Fighter
Base Class: Fighter

You're the thing that stalks the nightmares of every living creature. You're the creature none dare speak of, but all know that exists within their deepest held secrets. You're the one who leaves no space for any other fear to exist. No one knows why you do what you do, maybe not even yourself. What you do know is that there is an insatiable need within you that can't simply be quenched with one act of violence or carnage. It is an unyielding desire. You have been called every name in the book that has thought to shed some light on your vicious acts, but only one has stuck.

You are a Monster.

Level 3: Slasher's Resolve

You gain advantage on saves made to resist the Frightened condition, as the one who haunts the night need not fear the presence of others. You have also begun to change, not only your frame of mind, but your abilities as well. As such you've obtained some burgeoning gifts that seek to aid you in your journey. You also have the cantrips Minor Illusion and Mysterious Presences* automatically prepared. Your spellcasting ability for both is your Charisma. Your unnatural gifts a boon to aid you in disorienting your designated prey.


*Will need to add spell yourself

Level 3: Slasher's Bounty

You're a beast of another nature together, and as such you need a proper tool to enact your bloodied will. The type of tool you seek can vary but it will always allow you to see the look in your victim's eyes before you silence them for good. You can engage in an 8-hour ritual where you make a bloodied pact with a melee weapon of which you are proficient. With this pact you and your chosen tool, become one. Each one strengthening the other as your presence becomes that much more overbearing or shrouded. When the pact is established, you earn a set of charges equal to your Charisma Modifier. You may expend a charge to perform an effect of your choice.

  • As a bonus action you can give yourself advantage on either an Intimidation check or Stealth check for 1 hour.
  • At the start of your turn, as a free action, you can add an extra 1d4 necrotic or psychic damage to attacks made with your pact weapon. This damage increases to a 1d6 at level 10, and 1d8 at level 18. This additional damage fades on the end of your turn.
  • If a creature would force you to make a save you can, as a reaction, give yourself a bonus to either your Wisdom or Charisma save equal to your proficiency bonus.
  • As an action, you can choose to pacify your prey by exuding your domineering aura. You can force a creature to make a Charisma Save where the DC is (bonus prof+char mod+8) where on a failure they are hit with the Frightened condition. A creature Frightened in this manner, can only take the Dash action at the start of its turn and can repeat the save at the end of it's turn. So long as they are within 1 mile of you, you know where their exact location is.

Level 7: Slasher's Gaze

Your prey finds it hard to evade you, even when you appear to be moving at a snail's pace. The truth is that you have your own method of traversing through the darkness. You gain Darkvision out of a range of 30-feet, if you already have Darkvision than it is instead extended by 30-feet. What's more, you can now expend hit dice in order to teleport a set distance within your line of sight. As a bonus action, you can choose to expend any amount of Hit Die. For every 3 expended in this manner, you can teleport up to 15-feet to any unoccupied space you can see. If you expend more than 3 Hit Die in one instance, you can take the additional expended and roll all, or some of them, and add half the result to either a Charisma, or Wisdom based skill check. You could also choose to add a single roll to the Save DC of your fear ability.

Level 10: Slasher's Resilience

You have a body that's been subjected to every manner of physical, and nonphysical, form of punishment one can imagines. Yet you have survived it all. Is it stubbornness, immense willpower, or simply an unnatural bodily fortitude you've been gifted? Others have yet to discover the secret, but you know. As an action, you may unleash your bloodlust in earnest and draw upon the sinister energies that reside in you. For 1 minute, or unless you are rendered incapacitated, you gain resistance to slashing, bludgeoning, and piercing damage. You may only enter into this state of mind once per long rest.

Level 15: Evolution

Your body has begun to change and evolve. You've discarded the last vestiges of your humanity; a moment of your life you find yourself better without. You've become something more, something incredible. This next stage of your evolution is where you now completely embody the aspects of being a Monster. Your creature type is now considered a Monstrosity for the purpose of spells, effects, items, and abilities. With this sudden change you also gain a set of charges called Bestial Phases. When you acquire a charge of Bestial Phases you’re considered in another phase of your augmented form. You earn charges based on 5 conditions.

  • If you successfully intimidate another creature
  • If you roll a critical hit on another creature
  • If you successfully grapple another creature
  • If you bring a creature down to bloodied
  • If you pass either a Charisma Save or a Strength Save

You can only have a maximum number of 6 charges and can only retain 1 charge outside of combat. Based on the current Phase you're in, your abilities become further augmented. 

Phase 2

Your base walking speed is increased by 10-feet

Phase 3

You gain advantage on Charisma Saves and Strength Saves

Phase 5

You can add half your Charisma modifier, round down to a minimum of 1, to your attack and damage rolls

Phase 6

At the start of each of your turns, you gain THP equal to your class level plus your Charisma Modifier

 

 

Level 18: Augmentation

With your evolution you have now reached the pinnacle of your being; yet you hunger for more. Your insatiable need to grow your strength, enhance your skills, and feed your growing bloodlust has sent you down a unique path. In your bloodied journey one thing has rung true; the weak is always consumed by the strong. You have gained the ability to forcibly augment your own abilities by consuming other creatures that are Monstrosities. When you begin to consume these creatures you must first succeed on a DC 20 Constitution saving throw to successfully digest these parts. You cannot use your Indomitable feature to pass this save. If you fail you take an amount of d10 in necrotic damage equal to your level. This damage ignores resistance and immunity. If you succeed on the save, you successfully digest the creature and are able to coopt its ability onto yourself. You can retain the chosen effects for 8 hours and can only benefit from the most recently consumed creature. The CR of the monstrosity cannot exceed your own level and must be dead in order to consume.

The abilities you can draw from the consumed Monstrosity can only be passive-type abilities and cannot include any Legendary Resistances, or Legendary Actions. If you were to choose to take on it's innate Spellcasting feature, you can only choose a single spell off it's list. Your Charisma becomes your spellcasting ability for these spells. If you choose a Damage Immunity, you can only pick one. Any Senses you pick override ones you already have. Any ability that would allow you to regain Hit Points instead only gives you 20 THP after consumption. Successfully consuming another creature means you don't suffer any undo effects such as mutations where you might grow extra limbs or body parts.

Corpses belonging to Monstrosities degrade faster than most other creatures. A corpse could even become toxic based on what the creature was, or up to DM discretion. A corpse can really only last for 2 hours, unless stated otherwise, before it becomes inedible. Corpses of homebrew Monstrosities are not valid choices for this ability.

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