Community Based Monster Classes
Welcome! If you've ever played D&D, you've probably wanted to play a monster at some point. Sometimes humans and elves aren't enough. Sometimes, you want to be a dragon.
That's what we're here to do. In this thread, you will be able to play as any monster you want by going into these Monster Classes just as if they were ordinary classes.
Or, if you love the monster classes, and fancy that you want to help out, there are two ways. You can critique, or you can homebrew. Both will be discussed momentarily.
There is also a spin-off project, our homebrew edition. While we allow classes based on well PEACHed homebrew monsters, this spin-off project's main purpose is to make monster classes completely from scratch. Not based off of anything at all, just inventing a new monster in class form. Make sure to check them out!
General FAQSpoiler
Q) Isn't there already a Monster Class thread?
A) Yes. This thread has split off from that one because we disagree with their design philosophy, so you will note some differences between our Monster Classes and theirs. Some Monster Classes may have a place in both projects. However, if you are a fan of this thread, I encourage you to at least check out the other one at some time, even though we disagree with them on many points, their monsters are high quality.
Further, if you are here from the other Monster Class thread, you can still help us out. We welcome anyone's work, even if it has be presented in other threads. But the biggest thing you can do is just give us permission to use all of your monsters.
Q) What monsters am I allowed to make into a monster class?
A) We encourage Homebrewers to build any monster they wish to see as a playable character class, though we would prefer that Homebrewers build Monster Classes for Monsters that have either been published, or that have been Finished and well P.E.A.C.H.ed.
Q) Help! I'm taking a 1 or 2 level monster class and can't tell if it's BAB 1/2 or 3/4! (For the purposes of fractional BAB).
A) Unless otherwise noted, an undead has 1/2 BAB, while all other classes/templates have 3/4 BAB.
Q) When I increase in size does my strength increase and my dexterity decrease? If so, by how much?
A) Size increases, or decreases, do not alter ability scores in this project.
Q) What's the Caster Level for the SLAs?
A) Unless otherwise specified, the Caster level for any SLAs is equal to your total HD.
Q) What’s the Save DC for this ability?
A) Unless otherwise specified the Save DC is (10+ 1/2 HD + Charisma Modifier).
Q) What is this list of Monsters Thing?
A) The List is an organization of monster-classes that have been thoroughly P.E.A.C.H.ed, and are believed to be Play-ready. We make no claim to the perfection of a monster that has been listed, and continue to encourage comments and thoughts, even on monster-classes that have been 'finished.'
The rest of the rules are split into three parts. Use Guidlines will teach you all the proper rules for using these Monster Classes in a game. Critique Guidelines will explain how you can help the project by commenting on other people's monsters. Homebrew Guidelines states how you can help us by making your own Monster Class.
Use Guidelines
You take these Monster Classes just like you would any other class, such as wizard or rogue. Each level of the class makes you more like the monster, makes you more powerful. Normally you should take the first level of a Monster Class at level 1, but in some cases you may like your character to transform into a monster, in which case you can take it at a later level. After that, you may multiclass freely from and to your Monster Class.
Under normal circumstances you may not multiclass two Base Monster Classes. However, see below. Upon taking the first level of a Monster Base Class, you lose all other racial traits: what this means is that while you may select a race in character creation, you essentially lose it when you pick your Level 1 class level. You do not gain any traits or bonuses from being a race, since the first level of a Monster Class replaces both class and race. (However, it is usually more powerful than a standard class to make up for it.)
Growth TableSpoiler
{table=head]Base Size|New Size| AC & Attack Bonuses*|Space*|Reach (Tall/Long)*|Ave. Size Incr.|Ave. Weight Incr.|Grapple Mod.|Hide Mod.
Fine|Diminutive|-4 (size)|+½’|+0’/+0’|+6”|+1/2 lb.|+4 (size)|-4 (size)
Diminutive|Tiny|-2 (size)|+1½’|+0’/+0’|+9”|+5 lbs.|+4 (size)|-4 (size)
Tiny|Small| -1 (size)|+2½’|+5’/+5’|+18”|+36 lbs.|+4 (size)|-4 (size)
Small|Medium| -1 (size)|+0’|+0’/+0’|+3’|+240 lbs.|+4 (size)|-4 (size)
Medium|Large|-1 (size)|+5’|+5’/+0’|+6’|+2000 lbs.|+4 (size)|-4 (size)
Large|Huge|-1 (size)|+5’|+5’/+5’|+12’|+8 tons|+4 (size)|-4 (size)
Huge|Gargantuan|-2 (size)|+5’|+5’/+5’|+24’|+80 tons|+4 (size)|-4 (size)
Gargantuan|Colossal|-4 (size)|+10’|+10’/+5’|+48’|+200 tons|+4 (size)|-4 (size)[/table]
Natural weapons damage increases one die size for each size increase.
Thanks to Zeta Kai for the Table.
Multiple Natural Armor BonusesSpoiler
If a creature gains natural armor bonuses from multiple sources treat them according to the following chart.
{table=head]Base Natural Armor|Extra Natural Armor|Results
1/2 Con Mod|1/2 Con Mod|Full Con Mod as Natural armor Bonus
Anything higher than 1/2 Con Mod|1/2 Con Mod|+1 Nat. AC
Full Con Mod|Full Con Mod|1.5 Con Mod
Anything Higher than Full Con Mod|Full Con Mod|+2 Nat. AC
1.5 Con Mod|Anything higher than Full Con Mod|+3 Nat. AC[/table]
Creatures that gain Natural Armor from more than one monster class, that specify different Ability Scores as the base for their Natural Armor Class use whichever Ability Score is higher to derive both Natural Armor Classes, and uses the chart above.
Thanks to ChumpLump for the Table.
Multiclassing MonstersSpoiler
In some cases, your DM may disregard the above rule and allow you to multiclass two base monster classes. This will likely represent some sort of hybrid character, which could be interesting. In this case, how you should play this is: For the monster class which you do not take at level one, remove the “Body of X” class feature, and use the “Body of X” for your first monster class. If you somehow take them at the same time using a variant rule like gestalt, keep the “Body of X” from the class with more levels. If they both have the same number of levels, you may choose which “Body of X” you keep.
Critique Guidelines
For any monster to be put up, it must be critiqued. By you! Here's how it works.
Monster approval is governed by a group of experienced or thoughtful homebrewers, known as the council. The council currently consists of Gorgondantess, Hyudra, and Magicyop. For any monster to be put on the list, it needs only to be approved by any two council members. The council is not a closed entity, if you wish to be a part of the council, send them a private message and they may accept you.
Further, the council are not the only ones who may critique-- we strongly encourage you to help others round out their monster classes. Especially if you hope to one day be on the council, you will only be chosen for the council if you critique frequently and well.
If you intend to comment on monster classes in any way, you MUST read the below rules and follow them.
Critiquing Rules
Spoiler1. Respect
Respect is tantamount if you are working on this project. If you are disrespectful of a class or a homebrewer, you will face consequences within this thread. At all times we must all treat each other with respect. Ignore all other rules before you ignore this one. Never be disrespectful to another homebrewer.
2. Contribution
Try to always critique Monster Classes whenever you can. It can be very frustrating if no one will critique your class, and if you skip over someone's class, they may feel left out. Just remember that if you help someone out by critiquing their class, they will likely help you out by critiquing your class.
3. Flexibility
If you suggest someone change something about their class, be flexible if they don't want to. If they address your concern and really don't want to change it, you can still nominate the class regardless.
4. Standardization
Remember when you are critiquing that a class should be accurate to the rules below, in the homebrew section. Do not critique based on some imaginary rule which you have in your head, especially if that conflicts with our rules here. This is not to say you can't explain your position, if it conflicts with the rules, but encouraging someone to make a monster class outside of the rules of this thread is frowned upon.
How To Critique
Spoiler1. Take a good long look at the class. A skimming look will not do. Read the entire thing, and try to get the image in your mind of what type of flavor the creator was going for.
2. Comment on the class as a whole before picking it apart. Give your feelings in general.
3. Note how you feel about each separate feature of the class.
4. Make sure the class is in accordance with the homebrew rules below.
5. Remember to also say what you like about the class-- try to find one nice thing to say about every monster class you critique. Every crafter has their merits.
Homebrew Guidelines
Making a Monster Class is difficult, so don't think you can whip something up in ten seconds and get it posted. It may be long and hard to perfect it, but we'll help you through it. Follow these guidelines and you'll quickly be on your way. Remember to start out with ChumpLump's class template so that all classes are in a standard format.
Class Templates
Homebrewing Rules
Spoiler1. Flavor
Flavor and fun top all else when you are making Monster Classes. Your abilities should be interesting and fun, even if the original monster is fairly bland. Numerical bonuses are not fun. If you create a flavorful class which is awesome, we can work through any other problems.
2. Balance
Balance is vital when making these classes, it is easy to make a monster too powerful or too weak. Keep in mind all of the following rules when you are building a class.
SpoilerBase Attack Bonus and Saves: Don’t worry about staying too true to the Type’s Base Attack Bonus, Saves, Skills, and Proficiencies. Just because it is an Outsider doesn’t mean it should have Full Base Attack Bonus, All Good Saves, (8+Intelligence Modifier) Skills Per Level, and proficiency with all Martial Weapons. That said, Monster’s Class skills are usually a good idea to keep with the original. These things should be based on the Character class you are building, and not the Monster’s type. Undead and Constructs merit high Hit Dice by their constitution-less nature, and Lower Base Attack Bonuses, Skills per level, Class Skills, and Saves by their inherently stronger nature. Generally, undead and constructs should not have class skills, to balance out the benefits of these types.
Challenge Rating and Class Level: As a basic rule of thumb, the number of Levels in a Monster Class should be equal to the monster’s CR. There are exceptions to this rule, See Therianthropy, and we see no reason that a monster cannot be advanced beyond its CR.
If a Monster has more than 20 CR, it is recommended to build two monster classes. The first being a 20 level progression for the Monster Class, and the second being an Epic Level Progression for the Monster Class. We encourage Monster Crafters to build any monster that strikes their fancy, and will be more than willing to help with Epic Progressions, but it is recommended to get the important class features of an Epic level monster before level 20.
Natural Armor: Base Monster Classes that offer natural armor bonuses should generally base this bonus off of Constitution Modifier. The Default is Natural Amor Bonus is equal to the Creature’s Constitution Modifier. Some monsters merit the use of Strength, or Mental Ability Scores. Other, more defensive monsters merit a Natural Armor Bonus of 1.5 X their Constitution Modifier, and weaker Monsters may offer a Natural Armor Bonus of .5 X their Constitution Modifier.
Templates that increase Natural Armor, should offer a “Bonus to Natural Armor” opposed to a “Natural Armor Bonus,” The difference being that the former stacks with the later.
Ability Bonuses: Ability Scores shouldn’t increase more than +1 for any Given Ability Score per Level. If there is a good place to make an exception to this rule, it is First level, but even there it needs some justification. Ability Score penalties also require such justification, as that we are not terribly keen on them.
Monster Classes shouldn’t be terrible M.A.D. (Multiple Ability Score Dependent), as such we Request that a Monster Class be built with two or three Primary Ability Scores. Further, Bonuses to Ability Scores not particularly used by the Class should be explained, or justified. (Werewolves do not particularly use Wisdom, but Lycanthropy is known for expanding a creature’s Judgment and Awareness.)
No Level Left Behind: Monster Abilities should be broken down into separate features and abilities. More active abilities are better than passive ones, and options are always a good choice, well almost always. We strongly advise against Dead Levels. A Dead Level is a Level in which no ability is gained, or only ability scores increase. These are boring, and make your future Monster Players Cry. We don’t like crying players. This is possibly the second closest guideline to a rule. Don’t be afraid to build custom class features in order to keep a monster interesting, these are, after all, Player Character Classes, so they can be more interesting than your average monster. (As always active abilities are always more fun than passive ones.)
Flying: Shouldn’t come in before 6th level, Before then Feather Falling, Bonus to Jumps, and Gliding are all fine powers.
Large: Shouldn’t come in to play before 3rd level.
Huge: Shouldn’t come into play before 12th level.
Gargantuan: Shouldn’t come into play before 16th level.
Colossal: Shouldn’t come into play before 20th level.
Damage Reduction: Shouldn’t come into play before 3rd level, at this point it should be based on 1/2 the creature's HD.
Spell Resistance: Shouldn’t come into play before 3rd level, at this point it should be based on 10+ The creature's HD.
Energy Immunity: Shouldn’t come into play before 5th level, and should come with a vulnerability (+50% damage) to another element. Energy Resistance is usually a better choice, based on the Creature’s HD.
Full Casters: Should be weaker than your average Monster Class. Casting is good, and powerful, but this still doesn’t merit dead levels. Generally (Class Level-1) as Effecting Caster Level has been the mode for creating Caster Monsters, but other options certainly exist.
Special Abilities: Should Scale with HD!
Uses Per Day: At will is dangerous. Some Spell-Like Abilities and Class Features should not be at Will. Generally uses per day are based on the Monster’s HD, or a Ability Score. However, one option is to make it so that an ability becomes at will after it would gain a certain number of uses per day.
Spell Like Abilities: Some Spell-Like Abilities are too powerful for lower levels, it is completely reasonable to offer a weaker SLA and have it scale up to a Higher power SLA at higher Levels or Creature HDs. Summon Monster is a great example, where a Monster Class may gains access to Summon Monster I at level 2, and Summon Monster V at level 9.
In General: Monsters Should Synergize well with a virtual 'Favored Class.' If your monster wouldn’t multiclass well into another class, maybe you could re-examine it, keep in mind that players may want to play more than 7 levels.
3. Professionalism
Your monster is a work of art, and it should look like that. If people are going to use it, it needs to be high quality. It should not look shoddy, because we know you put a lot of work into it. Remember the following simple guidelines:
Spoiler
- Title your monster class with size 5 font.
- Post an Image below the title
- Spoiler the Statistics and Table
- List HD, Skills, and Proficiencies in Bold
- List Class Features in the Order that they are gained, with italicized titles
- Spoiler Comments and Change-log.
- Clean Spelling! Please check your Spelling! Spell Check is your friend!
4. Ease of Use
Your Monster Class should be easy to use. People shouldn't have to puzzle out the intention of an ability. Speak plainly and avoid complexity if you can make something simpler (but don't be afraid to have a complex mechanic if the class will be more fun for it.)
5. Variety
Keep in mind that variety is good! If you offer your players choices on what abilities to gain or how to advance in the class, they'll be grateful to you. Feel free to do it, but remember it may not be appropriate for all classes.
If you have never made a Monster Class before, it is recommended you start out with a small one, though this is not required. Starting out with an epic monster is a sure way to bring pain to everyone in the project.