Scary Monsters Initiate Image

 


Feat: Scary Monsters Initiate

Prerequisite: Fighter (Eldritch Knight), 8th level

You have been infused with a strange transmutative curse that echoes primordial life. You gain the following abilities:


Dinosaur Infection

As an action, you can make a melee spell attack against a creature within reach. On a hit, the target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier).

  • On a failure, the creature is Infected for 1 minute.

  • While infected:

    • The creature takes 1d6 poison damage at the start of each of its turns.

    • At the end of each of its turns, it can repeat the saving throw, ending the effect on a success.

    • If it fails 3 saves total, it transforms into a Small Dinosaur Thrall (use wolf stats, but type = beast, flavor = dinosaur).

You can control a number of Thralls equal to your Intelligence modifier (minimum 1). They obey your commands (no action required).

  • Thralls last until undone or unwillingly knocked unconscious.

  • You can use this feature twice per long rest, or expend a spell slot of 2nd level or higher to use it again.


Predatory Spread

If a creature is reduced to 0 HP by one of your Thralls, you can use your reaction to attempt to infect another creature within 5 feet of it (same save).


Dinosaur Morph

As a bonus action, you can partially transform for 1 minute:

  • Gain temporary HP = your fighter level

  • Your speed increases by 10 ft

  • You gain advantage on Perception checks relying on movement

  • Once per turn, deal an extra 1d8 slashing damage on a weapon hit

Predator Vision Drawback:

  • Creatures that have not moved since your last turn have advantage on attack rolls against you.

You can use this feature proficiency bonus times per long rest.


Fossilization

You can force an infected or Thrall creature into a hardened state.

As an action, choose one creature affected by your Dinosaur Infection within 30 feet:

  • The creature becomes Restrained and Petrified-like until the end of your next turn.

  • At the end of the effect, it reverts and takes 2d8 force damage.

Uses: once per long rest.

Scary Monsters Initiate Image

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