Hello, I was wondering if there was any class that could turn into monstrosities, and after checking, most people felt that monstrosities didn't fit the druid and that monstrosities are powerful creatures due to there special abilities.
So why not make a Blood Hunter Subclass. They are all about harnessing evil and dangerous powers.
"They who hunts monsters often become them"
The Order of Monsters is a group that took this to heart. By utilizing the hemocraft and by eating the flesh of monsters a Blood Hunter that follows this path will gain the ability to morph their bodies into monstrosities. The process can be painful as your organs and bones crack and shift.
My goal was to create a druid-like Subclass for blood hunter. They will normally function like a Normal druid but can expend hemocraft dice to empower their shape-shifting to function like a moon druid.
Level 3 gives access to Metamorphosis
You can use your action to magically assume the shape of a monstrosity that you have eaten/drank before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your blood hunter level determines the monstrosity you can transform into. At 3rd level, for example, you can transform into any monstrosity that has a challenge rating of 1/4. At 4th level you gain access to 1/2, and at level 8 you gain access to level 1 forms.
You can stay in a monster shape for a number of hours equal to half your blood hunter level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
• Your game statistics are replaced by the statistics of the monster, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
• When you transform, you assume the monster's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
• You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your monster form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
• You cannot invoke your Blood Curses and Rites.
• You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
• You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Empowered Metamorphosis
You can use a Hemocraft die to assume a stronger monster form.
Your monster forms challenge rating can now equal to 1/3 your blood hunter level, rounded down.
Rite of Monsters
Harness the power of your monstrous form. You must spend 1 hemocraft die to activate a monstrosity forms unique abilities. Basic attacks will work normally, but as an example a cockatrice's petrify ability must be activated this way. This counts as a rite and lasts until a long rest, but only while in the form of the monster. If you revert back and change into the same monster again, the rite will still be in effect.
Level 7 you gain Rite of Metamorphosis
You can now channel a rite into your monster form. Any melee attacks made with natural weapons gain the benefits of a rite.
Level 11 you gain Unshackled Metamorphosis
Morph into even stronger monsters. Expend both charges of your metamorph to use an empowered monster form.
Spend 2 hemocraft dice as well to morph into an Unshackled Monster.
An unshackled monster form has a challenge rating equal to 1/2 your blood hunter level.
Level 15 you gain Flesh Shaper
You have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.
At level 18 you gain Master of Flesh
Your mastery over Metamorphosis has allowed your to change into any monstrosity at will. With a challenge rating of 1/3 your blood hunter level.
Unshackled monsters still require two Hemocraft dice.
I am thinking of having a different method to the shape-shifting rather than eating the monsters. Maybe an effigy of some kind. Also instead of any monstrosity, there will be a list you can choose from as forms you learn. This could avoid anything super broken.
Hello, I was wondering if there was any class that could turn into monstrosities, and after checking, most people felt that monstrosities didn't fit the druid and that monstrosities are powerful creatures due to there special abilities.
So why not make a Blood Hunter Subclass. They are all about harnessing evil and dangerous powers.
"They who hunts monsters often become them"
The Order of Monsters is a group that took this to heart. By utilizing the hemocraft and by eating the flesh of monsters a Blood Hunter that follows this path will gain the ability to morph their bodies into monstrosities. The process can be painful as your organs and bones crack and shift.
My goal was to create a druid-like Subclass for blood hunter. They will normally function like a Normal druid but can expend hemocraft dice to empower their shape-shifting to function like a moon druid.
Level 3 gives access to Metamorphosis
You can use your action to magically assume the shape of a monstrosity that you have eaten/drank before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your blood hunter level determines the monstrosity you can transform into. At 3rd level, for example, you can transform into any monstrosity that has a challenge rating of 1/4. At 4th level you gain access to 1/2, and at level 8 you gain access to level 1 forms.
You can stay in a monster shape for a number of hours equal to half your blood hunter level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
• Your game statistics are replaced by the statistics of the monster, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
• When you transform, you assume the monster's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
• You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your monster form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
• You cannot invoke your Blood Curses and Rites.
• You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
• You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Empowered Metamorphosis
You can use a Hemocraft die to assume a stronger monster form.
Your monster forms challenge rating can now equal to 1/3 your blood hunter level, rounded down.
Rite of Monsters
Harness the power of your monstrous form. You must spend 1 hemocraft die to activate a monstrosity forms unique abilities. Basic attacks will work normally, but as an example a cockatrice's petrify ability must be activated this way. This counts as a rite and lasts until a long rest, but only while in the form of the monster. If you revert back and change into the same monster again, the rite will still be in effect.
Level 7 you gain Rite of Metamorphosis
You can now channel a rite into your monster form. Any melee attacks made with natural weapons gain the benefits of a rite.
Level 11 you gain Unshackled Metamorphosis
Morph into even stronger monsters. Expend both charges of your metamorph to use an empowered monster form.
Spend 2 hemocraft dice as well to morph into an Unshackled Monster.
An unshackled monster form has a challenge rating equal to 1/2 your blood hunter level.
Level 15 you gain Flesh Shaper
You have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.
At level 18 you gain Master of Flesh
Your mastery over Metamorphosis has allowed your to change into any monstrosity at will. With a challenge rating of 1/3 your blood hunter level.
Unshackled monsters still require two Hemocraft dice.
I am thinking of having a different method to the shape-shifting rather than eating the monsters. Maybe an effigy of some kind. Also instead of any monstrosity, there will be a list you can choose from as forms you learn. This could avoid anything super broken.