Monsterbound (5e Class)

From D&D Wiki

Jump to: navigation, search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Evolve franchise, and/or include content directly affiliated with and/or owned by Turtle Rock Studios. D&D Wiki neither claims nor implies any rights to Evolve copyrights, trademarks, or logos, nor any owned by Turtle Rock Studios. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png


Creating a Monsterbound[edit]

Why did they become a Monsterbound? Why did he decide to travel? How did they forge this deal? What happened to their master? Are they looking for something, do the user and the monster have a common goal?

Quick Build

You can make a Monsterbound quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the survivor or hermit background. Third, choose a longsword and an explorer's pack.

Class Features

As a Monsterbound you gain the following class features.

Hit Points

Hit Dice: 1d10 per Monsterbound level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Monsterbound level after 1st

Proficiencies

Armor: No Armor
Weapons: Simple Melee Weapons, Martial Melee Weapons
Tools: None
Saving Throws: Constitution and your choice of Strength or Dexterity
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Intimidation, Perception, Stealth, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) 1 Simple Melee Weapons or (b) 1 Martial Melee Weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • If you are using starting wealth, you have 5d4 x 10gp in funds.

Table: The Monsterbound

Level Proficiency
Bonus
Evolution Points Skill Level Max Features
1st +2 0 0 Unarmored Defense, Bound Monster
2nd +2 0 0 Bestial Drive
3rd +2 3 1 Bound Monster Feature, Evolution Points
4th +2 3 1 Ability Score Improvement
5th +3 3 1 Bound Monster Feature, Extra Attack (1)
6th +3 3 1 Pounce
7th +3 6 2 Evolution Points
8th +3 6 2 Ability Score Improvement, Bound Monster Feature
9th +4 6 2 Hunter not the Hunted
10th +4 6 2 Feral Frenzy
11th +4 6 2 Extra Attack (2)
12th +4 6 2 Ability Score Improvement, Bound Monster Feature
13th +5 6 2 Natural Born Killer
14th +5 9 3 Evolution Points
15th +5 9 3 Stalker, Pounce Improvement
16th +5 9 3 Ability Score Improvement, Bound Monster Feature, Evolution Points
17th +6 9 3 Temporary Transformation
18th +6 9 3 Inspirational Hunter
19th +6 9 3 Ability Score Improvement
20th +6 9 3 Master of Evolution

Unarmored Defense[edit]

At 1st level, your AC while not wearing armor is 10+DEX+CON.

Bound Monster[edit]

At 1st level you may choose any monster with a CR of 20 or less to be bound to you by whatever means (whatever suits the backstory). You can telepathically communicate with your bound monster even if it cannot speak out loud. Your monster may also be harbored within you or may be a separate entity (Up to the player). You may then pick a subclass as these abilities are then granted to you by your bound Monster. You gain further features at 3rd, 5th, 8th, 12th, and 16th levels.

Your ability save DC = 8 + your proficiency bonus + your Dexterity or Strength modifier

Your ability attack bonus = your proficiency bonus + your Dexterity or Strength modifier

Bestial Drive[edit]

At 2nd level, after being bound to your monster companion you begin to truly understand what it means to be relentless. If you have your action taken away by means of status constitution or spell and cannot take the attack action, you may instead use your bonus action to take the attack action. You may use this once per short or long rest.

Evolution Points[edit]

At 3rd level your bound monster grants you the power to evolve with time. Each subclass has four abilities they can use these total points on. You do not have these abilities initially and you must have at least 1 point allocated to an ability to use it. For every point allocated afterwards (up to 3 total) the ability will gain a bonus (EX: damage increase, cooldown reduction, etc.). You may only allocate 1 point to any given skill at 3 level, 2 at 7th level, and 3 at 14th level. You may change the way these points are allocated once per long rest if you so choose.

Ability Score Improvement[edit]

At 4th level you may increase one of your ability scores by 2 or two ability scores by 1. You do this again at 8th, 12th, 16th, and 19th levels.

Extra Attack[edit]

At 5th level you may attack an additional time when taking the attack action. You can now attack a total of 2 times when taking the attack action. This number increases at 11th level to 3 attacks.

Pounce[edit]

At 6th level you find holding down your prey makes for an easier kill. When taking the attack action, you may swap out one of your attacks to impose a strength save on your opponent (DC=8+prof+strength). If they fail the save, they are grappled and must repeat the save on every following turn until they are free. Alternatively, another opposing creature may attack you in which the grapple then ends. Additionally, when the opponent is grappled this way, they do not gain advantage on attack rolls against you. At 15th level when the opponent is grappled this way, they have disadvantage on attack rolls until they are free.

Hunter Not the Hunted[edit]

At 9th level you have established your abilities to hunt down other creatures. You gain advantage on perception (smell) checks and survival checks to hunt down a creature so long as you have a scent or trail to follow. Additionally, you know when you are being followed. When you are being tracked, stalked, or followed by any means, your companion will alert you of this so long as you are conscious and the creatures following you are within 200ft of you.

Feral Frenzy[edit]

At 10th level you may enter a frenzied state when backed into a corner. After failing a saving throw, you may spend your reaction to enter a frenzied state, turning the failed save into a success. You may make a single attack against that opponent, and you are now locked onto that opponent for the next 3 turns. You must only attack the creature who imposed the save on you for the next three turns. When attacking that creature, you take a -5 to hit and a +5 to damage. You have advantage on strength and dexterity saves so long as the creature you are attacking is the one that imposes it. You have disadvantage on all intelligence and wisdom checks and saves until the end of this duration. You may use this ability once per long rest.

Natural Born Killer[edit]

At 13th level you realize that despite having the assistance of your monster companion, the smell of blood seems to get you riled up. Whenever you hit a hostile creature with your monstrous weapon they bleed. At the end of each of their turns they take 1d4 damage until a successful medicine check (DC=10) or have any healing cast on them. For every hostile creature that is bleeding, you gain a +1 to attack rolls and +5ft of movement.

Stalker[edit]

At 15th level you gain proficiency in stealth. If you are already proficient then you instead gain expertise. Additionally, when you succeed a stealth check, you cannot be sensed by magical presence or magical locating skills as you hide your presence entirely.

Temporary Transformation[edit]

At 17th level, you and your bound monster have formed an unbreakable bond. Once per long rest as a bonus action you can transform into your bound monster based on your subclass (Or with the DM’s discretion, the exact monster you are bound to) for 3 turns. You take on the effects of the true polymorph spell for the duration and it ends at the end of the third turn in this form. You temporarily have the base stats of this creature taking on its max health as temporary hit points. Once your temporary hit points are reduced to 0 you leave this form.

Inspirational Hunter[edit]

At 18th level your talent has been proven and allies are more capable of fighting knowing that you are on their side. Allie’s within 15ft of you gain immunity to the frightened effect. Additionally they may add their proficiency bonus to damage rolls.

Survival of the Fittest[edit]

At 20th level you and your companion have seen enough combat to understand what is needed to win. At the end of each of your turns you may choose a benefit to gain until the end of combat.


Choose one from the following at the end of every one of your turns.

  • +5 walking speed
  • +1 to a ability score of your choosing
  • Remove a status effect and gain immunity to it (May only have one immunity at a time)


These bonuses remain for the entirety of combat but go away once combat ends. Bonuses do not carry over between separate encounters however will last the duration of the fight.

Subclasses[edit]

Variant Rule[edit]

If your bound monster is one who's capabilities don't match any of the subclasses listed below, you may (with your DM's permission of course) follow these subclasses as a guideline to make your own based more accurately on the creature you picked. 1st level is your monstrous weapon, 3rd level is your mobility option, 5th level is a means to get temporary hit points, and 12th level is a trait specific to the monster itself. The evolution abilities should obviously be anything that can improve overtime along the theme of evolution. Be creative and most importantly have fun.


Wraith[edit]

https://www.dandwiki.com/wiki/Wraith_(5e_Creature)

Wraiths are stealthy hunters and those who capitalize on picking people off one by one.

Wraith Weapons

At 1st Level your companion bestows the ability to create natural weapons in the shape of scythe like blades on each of your arms. These weapons deal 1d8 slashing damage and have the finesse property. Additionally, you gain a +10 to movement speed but a -2 to AC. At 8th level, your attacks deal 1d10, and at 16th level your weapons may rest on your forearms rather than over your hands. In doing so you may hold another weapon in your hand and deal an additional 1d6 slashing damage + the damage dice for the weapon you are holding.

Shrouded Step

At 3rd level you gain access to the use of Misty Step without use of components. You may use this ability once before the use of a long rest. The uses increases to two at 8th level and to three at 16th level in addition to being able to recover your uses after a short or long rest.

Blood Harvest

At 5th level you know that in order to keep going you need something to do that. As an action you may feed on the blood of any deceased creature. While consuming blood this way you are immune to any status conditions the blood may hold, however if you were to have gained one, the blood will taste off in some way alerting you that there is something wrong with it. When using this ability you gain temporary hit points equal to your constitution mod + your Monster Bound level rounded down.

Unseen Hunter

At 12th level, you have been taught that not being seen is the best way to take out a target. If you are invisible and the target cannot see you, when you take the pounce action, the targeted creature makes the roll with disadvantage so long as they don’t know you are there.


Evolution Abilities[edit]

Supernova

You charge yourself with a bright white light gaining several bonuses. As a bonus action you may activate this move. For the next 2 turns you may make double the number of attacks you make but can only move half of your movement speed and cannot use other abilities for the duration. This move has a cooldown of 5 turns after the affects end.


Level 1: Ability Unlock

Level 2: Cooldown is reduced to 4 turns and may use your bonus action to use misty step.

Level 3: Cooldown is reduced to 3 turns and you add +2 to damage rolls on all successful attacks.

Decoy

You send out a decoy that attacks the nearest enemy to it. As a bonus action you may activate this ability. It has HP equal to 1/10 of your total HP and lasts 1 round. This ability has a cooldown of 4 turns.


Level 1: Ability Unlock

Level 2: Upon death, all creatures within 10ft of it must make a con save. On failure they take 3d6 radiant damage or half as much on successful save.

Level 3: You may activate this ability as an action instead of a bonus action. If you do so the decoy lasts 3 turns, your invisibility lasts 3 turns or until you do anything other than move, and your decoy has a max HP equal to half your full HP.

Warp Blast

You dash forwards before letting out an explosion. As an action you may choose a location within 30ft. You move to that location and all creatures within a 15ft radius of you must make a constitution saving throw. On failure they take 4d6 radiant damage and are knocked 10ft away from the user. On successful save the creature takes half damage. The cooldown for this move is 5 turns.


Level 1: Ability Unlock

Level 2: Damage increases to 6d6 radiant damage

Level 3: Damage increases to 8d8 radiant damage

Abduction

You dash towards a target in an attempt to drag them away before returning back to your original location. As an action, choose a creature within 15ft. They must make a strength saving throw or be dragged back with you and placed anywhere within 5ft around you.


Level 1: Ability Unlock

Level 2: If the opponent fails the save, you now deal 2d8 necrotic damage and heal half the damage you deal.

Level 3: You may now use this move as a bonus action.

Goliath[edit]

Goliaths are aggressive creatures with all rounded abilities to help them in any situation.

Goliath Weapons

At 1st level your companion bestows the ability to create natural weapons over your arms by granting you thicker, black skin with fire forming on them. These attacks deal 1d8 bludgeoning damage. At 8th level your weapons now deal an additional 1d4 fire damage. At 16th level your attacks now deal 1d10 bludgeoning damage and 1d6 fire damage.

Leap

At 3rd level you gain the ability to leap great distances and survive great falls. As an alternative to the dash action you may leap into the air to cover the same distance. After using this leap of you were to hit a wall you may hang onto it. You may remain on this wall for up to 3 turns. Additionally, when taking fall damage you make a dexterity saving throw (DC=14). On successful saves you take no damage and take half damage on a failed save.

Personal Feast

At 5th level you know how to keep yourself going. As an action you may feed on a deceased creature. In doing so you gain half your current monster bound level+CON In temporary hit points. You may use this move as a bonus action and heal health equal to the temporary hit points gained if the creature was defeated by you specifically.

Bone Shaking Roar

At 12th level you may let out a roar that frightens nearby targets. All creatures that can hear you within 60ft must make a wisdom saving throw or become frightened of you for 1d4 rounds.

Evolution Abilities[edit]

Rock Throw

Throw a flaming boulder at your opponent, knocking them away. Target an area within 60ft, on doing so any creatures in the area must make a constitution saving throw. On failure they take 2d6 fire damage and 2d6 bludgeoning damage and are pushed 10ft from the center of the radius. On successful save, affected creatures take half damage and are not pushed back.


Level 1: Ability Unlocked

Level 2: Damage Increases to 3d6 fire damage and 3d6 Bludgeoning damage.

Level 3: Damage increases to 4d8 fire damage and 4d8 bludgeoning damage.

Fire Breath

Opponents caught in a 20ft cone must make a DEX save or take 4d6 fire damage.


Level 1: Ability Unlocked

Level 2: Damage increases to 6d6 fire damage, range is now a 30ft cone, and the opponent is now burning.

Level 3: Damage increases to 8d6 fire damage and the range is now a 40ft cone. You may use this ability as a bonus action if an opponent is grappled. If you use it as a bonus action then deal 10d8 fire damage.

Charge

Charge forward in a 20ft line damaging and pushing any and all creatures caught in the line. Targets must make a DEX save or take 2d8 Bludgeoning damage and be pushed with the 10ft in any direction except behind you. On success, the opponent takes half damage and is not pushed.


Level 1: Ability Unlock

Level 2: Damage increases to 4d8 Bludgeoning damage.

Level 3: You may use a bonus action to make a grapple check against a creature who fails the save.

Leap Smash

You may leap 15ft in any direction crushing anyone you land on. If you land on an opponent, they must make a DEX save. On failure they take 4d6 Bludgeoning damage and are knocked back 10ft.


Level 1: Ability Unlock

Level 2: Damage increases to 5d6 and all creatures within 5ft of the location you landed must make the DEX save.

Level 3: Damage increases to 6d6 and all creatures within 10ft must make the DEX save.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Monsterbound class, you must meet these prerequisites: 13 in con.

Proficiencies. When you multiclass into the Monsterbound class, you gain the following proficiencies: Simple Weapons, Martial Weapons


Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: