Mythical Beast (5e Class)
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- 1 Mythical Beast
- 1.1 A Fateful Encounter
- 1.2 Creating a Mythical Beast
- 1.3 Class Features
- 1.3.1 Table: The Mythical Beast
- 1.3.2 Eyes of the Beast
- 1.3.3 Natural Armor
- 1.3.4 Unforgiving Slash
- 1.3.5 Power of the Beast
- 1.3.6 Elemental Slash
- 1.3.7 To choose a Way
- 1.3.8 Instincts of Nature
- 1.3.9 Ability Score Increase
- 1.3.10 Beast Mode
- 1.3.11 Extra Attack
- 1.3.12 Senses of the Beast
- 1.3.13 Mythical Roar
- 1.3.14 Cuts of the Beast
- 1.3.15 All-In
- 1.3.16 Perfect Union
- 1.4 The Path of Trust
- 1.5 Multiclassing
A Fateful Encounter
They stand in the forest, looking each other deep into the eyes. A voice starts speaking in his head: "You are a fitting host. You shall be granted power in exchange for being my vessel." The guy, clearly in shock due to this fateful meeting, pulls himself together to nod his head. The voice speaks up again: "So it shall be" and the creature before him vanishes. He can feel a new pounding inside his chest.
A new soul.
A new creature.
A partner for life.
You are not made to be a Mythical Beast, you are chosen to be one by the Beast itself. It will find you if you are fitting but you won't find it no matter how long you keep searching for it. Once it found you, you can either agree to its conditions or be taken over by the Beast forcefully. Nobody has ever been able to resist the power of a Beast and only very few share a body with one because these Beasts are almost extinct from the world. While traveling with your Beast the two of you will slowly but surely gain more access to the features of each other. Therefore the Beast grants you more power while you grant it a greater access over your body. The longer you travel with it the deeper the bound of trust between the two of you becomes.
Creating a Mythical Beast
|Credit to Deruuyo, https://deruuyo.deviantart.com/art/Doodle-Nightmare-Zoroark-275264399|
A Mythical Beast will always be either Good or Evil but never Neutral. Therefore it can also only be Lawful or Chaotic, but most Beasts tend towards a Chaotic Alignment
- Quick Build
You can make a Mythical Beast quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Outlander or Sage background. Third, choose the dagger, the leather armor and the dungeoneer's pack
As a Mythical Beast you gain the following class features.
- Hit Points
Weapons: simple weapons
Saving Throws: Dexterity and Intelligence
Skills: Choose 3 from Arcana, History, Intimidation, Nature, Religion, Stealth and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a dagger or (b) a club
- (a) a dungeoneer's pack or (b) an explorer's pack
- (a) leather armor or (b) hide armor
|1st||+2||1d6||Eyes of the Beast, Natural Armor, Unforgiving Slash|
|2nd||+2||2d6||Power of the Beast, Elemental Slash|
|3rd||+2||2d6||The Path of Trust, Instincts of Nature|
|4th||+2||3d6||Ability Score Improvement|
|5th||+3||3d6||Beast Mode, Extra Attack (1)|
|6th||+3||3d8||Senses of the Beast|
|8th||+3||3d8||Ability Score Improvement|
|10th||+4||3d10||Extra Attack (2)|
|12th||+4||3d10||Ability Score Improvement|
|14th||+5||4d8||Cuts of the Beast|
|15th||+5||4d8||Extra Attack (3)|
|16th||+5||4d10||Ability Score Improvement|
|19th||+6||5d8||Ability Score Improvement|
|20th||+6||5d10||Beast Mode Improvement, Perfect Union|
Eyes of the Beast
At 1st level when you look someone directly in the eyes while you are no more than 5 feet apart from each other and you are speaking with that person you can make them see a glimmer of the beast inside you, giving you advantage on Intimidation checks but the person spoken with automatically assumes that you are of evil alignment.
At 1st level due to the agility of your inner beast your AC equals 10 + your Dexterity modifier + your Proficiency while wearing no armor.
At 1st level you choose a hand, The chosen hand mutates, growing long claws and changing your skin pattern on that arm to that of your inner beast. There is no way to reverse this transformation and it is treated as a natural weapon which you are proficient with. Your clawed hand is a finesse property dealing 1d6 necrotic damage if you are of evil alignment or 1d6 radiant damage if you are of good alignment.
Power of the Beast
At 2nd level your inner Beast starts to grant you access to its powers. You can call upon its powers using a bonus action to double all damage dealt with your Unforgiving Slash until the start of your next turn. Afterwards enemies attacking you have advantage on their attacks until the end of your next turn. You can use this feature twice before you must finish a short or long rest to regain all uses of this feature.
At 2nd level as a bonus action you can infuse your Unforgiving Slash with an element of your choice for 1 round dealing 1d4 additional damage in the type of your chosen element. This gains an additional damage dice at 6th level, 10th level, and 14th level. Also at 14th level the dice changes from d4 to d8.
To choose a Way
At 3rd level you have to choose a way of the two ways shown below in the Path of Trust column.
Instincts of Nature
At 3rd level when an enemy attacks you, you can use your reaction to make a Dexterity saving throw with a DC equal to 8 + half of the attack roll. If you succeed you only take half of the total damage. This can be used against melee, ranged and spell attacks but does not work against a critical hit or attacks that require you to make a saving throw.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At 5th level your beast grants you access to its body for up to 1 minute. When you activate this feature as a bonus action your body turns into that of your inner Beast making it either a bright werewolf shaped body if you are of good alignment or a dark werewolf shaped body if you are of evil alignment. You gain blindsight for 10 feet. Your Unforgiving Slash damage die increases to the next higher one and you can use this feature with both hands. You have resistance to necrotic damage. You have advantage on saves against being feared/charmed. You also gain an additional 20 feet speed and can attack with your Unforgiving Slash using a bonus action and your Unforgiving Slash gains a +1 to attack and damage. You may choose one element to deal damage with like described in your Elemental Slash feature for the whole minute. After a number of rounds equal to 1 plus your Intelligence Modifier you must make an Intelligence saving throw equal to 8 + half your Intelligence Modifier or go insane. You remain insane until the minute is over. While you are insane you attack a creature that you can see, chosen randomly by the GM with your Unforgiving Slashes with disadvantage on the attack roll and maximum damage possible on hit. You attack as often as your attack action allows you to. When the chosen enemy is out of your normal moving range you teleport the remaining distance, moving to an unoccupied space within 5 feet of the target. After attacking you teleport back to the space you teleported from. If there is no unoccupied space you are teleported into the space of another creature dealing your attacks to this creature instead before returning to the point you teleported from. You return to normal after the minute is over or when you drop to 0 hit points. You can also choose to leave the Beast Mode as a bonus action. If you choose to leave the Beast Mode you must make an Intelligence Check with a DC equal to 8 + your Proficiency. On a failed save you remain in the Beast Mode. On a successful save you leave the Beast Mode. You cannot choose to leave the Beast Mode when you went insane. You cannot enter Beast Mode again For 5 minutes.
At 8th level you gain advantage on saving throws to avoid going insane.
At 10th level your blindsight improves to 30 feet.
At 20th level You can willingly leave the Beast Mode without requiring a Check regardless of whether you went insane or not. You also do not need to roll for insanity. You can still choose to go insane but you can control who you want to attack when insane. Once you went insane you cannot go back unless you leave the Beast Mode. Your blindsight improves to 60 feet and you gain a total of 60 additional flying speed with either dark wings if you are of evil alignment or bright wings if you are of good alignment that you develop in the Beast Mode.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This number rises to 3 at 10th level and 4 at 15th level.
Senses of the Beast
At 6th level when you are fighting a humanoid enemy or an enemy with an intelligence lower than 10 you can predict their actions to some extent. When such an enemy makes a melee attack on you, you can use your reaction to roll a Dexterity Check. If your roll is equal to or higher than the attackers attack roll, you can repel his attack forcing it to miss. Then you can attack that enemy with advantage on the attack roll. You can only use this feature a number of times equal to your proficiency mod. before you must finish a long or short rest to regain all uses of this feature.
At 11th level you can use the voice of your inner beast to make a frightening Roar. When you activate this feature as an action all enemies within a 60 feet radius who can hear you must make a Wisdom saving throw equal to 8 + your Proficiency + your Intelligence Modifier. On a failed save a creature is frightened for 1 minute and takes 4d12 psychic damage. A frightened target can repeat the saving throw at the end of each of its turns. On a successful save a creature takes half damage and is not frightened. A humanoid enemy or an enemy with less than 10 Intelligence has disadvantage on the saving throw and takes 2d12 extra psychic damage. An enemy with less than 5 Intelligence automatically fails the save and takes 2d12 extra psychic damage as well. Fail or success, creatures who heard your Roar are immune to its frightening effect for the next 6 hours. You can only use this feature once per combat.
Cuts of the Beast
At 14th level you can temporarily give your inner Beast control over your body to make multiple Cut attacks against an enemy. When you activate this feature as an action choose an enemy within your range of movement. You must make an Intelligence Check equal to 8 + half the Challenge Rating of the chosen enemy. On a successful check your inner Beast takes over your body and teleports to the chosen enemy, making 10 cuts with your attack bonus + 5. You cannot land a critical hit or a critical failure on these cuts. For every cut the chosen enemy takes your Unforgiving Slash damage. The enemy can roll a Dexterity saving throw with a DC equal to 8 + your Proficiency + your Dexterity Modifier. On a successful save he only takes half damage. When the chosen enemy is of a different alignment than you, you make 5 additional cuts. You must finish a long rest to regain all uses of this feature.
At 18th level you can push your body beyond its normal limits to make an attack using your Unforgiving Slash feature together with your Elemental Slash feature. Then you can create a Mythical Roar and to finish it off you can use your Cuts of the Beast feature, disregarding whether you can use this feature at that moment or not. You have to use your whole turn (including your reaction) for this feature and you must roll a Constitution saving throw with a DC equal to 8 + your Proficiency or suffer a level of exhaustion.
The Mythical Beast is a demigod of sorts, and so its power and its life span (whether they can live for thousands of years or eternally it's unknown). The beast has the power to substantially decrease their lifetime (reducing the lifetime remaining by 1/4) to resurrect its host if the host's body is not destroyed and the spirit of the beast isn't killed by some sort of magic. At the 20th level, the union between the Mystical Beast and its host becomes perfect, and as a result the host can naturally live as long as their mystical benefactor.
The Path of Trust
Way of Destruction
The Way of Destruction determines the mutual goal for you and your Beast to be the Destruction of your enemies. Your Beast offers you even greater powers while you give it control over more and more of your body. Due to the great amount of power you receive and the toll it takes on your body this way will damage you after using its powers in a fight.
Following the Way of Destruction will give you Points of Destruction as you use its features. When you reach 10 Points of Destruction, you will suffer one level of exhaustion, and your point count will be reset to 0. Completing a long rest will remove 3 points.
- Eyes of Darkness
At 3rd level, as a bonus action you can call upon your inner Beasts eye strength to gain Darkvision for 120 feet. You can also see through magical Darkness. After one minute you can extend the time you have your Beasts vision to 10 minutes but you will be Blinded for 10 minutes after this feature ends because you pushed your eyes over their limit. Whenever you choose to expand the time of your Darkvision you gain 1 point of Destruction.
- Negative Zero
At 7th level, as an action you can shoot forth a ball of negative energy that flies up to 120 feet before it explodes in a 20 feet radius, dealing 10d6 necrotic damage to all enemies and poisons them if you are of bad alignment or 10d6 radiant damage and blinds them if you are of good alignment. Enemies hit can make a Dexterity saving throw equal to 8 + your Proficiency + your Dexterity. If they succeed the saving throw they are not affected by the condition and take half damage. Using this feature takes such a great strain on your body that you cannot use an action next round. You can only use this feature for a number of times equal to 1+ your Intelligence Modifier before you need to take a long rest to regain all uses of this feature. You gain 1 point of Destruction when you use this feature.
- Blink of the Night
At 9th level, when you activate this feature as an action you may make a melee attack against a creature within your range of movement. If the chosen creature is outside of your weapon range you teleport next to it to strike it with your weapon. The teleport costs speed as if you moved there normally. Afterwards you may teleport as much feet as you have remaining. At the end of your turn you can roll a Dexterity Check to try and escape into the Ethereal Plane with a DC of 8 + the amount of Points of Destruction you have. At the start of your turn you teleport back onto the Plane you teleported from. You reappear within 20 feet of the point you vanished from. If you already are on the Ethereal Plane this feature fails completly. This feature holds for 1 minute. You can choose to try and teleport onto the Ethereal Plane at the end of each of your turns but you have to reroll the Dexterity Check each time. You can only use this feature once before you need to finish a long rest to regain all uses of this feature. After using this feature you gain 2 points of Destruction.
- Mythical Control
At 13th level you can try to control one creature as an action. You stare at the creature with your Beast eyes. Only creatures that can see you, that are within 20 feet range and that are not Blinded can be affected by this feature. The chosen creature must make an Intelligence saving throw equal to 8 + your Proficiency + your Intelligence Modifier. If the creature fails the save it is under your control for 1 minute, following every command you utter out loud as an interaction. Therefore the creature must be able to hear you. If you do not give any commands the creature will simply remain motionless. The creature will follow every command of you regardless of whether this goes against its own nature or not. The creature can repeat the save at the end of each of its turns to set itself free. If the control ends after 1 minute the creature takes 6d8 psychic damage. If the creature succeeds the save it takes no damage. You can only use this feature once before you need to finish a long rest to regain all uses of this feature. After using this feature you gain 3 points of Destruction.
- Absolute Destruction
At 17th level you can use all the strength you can gather as an action to teleport an amount of feet equal to your speed as your movement action and use the feature Cuts of the Beast regardless of whether you have uses of this feature remaining or not, without having to make the Intelligence Check to activate it. You can only use this feature once before you need to finish a long rest to regain all uses of this feature. After using this feature you gain 5 points of Destruction.
Way of Creation
The Way of Creation determines the mutual goal for you and your Beast to be the Creation of a deep bond between the two of you. Your Beast slowly offers you more powers while you give it control over your body in little steps. Due to the deep bond and the careful approach you and your Beast are taking your bond is developing very nicely.
Following the Way of Creation you will get Points of Creation. Gathering 10 points of Creation allows you to cast the spell "Mass Cure Wounds" once using up 10 points of creation. You cannot gather more than 10 points of creation.
- Gathering Sunlight
At 3rd level you can use 10 minutes that you must remain idle in direct sunlight to gather sunlight. This sunlight can be stored and used at a later point as a bonus action to heal up to 3 allies for 2d12 + your Intelligence Modifier. You cannot store more than one use of sunlight for this. You can use this feature 3-times before you must finish a long rest to regain all uses of this feature. Once you used this feature you gain points of Creation equal to the amount of allies you healed.
- Positive Zero
At 7th level you can create an Aura of positive energy as a free action within a 20 feet radius that heals every ally that starts its turn inside the aura and yourself for their hit die. The aura remains for 1 minute. You can only use this feature once per combat. You gain points of Creation equal to the amount of allies that were affected by your aura.
- Blink of the Day
At 9th level when in direct sunlight you can activate this feature as an action to be able to change to the Ethereal Plane at the end of each of your turns for 1 minute. At the start of your turn you reappear on the plane you teleported away from in an unoccupied space within 20 feet of the point you vanished from. You must remain in direct sunlight to keep using this feature. Once you are not in direct sunlight anymore this feature ends. You can only use this feature once before you need to finish a long rest to regain all uses of this feature. After using this feature you gain 3 points of Creation.
- Aura of Defense
At 13th level you can activate this Aura as a free action causing all allies within a 10 feet radius and yourself to gain immunity to radiant damage and resistance to bludgeoning, piercing and slashing damage from nonmagical sources. You must use your action to maintain this Aura for each round other than the one you activate it in. The Aura holds for a maximum of 1 minute and can only be used once per combat. After using this feature you gain 5 points of Creation.
- Infinite Creation
At 17th level you consume all your points of creation you currently have to cast any spell from the Bard or Cleric spell list at a level equal to the amount of points of Creation you used up (up to level 6). You ignore any material components for the spell. You can only use this feature once before you need to take a long rest to regain all uses of this feature.
Prerequisites. To qualify for multiclassing into the Mythical Beast class, you must meet these prerequisites: Dexterity 13, Intelligence 13
Proficiencies. When you multiclass into the Mythical Beast class, you gain the following proficiencies: Arcana, Intimidation