Fighter
Base Class: Fighter

A battle won, you kneel for a moment catching your breath. Blood splattered all over, you notice as the slain creature's blood seeps into your own wounds. Now a new battle begins, and you're the monster you'd sworn to defeat. Develop and progress your mutations, and grow your monstrous power.

Monstrous Influence

3rd-level The Monster feature

Monsters can sense you are similar to them. You can communicate with any monster that has an Intelligence of 3 or higher, even if the Monster does not have a language. You have advantage on Persuasion checks made against these creatures.

Mutations

3rd-level The Monster feature

You can pick from the list of mutations. These are permanent alterations, requiring a Wish spell to undo. You gain 2 at 3rd level, 1 at 7th level, 1 at 10th level, and 1 at 15th level.

3rd level options

  • Claws
  • Hooves
  • Tentacles
  • Scales
Claws

Claws - Your unarmed strikes deal 1d6 + Strength modifier slashing damage, and gain a climbing speed equal to your walking speed.

Hooves

Hooves - You can dash as a bonus action, and when you dash, you leave a trail of fire. Creatures within 5ft of the fire take an amount of fire damage equal to your proficiency bonus.

Scales

Scales - Your armor class is 13 + Constitution modifier while unarmored, and you have resistance to fire and slashing damage.

Tentacles

Tentacles - Your arms become a mass of tentacles. Your carrying capacity is doubled, and while you grapple a creature your size or smaller, once per turn as an action you can use that creature as a heavy two handed weapon, dealing 1d10 + your Strength modifier bludgeoning damage.

Monstrous Instinct

7th-level The Monster feature

Your monstrous nature is taking over. You add +2 to initiative, and can't be surprised while awake.

Additional Mutations

7th-level The Monster feature

  • Muzzle
  • Devilish Eyes
  • Awakened Mind
  • Elemental Breath
Awakened Mind

Awakened Mind - You choose to learn the Eldritch Blast Cantrip, which deals Psychic instead of Force damage. You also can cast Sending once per day without using a spell slot. Eldritch Blast uses your Intelligence modifier.

Devilish Eyes

Devilish Eyes - You gain dark vision that extends 100 ft, and can see in darkness as if it were bright light. Additionally, an amount of times per day equal to your proficiency bonus, you can cast Detect Evil and Good.

Elemental Breath

Elemental Breath - You can make a breath attack in a 20 ft Cone, triggering a Dexterity saving throw versus your Dexterity modifier. You choose whether the damage type is Acid, Fire, Lightning, Cold, Poison, or Thunder when you take this mutation. The breath attack deals 2d6 of the chosen damage type, or half as much on a successful save.

Muzzle

Muzzle - Once per long rest as an action you can select up to 3 targets you can see. For one hour, or until dismissed they have disadvantage on attack rolls against you, and deal an extra 1d6 force damage on one melee attack against those creatures per turn.

Monstrous Blood

10th-level The Monster feature

Your monstrous nature is increasing your resilience and endurance. Your speed increases by 15 ft, and as a reaction an amount of times per long rest equal to your proficiency bonus, you may end one condition inflicted on you.

Additional Mutations

10th-level The Monster feature

  • Keen Senses
  • Infernal Nature
  • Telepathic Mind
  • Wings
Infernal Nature

Infernal Nature - You have advantage on deception and insight checks, and can cast Hellish Rebuke an amount of times equal to your proficiency bonus. Hellish Rebuke uses your Charisma modifier.

Keen Senses

Keen Senses - While blinded, you do not suffer from disadvantage as long as you can still hear or smell your opponents. Additionally, if you spend 1 minute analyzing an item belonging to a creature that has interacted with the item less than a week ago, all checks made to track them of 9 or less are treated as a 10.

Telepathic Mind

Telepathic Mind - You can speak to any creature you know the name of within 3 miles telepathically. You do not need to share a language, but the creature must be capable of understanding a language. Additionally, you may cast Phantasmal Killer an amount of times per long rest equal to your proficiency bonus without verbal or material components, or a spell slot. Phantasmal Killer uses your Intelligence modifier.

Wings

Wings - You gain a flying speed equal to your walking speed. While flying, ranged weapons have disadvantage to hit you.

Infection

15th-level The Monster feature

If you reduce a creature to 0 hp, you can use your reaction to bring them to half of their maximum hp, and empower them with one of your 3rd level mutations. For one hour this creature will attack any creature as directed (no action required). After the hour, or if the creature is brought back to 0 hp, it dies.

Additional Mutations

15th-level The Monster feature

  • Thick Hide
  • Fiery Weapon
  • Creeping Influence
  • Draconic Presence
Creeping Influence

Creeping Influence - If a creature is charmed or paralyzed within 30 ft of you, you can trigger as an action a Wisdom saving throw versus your Intelligence modifier at disadvantage. On a fail, the creature will take 2d6 psychic damage and is under your influence as if under the Command spell. On a success the creature takes half damage and no other effects occur.

Draconic Presence

Draconic Presence - As an action, you can force all hostile creatures within 20 ft of you to make a Wisdom saving throw against your Constitution modifier. On a fail the creatures are Frightened of you, and lose their reactions until the start of your next turn.

Fiery Weapon

Fiery Weapon - As an action you can conjure a martial weapon, which lasts for 1 minute. This weapon is a plus 1 weapon, and deals an extra 1d8 fire damage.

Thick Hide

Thick Hide - As a bonus action an amount of times per day equal to your proficiency bonus for 10 minutes, you have resistance to bludgeoning, piercing, and slashing damage, even from magical sources. You also take no damage falling from heights of 40 ft or less.

Transformation

18th-level The Monster feature

As an action, an amount of times per long rest equal to your proficiency bonus, you can transform into one of the available options for up to an hour, or until hp runs out. If your hp is reduced to 0 while transformed, you revert back to your original state, with the same hp as before your transformation.

Bone Devil

You can turn into a Bone Devil.

Horned Devil

You can turn into a Horned Devil.

Ice Devil

You can turn into an Ice Devil.

Mind Flayer

You can turn into a Mind Flayer.

Werebear

You can turn into a Werebear

Wereboar

You can turn into a Wereboar.

Werewolf

You can turn into a Werewolf

Young Black Dragon

You can turn into a Young Black Dragon.

Young Blue Dragon

You can turn into a Young Blue Dragon.

Young Bronze Dragon

You can turn into a Young Bronze Dragon

Young Red Dragon

You can turn into a Young Red Dragon

Young White Dragon

You can turn into a Young White Dragon.

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