influenced its mind.
You can use this feature a number of times equal to
your proficiency bonus. You regain expended uses when you
Pervasive Influence (level 7)
finish a short or long rest. You can now target any type of creature with Charming
Gaze, not only beasts and humanoids.
Insidious Beckoning (level 1) Furthermore, you bypass creatures’ immunities to the
charmed and frightened conditions, as long as the CR or
You can use your innate magic to control creatures. As an
level of such a creature is not higher than your vampire level.
action, target a creature you can see within 60 feet of you,
which must make a Wisdom saving throw. On a failed save,
choose two of the following effects to apply to the target:
Terrify (level 7)
• The target takes 1d6 psychic damage. This damage You can induce extreme fear in others. As an action, target
increases by 1d6 when you reach certain vampire levels: any number of creatures you can see within 30 feet of you.
5th level (2d6), 11th level (3d6), and 17th level (4d6). If a target can see you, it must succeed on a Wisdom saving
• Move the target 10 feet closer to you. Until the end throw or be magically frightened for 1 minute.
of your next turn, each 1 foot of distance the target If a creature fails its saving throw by 5 or more, the only
moves away from you costs it an additional 1 foot of actions it can take are Dash, Dodge, and Hide as long as it is
movement. frightened.
• The next saving throw the target makes before the end At the end of each of its turns, the frightened creature
of your next turn suffers a −1d4 penalty. repeats the saving throw, ending the effect on itself on a
success.
Unarmored Defense: Once you use this feature, you must finish a short or
Preternatural Deflection long rest to regain it.
(level 1)
Dominating Gaze (level 9)
While you are not wearing any armor, your Armor Class
Your ability to influence minds increases drastically. As an
equals 10 + your Dexterity modifier + your Charisma
action, target a beast or humanoid you can see within 30
modifier. If you later gain proficiency with shields, you can
feet of you. If the target can see you, it must succeed on a
use a shield and still gain this benefit.
Wisdom saving throw or be magically charmed by you for 1
hour.
Bind Thrall (level 3) The charmed target regards you as its master that
You have mastered the secret of binding creatures to your it must heed and protect. It does its best to obey your
service. To attempt to bind a thrall, you must spend 1 minute commands, though it does not obey suicidal commands. If
interacting with a creature within 10 feet of you that is the target completes an order and does not receive further
charmed by your Charming Gaze. The target then makes a direction from you, it defends and preserves itself to the best
Wisdom saving throw, and on a failed save, it becomes your of its ability.
thrall. On a successful save, the charmed condition ends, Each time you or your allies do anything harmful to the
and the target becomes immune to Bind Thrall for 24 hours. target, it can repeat the saving throw, ending the effect on
Your thrall regards you as its master that it must heed itself on a success. The effect also ends if you die or take a
and protect. It does its best to obey your commands, though bonus action to end it.
Once you use this feature, you must finish a long rest to
regain it.
Heartdrinker (level 9)
You have developed the power to draw emotional energy Your Spellbook
from your prey. You gain immunity to the charmed and The spells that you add to your spellbook as you gain levels
frightened conditions. reflect the arcane research you conduct on your own, as well
In addition, when you feed upon a person, you gain as intellectual breakthroughs you have had about the nature
strengthened emotions for 24 hours. During this time, of the multiverse. You might find other spells during your
whenever you make an ability check or saving throw based adventures. You could discover a spell recorded on a scroll or
on Wisdom or Charisma, roll 1d6 and add it to the result. an ancient spell tome.
Copying a Spell into the Book. When you find a wizard
spell of 1st level or higher, you can add it to your spellbook if
Nocturne it is of a spell level you can prepare and if you can spare the
time to decipher and copy it. Copying that spell into your
Those known as Nocturnes are dark scholars and arcanists spellbook involves reproducing the basic form of the spell,
who spend long nights pursuing esoteric knowledge. They then deciphering the unique system of notation used by the
are essentially vampiric wizards, though they have the mage who wrote it. You must practice the spell until you
ability to blend shadow magic with wizardry. understand the sounds or gestures required, then transcribe
it into your spellbook using your own notation.
Spellcasting (level 1) For each level of the spell, the process takes 2 hours and
You command an amount of arcane magic, which you obtain costs 50 gp. The cost represents material components you
through extensive studies and practice. expend as you experiment with the spell to master it, as well
Cantrips. At 1st level, you know four cantrips. Two of as the fine inks you need to record it. Once you have spent
the cantrips are blade of deathMH and shadowgazeMH (these this time and money, you can prepare the spell just like your
count as wizard spells for you). Choose the other two other spells.
cantrips from the wizard spell list. At 11th level, choose Replacing the Book. You can copy a spell from your
another cantrip from the wizard spell list. own spellbook into another book—for example, if you want
Spellbook. At 1st level, you have a spellbook containing to make a backup copy of your spellbook. This is just like
four 1st-level spells, which you chose from the wizard spell copying a new spell into your spellbook, but faster and
list. Your spellbook is the repository of the spells you know, easier, since you understand your own notation and already
except your cantrips, which are fixed in your mind. know how to cast the spell. You need to spend only 1 hour
Preparing and Casting Spells. The Nocturne and 10 gp for each level of the copied spell.
Spellcasting Table shows how many spell slots you have. You If you lose your spellbook, you can use the same
regain all expended spell slots when you finish a long rest. procedure to transcribe the spells that you have prepared
You prepare spells from those that are in your spellbook. into a new spellbook. Filling out the remainder of your
To do so, choose a number of spells from your spellbook spellbook requires you to find new spells to do so, as normal.
equal to your Intelligence modifier + half your vampire level For this reason, many vampires keep backup spellbooks in a
(rounded down). The spells must be of a level for which you safe place.
have spell slots. The Book’s Appearance. Your spellbook is unique to
Casting the spell does not remove it from your list you. It might be a beautiful tome you received as a gift from
of prepared spells. You can change your list of prepared your sire, a discreet volume that resembles a journal, or even
spells when you finish a long rest. Preparing a new list of a sinister thing bound in human skin.
spells requires time spent studying your spellbook and
memorizing the incantations and gestures you must make
to cast the spell: at least 1 minute per spell level for each spell Multiclass Spellcaster
on your list. If you multiclass with another class that has the Spellcasting
Spellcasting Ability. Intelligence is your spellcasting feature, you add half your vampire level (rounded down) in
ability. Your spell save DC is 8 + your proficiency bonus + order to determine your available spell slots.
your Intelligence modifier. Your spell attack modifier is your
proficiency bonus + your Intelligence modifier.
Ritual Casting. You can cast a spell as a ritual if that
spell has the ritual tag and you have the spell in your
spellbook. You do not need to have the spell prepared.
Spellcasting Focus. You can use an arcane focus as a
spellcasting focus for your nocturne spells.
Learning Spells of 1st Level and Higher. Each time you
gain a vampire level, you can add one spell to your spellbook
for free. You must choose this spell from the wizard spell
list, and it must be of a level for which you have spell slots.
On your adventures, you might find other spells that you can
add to your spellbook.
Deepening Shadows (level 7)
Your abilities with shadow magic increase, providing you the
following umbras.
Wings of Night (umbra): As an action, you cast the spell cloak
of shadowsMH without expending a spell slot.
Umbral Hunger (umbra): When you deal damage with a
spell, convert the damage type to necrotic (if it was not
already). Choose one creature damaged by this spell, and
regain hit points equal to the amount of necrotic damage it
took. If this damage kills a person, it counts as a feeding.

Spiritdrinker (level 9)
You have developed the power to draw mystical energy
from your prey. When you feed upon a person, you gain
three levels worth of bonus spell slots. In other words, this
functions as either one 3rd-level slot, one 2nd-level slot plus
one 1st-level slot, or three 1st-level slots. If unused, these
bonus spell slots disappear after 24 hours.
If the person you fed upon had the ability to cast spells,
you instead gain four levels of bonus spell slots.
Once you use this feature, you must finish a long rest to
regain it.

Strigoi
The most monstrous of the vampire bloodlines, Strigoii
Unarmored Defense: Abjuring often dwell in sewers, crypts, or ruins. They are frightfully
Ward (level 1) effective at attacking with their natural weapons, and
While you are not wearing any armor, your Armor Class they have a supernatural connection to nocturnal beasts.
equals 10 + your Dexterity modifier + your Intelligence
modifier. If you later gain proficiency with shields, you can Strigoi Save DC
use a shield and still gain this benefit. Certain strigoi features require the target to make a
saving throw. Your save DC for these features is 8 + your
Heightened Defenses: proficiency bonus + your Strength or Dexterity modifier.
Willpower (level 3) Feral Striker (level 1)
You gain proficiency with Wisdom saving throws.
You are a bloodthirsty monster, gaining the following
benefits:
Shadowcaster (level 3) • You can make bite attacks against creatures without the
You develop the ability to tap into the power of the Plane of conditions that are normally required.
Shadow. You gain the following umbras. Once you use an • Whenever you hit with a natural weapon, you can
umbra, you must finish a long rest to regain it. grapple the target in addition to dealing damage. You
can choose to latch on if it was a bite attack.
Shadow-Woven Spell (umbra): When you use an action to • If you spend an action to deal your necrotic damage to a
cast a spell, you also cast blade of deathMH or shadowgazeMH creature you are latched onto, double the damage dice.
immediately before or after the spell.
Nocturnal Veil (umbra): As an action, you cast the spell
Damage Transfer (level 1)
darkness without expending a spell slot. You are able to see If you take damage while grappling a creature, you can
through the magical darkness created by this instance of the spend your reaction to take half the damage, and the
spell. creature you are grappling takes the other half.
Once you use this feature, you must finish a short or
long rest to regain it.
Unarmored Defense:
Toughened Skin (level 1)
While you are not wearing any armor, your Armor Class
equals 10 + your Dexterity modifier + your Constitution
modifier. If you later gain proficiency with shields,
you can use a shield and still gain this benefit.

Dread Lurker (level 3)


Your prowess for stalking prey grows considerably.
• You can take the Hide action as a bonus action.
• You can attempt to hide even when you are only lightly
obscured.
• Whenever you are hidden from a creature and hit it
with a melee attack or grapple it, you can attempt to
frighten it. The creature must succeed on a Wisdom
saving throw or be frightened for 1 minute. At the
end of each of its turns, the creature can repeat the
saving throw, ending the frightened condition on itself
on a success. A creature that succeeds on its saving
throw against this feature becomes immune to being
frightened by it for 24 hours.

Heightened Defenses:
Durability (level 3)
You gain proficiency with Constitution saving throws.

Bat Form (level 7)


If you are not in sunlight, you can use your action to you in 1d4 rounds. They are your allies, obey your spoken
magically transform into a bat or back to your true form. commands (no action required by you), and act directly after
Your statistics remain the same, with the following you in initiative. The beasts remain for 1 hour, until you die,
exceptions: or until you dismiss them as a bonus action.
Once you use this feature, you must finish a long rest to
• Your size is Tiny, with a wingspan of 1 foot. You can regain it.
squeeze through openings as narrow as 2 inches wide.
• You have a flying speed of 30 feet. Lifedrinker (level 9)
• You have blindsight out to 60 feet, as long as you are not You have developed the power to draw primal energy from
deafened.
your prey. You gain immunity to poison and disease, as well
• The only attack you can make is your bite. You only deal
as to the frightened condition.
1 piercing damage with it, though the necrotic damage
is unchanged. In addition, when you feed upon a person, the base
• You cannot cast spells. damage of your natural weapons increases to 1d10 piercing
• You cannot speak or perform any action that a bat is (bite) and 1d10 slashing (claws) or 1d10 bludgeoning (slam)
physically incapable of. for 24 hours.

When you transform, your equipment merges into your


new form, and you cannot use or otherwise benefit from any
of it. You also revert to your true form if you drop to 0 hit
points or die.
Joan Maldonado

Children of the Night (level 9)


You can now call upon nocturnal beasts. As an action, you
magically call 2d4 swarms of bats or rats, provided that
the sun is not up. While outdoors, you can call 3d6 wolves
instead. The called creatures arrive 30 feet away from
Vampiric Warrior Crippling Blow (level 9)
You perfect a technique that renders the target overwhelmed
Vampiric Warrior is a term for a variety of elite vampire with system shock. When you hit a creature with a melee
swordsmen and knights. Not only are they experts in the weapon attack, you can declare a crippling blow. The
usage of weapons and armor, they also infuse their martial creature must succeed on a Constitution saving throw or be
skill with their supernatural effects. magically paralyzed until the end of your next turn.
You cannot use Crippling Blow in conjunction with any
Vampiric Warrior Save DC other class feature that is activated on a hit.
After using Crippling Blow, you must complete a short
Certain vampiric warrior features require the target to make
or long rest to regain it.
a saving throw. Your save DC for these features is 8 + your
proficiency bonus + your Strength or Dexterity modifier.
Irondrinker (level 9)
Warrior Talents (level 1) You have developed the power to draw iron from your prey’s
blood. Your AC increases by 1.
You possess a remarkable adeptness in combat.
In addition, when you feed upon a person, you gain
• You gain proficiency with medium armor, heavy armor,
shields, and martial weapons. temporary hit points equal to twice your proficiency bonus.
• Your hit point maximum increases by 1 and increases by
1 again whenever you gain a level of vampire.
• You gain a fighting style, chosen from the fighter class.

Unarmored Defense:
Toughened Skin (level 1)
While you are not wearing any armor, your Armor Class
equals 10 + your Dexterity modifier + your Constitution
modifier. You can use a shield and still gain this benefit.

Sanguine Blade (level 3)


You learn how to absorb your foes’ blood through attacks
with swords, axes, or other handheld weapons.
When you hit a creature with a melee weapon attack,
you can deal the necrotic damage of your bite (including all
the associated effects). The weapon must be one that you are
wielding in hand, not an unarmed strike.
You can use this feature a number of times equal to your
proficiency bonus (though not more than once per attack).
You regain expended uses when you finish a short or long
rest.

Heightened Defenses:
Durability (level 3)
You gain proficiency with Constitution saving throws.

Bloodflow (level 7)
Whenever you use Sanguine Blade on a creature, it must
succeed on a Constitution saving throw or suffer bloodflow.
An affected creature takes the necrotic damage of your
bite attack (including all the associated effects) at the start
of each of its turns for 1 minute. This effect ends if you die or
are more than 120 feet away from the creature.
As an action, the affected creature or a creature within
reach can end the bloodflow by making a successful Wisdom
(Medicine) check against your vampiric warrior save DC. A
creature cannot suffer from multiple instances of bloodflow
at the same time.
Crawling Infiltrators
SPELLS 3rd-level conjuration (druid, ranger, sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 60 feet
Blade of Death Components: V, S, M (a spider or a few spider legs)
Necromancy cantrip (cleric) Duration: Concentration, up to 1 hour
Casting Time: 1 action
Range: 60 feet You summon crawling infiltrators in a space you can
Components: V, S see within range. This swarm is your ally, and it takes its
Duration: Instantaneous turn immediately after yours in initiative. It obeys your
commands, and if you give it no command, it defends
A spectral blade flies through the air, as though cast from itself, though otherwise does nothing. It understands the
an angel of death. Make a ranged spell attack. On a hit, the languages you know but cannot speak.
target takes 1d8 necrotic damage, and if you did not score a You can communicate with the swarm telepathically,
critical hit, the next time you hit the target with blade of death up to a range of 1 mile. Furthermore, as an action, you can
before the end of your next turn, it is a critical hit. perceive through the swarm’s senses until the start of your
This spell’s damage increases by 1d8 when you reach 5th next turn. During this time, you are deaf and blind with
level (2d8), 11th level (3d8), and 17th level (4d8). regard to your own senses.
Carnage
2nd-level transmutation (druid, sorcerer) Crawling Infiltrators
Casting Time: 1 bonus action Medium swarm of Tiny beasts, unaligned
Range: 30 feet
Components: V, S, M (a drop of blood) Armor Class 15 (natural armor)
Duration: Concentration, up to 1 minute Hit Points 38 (7d8 + 7)
Speed 30 ft., climb 30 ft. (spider climb)
Choose up to three creatures within range, who become STR DEX CON INT WIS CHA
filled with ferocity and deadly accuracy. Each target can 3 (−4) 18 (+4) 12 (+1) 3 (−4) 14 (+2) 3 (−4)
score a critical hit on a roll of a natural 18–20. Skills Perception +4, Stealth +8
At Higher Levels. When you cast this spell using a spell Damage Resistances bludgeoning, piercing, slashing
slot of 3rd level or higher, you can target one additional Condition Immunities charmed, frightened, grappled,
creature for each slot level above 2nd. paralyzed, petrified, prone, restrained, stunned
Senses blindsight 20 ft., darkvision 60 ft.,
Cloak of Shadows passive Perception 14
3rd-level conjuration (sorcerer, warlock, wizard) Languages —
Casting Time: 1 action Challenge 3 (700 XP) Proficiency Bonus +2
Range: Self
Components: V, S Pervasive Infiltrators. Creatures within 5 feet of the
Duration: Concentration, up to 1 hour swarm have disadvantage on saving throws against poison.
Creatures in this area that have resistance to poison
You cloak yourself in conjured shadow essence, which damage lose that resistance, whereas creatures that have
provides the following benefits: poison immunity can suffer the poisoned condition and are
• While you are in dim light or darkness, you gain treated as having only resistance to poison damage.
advantage on Dexterity (Stealth) checks.
• As a bonus action on each of your turns, you can lash Swarm. The swarm can occupy another creature’s space
out with shadows at a creature within 15 feet of you. The and vice versa, and the swarm can move through any
creature must succeed on a Dexterity saving throw or opening large enough for a Tiny insect. The swarm cannot
take 2d8 necrotic damage. regain hit points or gain temporary hit points.
• You gain a flying speed equal to your walking speed.
Web Sense. While in contact with a web, the swarm knows
the exact location of any other creature in contact with the
same web.

Web Walker. The swarm ignores movement restrictions


caused by webbing.

-ACTIONS-
Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one
target in the swarm’s space. Hit: 6d4 poison damage, or
3d4 poison damage if the swarm has half of its hit points
or fewer
Fury Trance your next turn.
4th-level transmutation (druid, sorcerer) At Higher Levels. When you cast this spell using a spell
Casting Time: 1 action slot of 6th level or higher, its effects strengthen. For each slot
Range: Self level above 5th, the poison damage increases by 1d6, and the
Components: V, S, M (a tooth, claw, or piece of horn from an CR thresholds each increase by 1.
aggressive animal)
Duration: Concentration, up to 1 minute Maw of the Gorger
5th-level transmutation (druid, sorcerer)
You invoke a fury spirit into yourself, which puts you into a Casting Time: 1 bonus action
fearsome trance and causes you to take on primal aspects— Range: Self
claws, fangs, horns, fiery spit, and the like. For the duration Components: V
of the spell, you have advantage on saving throws, and you Duration: Concentration, up to 1 minute
gain two fury attacks: an elemental blast and a natural
weapon. You channel into yourself the spirit of a mighty carnivorous
You can use a fury attack as a normal attack, and you behemoth. For the duration of the spell, you gain a bite
can also use it as a bonus action. Fury attacks are magical, attack that you can use to make unarmed strikes. This
and you are proficient with them. The attack roll for your natural weapon is magical, and you are proficient with it.
elemental blast uses your spellcasting ability modifier. The On a hit, your bite attack deals piercing damage equal to 4d8
attack and damage rolls for your natural weapon use either + your Strength modifier. Instead of using your Strength
your Strength modifier or your spellcasting ability modifier. modifier for the attack and damage rolls of the bite, you can
Elemental Blast. Range 60 feet; 2d8 cold, fire, lightning, use your spellcasting ability modifier.
or thunder damage When you hit with this bite attack, you can choose to
Natural Weapon. Melee; Bludgeoning, piercing, or make it a mauling bite. You deal an additional 4d8 piercing
slashing damage equal to 2d6 + your ability modifier damage to the target, and you regain hit points equal to half
the total piercing damage you deal. If this attack reduces
Hypnotic Breath
the target to 50 hit points or fewer, it must succeed on a
3rd-level enchantment (bard, sorcerer, wizard)
Constitution saving throw or suffer 4 levels of exhaustion
Casting Time: 1 action
due to a debilitating injury. Once you have done a mauling
Range: Self (30-foot cone)
bite, the spell ends.
Components: V, S
Duration: 1 round Mystic Shield
You exhale magical vapors in a 30-foot cone. Each creature 1st-level abjuration (cleric, sorcerer, wizard)
in this area must succeed on a Constitution saving throw or Casting Time: 1 reaction, which you take when you
fall unconscious for 1 minute. This effect ends for a creature take damage
if it takes damage or someone uses an action to shake or slap Range: self
it awake. Components: V, S
A creature immune to the charmed condition is Duration: Instantaneous
unaffected by hypnotic breath. You gain resistance to this instance of the triggering
damage.
Infestation Onslaught
5th-level conjuration (druid, ranger, warlock) Noxious Mist
Casting Time: 1 action 2nd-level conjuration (warlock)
Range: 120 feet Casting Time: 1 action
Components: V, S, M (a spider or other venomous vermin) Range: 10 feet
Duration: Varies Components: V, S
Duration: Instantaneous
Spirits of deadly vermin swarm onto creatures in a 20-foot
radius, centered on a point you can see within range. The Poisonous green mists exude from you. Each creature within
spirits bite and sting viciously, and each creature in the 10 feet of you must make a Constitution saving throw. On
spell’s area must make a Constitution saving throw. On a a failed save, a creature takes 4d6 poison damage and is
failed save, a creature takes 6d6 poison damage and suffers poisoned for 1 minute. A poisoned creature repeats the
effects based on its CR or level. On a successful save, a saving throw at the end of each of its turns, ending the effect
creature takes half damage and suffers no other effect. on itself on a success. On a successful save, a creature takes
CR 1 or less: The creature is paralyzed for 1 minute and half damage and is not poisoned.
poisoned for 1 hour. At Higher Levels. When you cast this spell using a spell
CR 2–4: The creature is paralyzed until the end of your slot of 3rd level or higher, the damage increases by 1d6 for
next turn and poisoned for 1 minute. each slot level above 2nd.
CR 5 or higher: The creature is poisoned until the end of
Permeating Spores Shadowgaze
2nd-level conjuration (druid, warlock) Divination cantrip (warlock)
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 120 feet
Components: V, S, M (spores from a toxic fungus) Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
You pry into the psyche of a creature that you can see within
You create a 20-foot-radius area of magical spores centered
range. The target must make a Wisdom saving throw. On
on a point you can see within range. The sphere spreads
a failure, the target takes 1d6 psychic damage, you have
around corners, though does not obscure sight. While
advantage on attack rolls made against the target until
within this area, a creature with damage resistance loses
the end of your next turn, and you have advantage on
that resistance, whereas a creature with damage immunity
Intelligence checks to recall information about the target for
is treated as only having damage resistance. Furthermore,
1 hour.
creatures lose immunity to the poisoned condition while
This spell’s damage increases by 1d6 when you reach 5th
within the area.
level (2d6), 11th level (3d6), and 17th level (4d6).
On each of your subsequent turns after you cast this
Special: You can apply to shadowgaze any option or
spell, you can use a bonus action to move the area of spores
enhancement that applies to eldritch blast. For this purpose,
up to 30 feet in any direction.
when a target fails its saving throw against shadowgaze, this
Razor Web counts as you hitting it.
Conjuration cantrip (sorcerer, wizard)
Casting Time: 1 action
Veiling Strike
3rd-level illusion (bard, sorcerer, wizard)
Range: 60 feet
Casting Time: 1 bonus action
Components: V, S, M (a bit of spiderweb)
Range: self
Duration: 1 round
Components: V, S
You target a creature you can see within range, which must Duration: Concentration, up to 1 minute
make a Dexterity saving throw. On a failed save, the creature
The first time you hit a creature with a weapon attack before
is wrapped in razor webs of arcane force. Until the start of
this spell ends, the weapon draws an illusory veil over
your next turn, the creature takes 1 force damage for every
the target’s senses. The attack deals an extra 3d6 psychic
5 feet it moves. Teleportation or falling does not trigger this
damage, and you become invisible to the target until you
damage, though forced movement does.
make an attack, cast a spell, or stop concentrating on the
This spell’s damage increases by 1 when you reach 5th
spell.
level (2), 11th level (3), and 17th level (4).
At Higher Levels. When you cast this spell using a spell
Savage Frenzy slot of 4th level or higher, the damage increases by 1d6 for
3rd-level enchantment (druid, sorcerer, warlock) each slot level above 3rd.
Casting Time: 1 action
Range: Self (30-foot cone)
Vexing Vermin
Conjuration cantrip (druid, sorcerer, warlock, wizard)
Components: V, S, M (a tooth, claw, or piece of horn from an
Casting Time: 1 action
aggressive animal)
Range: Touch
Duration: 1 round
Components: V, S
Duration: 1 round (see description)
With a roar, you release a wave of savage impulses in a 30-
foot cone. Each creature in this area must make a Wisdom Make a melee spell attack against one creature within 5 feet of
saving throw. On a failed save, a creature must make a melee you. On a hit, a tiny vermin such as a centipede, spider, leech,
attack against a random creature on its next turn (excluding or rat appears on the target’s body. At the end of the target’s
itself). It moves up to its speed if necessary, but otherwise next turn, the vermin deals 1d12 magical piercing damage to
does nothing else. If it is unable to attack a creature, it takes it, then disappears.
3d8 psychic damage at the end of its turn. The target or another creature within reach can attempt
A creature immune to the charmed condition is to remove the vermin before it deals its damage. As an
unaffected by savage frenzy. action, the attempting creature makes a Dexterity (Sleight of
Hand) check against your spell save DC, and on a successful
removal, the vermin disappears.
This spell’s damage increases by 1d12 when you reach
5th level (2d12), 11th level (3d12), and 17th level (4d12).
MAGIC ITEMS Scale of Shape Change
Wondrous item, rare (requires attunement)
Amulet of Saving Grace This dragon scale is plated in a mixture of precious
Wondrous Item, uncommon (requires attunement) metals and embossed with a rune of transformation. It
While wearing this amulet, you gain proficiency with one grants you the ability to change your shape. As an action
saving throw of your choice. You make this choice when you while wearing the scale, you magically transform into a
attune to the amulet. You can swap out which saving throw Medium humanoid. This transformation can also include
proficiency it grants by finishing a short rest, focusing on clothing made of animal fiber, such as fur, wool, silk, or
the amulet throughout the hour. feathers, though if removed from your body, such clothing
If you fail a saving throw while wearing this amulet, you disappears.
can activate it to reroll the saving throw. Once you use this While transformed, you retain all of your statistics,
property, it cannot be used again until the next dawn. except for your size and any natural weapons. Any
equipment you are wearing or carrying is merged into or
Bone Dagger borne by the new form (your choice). The transformation
Weapon (dagger), rare (requires attunement)
ends if you use a bonus action to end it or you die.
You gain a +1 bonus to attack and damage rolls with this
weapon. On a hit, it deals an additional 1d4 necrotic damage. Vanguard Weapon
As an action, you can present the bone dagger and Weapon (any melee), uncommon (requires attunement)
speak a dark phrase commanding the undead. Each undead This weapon is forged with the spirit of those who hasten
creature that can see or hear you within 30 feet of you must ahead to meet the foe in battle. Once on each of your turns,
make a DC 15 Wisdom saving throw. If a creature fails when you spend movement to move closer to an enemy, you
its saving throw, it is commanded for 1 minute, during can move an additional 20 feet closer to the enemy.
which time it follows your spoken commands to the best
of its ability. A commanded undead ignores any suicidal
commands, and each time it takes damage, it can repeat the
saving throw, ending the commanding effect on itself on a
success. Once you use this property, it cannot be used again
until the next nightfall.

Emblem of Might
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires
attunement)
This emblem is made from a piece of natural weapon, such
as a claw, fang, horn, or spike. This appendage was extracted
from a dragon, sphinx, unicorn, or other magical creature.
While you carry or wear the emblem, your unarmed strikes
are magical, and you gain a bonus to attack and damage rolls
made with unarmed strikes. The bonus is determined by the
rarity of the emblem, and it applies to any kind of unarmed
strike you make or any natural weapon you have. The bonus
cannot combine with a bonus from another magic item.

Giant’s Satchel
Wondrous item, uncommon
This satchel weighs 20 lbs. and is always full of rocks suitable
for throwing. A rock drawn from the satchel is a magical
weapon, and it disappears after 1 round. If the wielder has a
rock attack as part of its own features, it uses those statistics
for the rock. Otherwise, the rock is treated as an improvised
weapon.
Settings & Campaign Plots
Bazagon
City of Mazes

Murkthorn
Where Shadows Dwell

Hebutown
The Seven Cantons
Upcoming Monster Classes
Changes Log V.4.6.1
April 5th, 2023

V.4.3 Dragon
February 24th, 2023 • Damage Immunity (racial trait): Clarification (poison
damage immunity also means immunity to the
Ogre poisoned condition)
• Ability Score Increase (racial trait): Revision • Change Shape (draconic talent): Revision (no burrowing
• Brutal Bludgeons (racial trait): Addition in humanoid form)
• Hit Die: Increased to d12 • Wing Shield (draconic talent): Revision
• Crashing Storm ogrish fighting style (1st level): Revision
• Falling Tree ogrish fighting style (1st level): Revision V.4.6.2
• Toughness (1st level): Revision May 9th, 2023
• Improved Toughness (9th level): Revision
• Browbeat Strike (grim overlord 2nd level): Revision Arachnir
• Web Mastery (murkweaver 3rd level): Revision
V.4.4
Dragon
February 28th, 2023
• Lair and Hoard: 50,000 gp lair guardians, the first
option changed to 5 half-dragon veterans.
Minotaur
• Draconic talents that are stances now have an icon.
• Blood Rage (juggernaut 7th level): Revision
• Empowered Breath (draconic talent): Moved to 6th level
• Flashing Claws (draconic talent): Revision
Ogre
• Roiling Assault (draconic talent): Revision
• Falling Tree ogrish fighting style (1st level): Revision
• Uncanny Shapechanger (draconic talent): Added
• Savage Strike greater ogrish fighting style (3rd level):
Revision
• Ability Score Improvement: Previous version Ogre
erroneously showed 6th level as having an ASI. • Rampage (brute 2nd level): Revision
• Overwhelming Strike superior ogrish fighting style (7th
level): Revision
• Boneclad Despot (grim overlord 10th level): Revision

Magic Items
• Section addition

V.4.5
March 8th, 2023

Arachnir
• Spidery Movement: Now a racial trait instead of a class
feature

Vampire
• Size (racial trait): Medium or Small
• Vampirism (racial trait): Forbiddance clarified. Harmed
by running water removed.

Magic Items
• Emblem of Might: Addition

V.4.6
April 5th, 2023

Dragon
• Dragon class added
OPEN GAME LICENSE Version 1.0a 6. Notice of License Copyright: You must update the
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