Base Class: Wizard
Monster Wizards are obsessed with monstrosities and the magical anomalies they represent. These enthusiasts spend their time finding and cataloging monsters and using their findings to mimic the powers and abilities of the monsters they record in their spellbooks. Skilled Monster Wizards can use their knowledge to temporarily transform into monsters, sometimes losing themselves to their obsession. While other wizards and scholars often find this obsession off-putting, the practical applications and thrill of the hunt keep these wizards ever excited to encounter and study new monsters.
Level 3: Monster Manual
You have learned how to magically record your findings on monsters in your spellbook to gain greater insight and power. You can collect Monster Pages by defeating Monstrosities and studying them with an Investigation check (DC equal to 8 + Challenge Rating). A monster's Monster Page gives you access to their entire stat block.
When you gain this feature you automatically gain a monster page for a Monstrosity of your choice that is Challenge Rating 1 or lower. You can have up to 4 Monster Pages in your spellbook. This number increases to 6 pages when you reach level 6 in this class, and 8 pages at level 10. When you get a new Monster Page you can replace an old one in your spellbook, which is then automatically destroyed.
When you have a monster's Monster Page in your spellbook you have Advantage on saving throws that it forces you to make, and you have Advantage on ability checks to find or detect it. These benefits apply to all monsters of the same kind, not just the specific monster you defeated.
Level 3: Channel Monstrosity
You can use your collected Monster Pages to channel the powers of a Monstrosity you have researched. As a Bonus Action you can spend a spell slot to gain access to the actions of a Monstrosity from your Monster Pages for 10 minutes. You do not gain access to any Spells or Legendary Actions the Monstrosity may have. The maximum Challenge Rating of the Monstrosity you channel is equal to 1 + the level of the spell slot spent.
Level 6: Improved Channeling
When you use Channel Monstrosity to channel a Monstrosity with Challenge Rating of 4 or higher you can cast any Spells it knows of level 5 or lower using your spell slots. These spells count as Wizard spells for you when cast.
In addition, when you activate Channel Monstrosity you gain Temporary Hit Points equal to 3 times the Challenge Rating of the channeled monster and you can use the monster’s Armor Class instead of your own while you have these Temporary Hit Points. When the Channel Monstrosity effect ends you lose these Temporary Hit Points if any remain.
Level 10: Monster Form
Your research into monsters has reached a level where you can now temporarily transform into the monsters you have catalogued. As a Magic action while Channel Monstrosity is active you can turn into the Monstrosity you are channeling for 1 hour or until you are Incapacitated. Maintaining this transformation requires Concentration. If you lose Concentration you retain the effects of Channel Monstrosity for 10 minutes but revert to your original form.
When you transform you gain Temporary Hit Points equal to 4 times the monster’s Challenge Rating. You retain your ability to speak and your Ability Scores, but you can use the monster’s Ability Scores for actions and saving throws. You retain access to your Wizard class features and spellcasting while transformed but cannot cast spells the form knows that are higher than level 5 nor can you use any Legendary Actions the monster has.
Once you use this feature to transform you cannot do so again until you finish a Long Rest.
Level 14: Monster Mastery
You now regain your use of Monster Form when you finish a Short or Long Rest. When you use Monster Form you can modify the transformation to not require Concentration, but if you do so the duration is reduced to 1 minute.
In addition, the maximum Challenge Rating for a Monstrosity you can channel with Channel Monstrosity increases by 2, to a maximum Challenge Rating of 12.







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Posted Dec 26, 2025A Subclass for all of the Monster Enthusiasts out there! Inspired by classic Wizards that turn into monsters when confronted by the hero and the Blue Mage from Final Fantasy who steals the power of monsters.
The power of this Subclass will depend greatly on what Monstrosities your DM includes in your campaign, and you should talk to them about these features to make sure they are ok with you potentially turning into those monsters. I looked at all of the Monstrosities in the 2024 Monster Manual when trying to balance what this Subclass can do, but your DM may pull Monstrosities from other sources when designing their encounters, so be aware that some Stat Blocks may work too well or not work well at all.
I hope you give it a try and have some fun with all of the possibilities!