Sorcerer
Base Class: Sorcerer

Your bloodline comes from that of the more bestial or monster races. Some examples being Minotaurs, centaurs, ogres or so forth. You’re tougher than most and gather your magic from your hardiness. 

Monster Ancestor

At 1st level, you choose one type of monster as your ancestor. The trait associated with each monster is used by features you gain later.

Monstrous Ancestry
Monster Monster trait

Troll

Increased healing - The min healing you get on a short rest equals your con modifier for each dice used.

Ogre

Thick skull - You gain proficiency in wisdom saves, if you already have this pick either Charisma or Intellect.

Ettin

Perceptive - You have advantage on perception checks.

Minotaur

Labyrinthine recall - You cannot get lost and can accurately recall the layout of dungeons or caves.

Centaur

Fleet of hooves - Your movement speed increases by 10.

 
 

You can speak, read, and write a monster's language. Additionally, whenever you make a Charisma check when interacting with the chosen monster your proficiency bonus is doubled if it applies to the check.

Centaur

At 1st level, you choose one type of monster as your ancestor. The trait associated with each monster is used by features you gain later.

Ettin

At 1st level, you choose one type of monster as your ancestor. The trait associated with each monster is used by features you gain later.

Minotaur

At 1st level, you choose one type of monster as your ancestor. The trait associated with each monster is used by features you gain later.

Ogre

At 1st level, you choose one type of monster as your ancestor. The trait associated with each monster is used by features you gain later.

Troll

At 1st level, you choose one type of monster as your ancestor. The trait associated with each monster is used by features you gain later.

Monstrous Resilience

As magic flows through your body, it causes physical traits of your monster ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a skin resembling your monster ancestor. When you aren’t wearing armor, your AC equals 13 + your Constitution modifier.

Monster's Boon

Starting at level 6 your monster's heritage begins to blossom. When you spend 1 sorcery point you can gain resistance to either non-magical bludgeoning, slashing, or piercing for one hour or until you use 1 sorcery point to change the resistance. At level 6 the trait associated with your monster ancestor surfaces, gaining the boon described in the chart below.

Monstrous Ancestry
MONSTER MONSTER TRAIT

Troll

Increased healing - The minimum healing you get on a short rest equals your con modifier for each dice used.

Ogre

Thick skull - You gain proficiency in wisdom saves, if you already have this pick either Charisma or Intellect.

Ettin

Perceptive - You have advantage on perception checks.

Minotaur

Labyrinthine recall - You cannot get lost and can accurately recall the layout of dungeons or caves.

Centaur

Fleet of hooves - Your movement speed increases by 10.

 

Monstrous Size

At 14th level, you gain the ability to release some of your true monstrous form. At level 14 you can change your size category up by one level from your base size. (Small to medium, medium to large, large to huge). You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift and your movement speed increases by 5. You can change your size this way as a bonus action on your turn. Your size remains this way until you dismiss them as a bonus action on your turn.

You can’t change your size while wearing armor unless the armor is made to accommodate the change, and clothing not made to accommodate your size might be destroyed when you grow.

Monster's Reputation

Beginning at 18th level, you can channel the innate fear of monsters all creatures share, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.