Primerva's Guide To Kaijuborn 1

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Credits Table of Contents

Art Credit. Chapter 1: The


Cover/Page 1 Godzilla KOTM GodzillaVsGhidorah Kaijuborn................................................3
Textless 02 by Awesomeness360 on Deviantart.com; original Anguirus, Baragon, Battra, Biollante,
art owned by Warner Bros Studios. Caesar.........................................................................................................4
Cover Page with text and Page Textures and Stains made Destoroyah, Gamera,
by @MagePajamas on Twitter.com. Ghidorah....................................................................................................5
Page 2 Godzilla by FerioWind on Deviantart.com. Gigan, Godzilla, Hedorah,
Page 3 Godzila Rises by Skybolt on Devintart.com. Kong............................................................................................................6
Page 4 Battra, Dark Destruction by Hayama Kohei. Kumonga, Mothra,
Page 5 Godzilla King of the Monsters Concept Art 1 from Mechagodzilla...........................................................................................7
Warner Bros. Studios. MUTO, Rodan, Space
Page 6 Kong: Skull Island Illustration by yinyuming on Godzilla......................................................................................................8
Deviantart.com.
Page 7 Mothra, Protector of Earth by InkVeil-Matter on Chapter 2:
Deviantart.com Subclasses................................................9
Page 8 Bio-Qaurtz Spacegodzilla by Svetlin Velinov (MTG). Barbarian: Path of the
Page 9 Kong vs Godzilla G-Fest edition by KaijuSamurai Titan............................................................................................................9
on Deviantart.com. Paladin: Oath of the Monster
Page 10 Shin Godzilla vs MechaGodzilla G-FEST print by King.............................................................................................................10
KaijuSamurai on Deviantart.com. Warlock: Otherworldly Patron King
Page 11 Godzilla Night 6 Poster - clean by KaijuSamurai Ghidroah....................................................................................................12
on Deviantart.com.
Page 12 Godzilla 2019 vs King Ghidorah 2019 Epic Battle Chapter 3:
by MissSaber444 on Deviantart.com. Feats.......................................................15
Page 13 Godzilla King of the Monsters: Cover 9 by
MissSaber444 on Deviantart.com. Preface
Page 14 Dual Duel by legendfromthedeep on
Deviantart.com. Kaiju and giant monsters have always been a part of D&D.
Page 15 Kong of Skull Island_Test Page 02 by Monsters like Dragons, Purple Worms, and the infamous
BryanValenza Tarrasque, have stomped and burnt their way across many a
Page 16 Shin Godzilla Gabe Final by Gabezilla2015. table. This supplement for Dungeons and Dragons 5th
Page 17 The Fire Demon by eatalllot on Deviantart.com. Edition is meant to bring some of the magic of giant
Friend Credit. Thank you to my playgroup and close friends monsters to the players side of the encounter. With the
for helping make this document. Editing, braninstorming, etc. options provided here, you can play as smaller versions of
I appreciate you guys. Special thaks to Brianna, Caleb, Cody, Kong, Godzilla, Ghidorah, and other kaiju in your 5e games.
Cris, Evin, Joby, Ryan, and Tina.
Lead Designer/Producer. If you like this, check out The
Primerva - /u/chaoskings35. Worldspire Journal on Patreon at
Patreon Credit/Shoutout. Henry, Kelly, MLGZombie, Tina. https://www.patreon.com/Primervadndb!
Primerva's Guide to Kaijuborn is unofficial Fan Content
permitted under the Fan Content Policy. Not
approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the
Coast LLC.

2
Chapter 1: The Kaijuborn
This chapter presents a new race option for players in the
form of the kaijuborn. The kaijuborn are the people warped
by the presence of an orignal kaiju such as Anguirus,
Godzilla, or Rodan. In total, there are 18 subraces in this
section that represent well known or otherwise influential
kaiju from across the last century of comics, film, and
television.

Kaijuborn
"Monsters are tragic beings. They are born too tall, too strong,
too heavy. They are not evil by choice. That is their tragedy.
They do not attack people because they want to, but because
of their size and strength, mankind has no other choice but to
defend himself. After several stories such as this, people end
up having a kind of affection for the monsters. They end up
caring about them." - Ishiro Honda.

Kaijuborn Traits
Your kaijuborn is a descendant of those who were
transformed by the presence of the kaiju.
Ability Score Increase. Your Constitution score increases
by 2.
Age. Their life span is unknown. Kaijuborn have been
known to live for as long as the true dragons, if not longer.
They reach maturity around 100 years old.
Alignment. Kaijuborn follow their own interests and
desires, but often take after their ancestral kaiju. There is no
one alignment a kaijuborn will follow.
Creature Type. You are a Humanoid and a Monstrosity.
Size. Kaijuborn are usually well over 7 feet in height and
weigh anything from 250 to 650+ pounds. You are a medium
creature, but just barely.
Speed. Your base walking speed is 30 feet.
Language. You can speak, read and write Common and
Primordial (Kaiju).
Energy Weapon. You can use your action to exhale or emit
destructive energy. Your kaiju ancestry determines the size,
shape, and damage type of the energy. When you use your
energy weapon, each creature in the area of the exhalation
must make a saving throw, the type of which is determined by
your kaiju ancestry. The DC for this saving throw equals 8 +
your Constitution modifier + your proficiency bonus. A
creature takes 2d6 damage on a failed save, and half as much
damage on a successful one. The damage increases to 3d6 at
5th level, 4d6 at 11th level, and 5d6 at 17th level.
After you use your energy weapon, you can’t use it again
until you finish a short or long rest.
Natural Armor. When you aren’t wearing armor, your AC is
13 + your Constitution modifier. You can use your natural
armor to determine your AC if the armor you wear would
leave you with a lower AC. A shield’s benefits apply as normal
while you use your natural armor.
Subrace. Choose one subrace from the kaiju options
below.

3
Burrow. You have a burrowing speed of 10 feet and leave a
tunnel that can be crawled through behind you when you
burrow.
Flame Ray. Your energy weapon deals fire damage
in a line 30 feet long and 5 feet wide. Your energy weapon
imposes a Dexterity saving throw.
Battra
Unlike their counterpart, battra kaijuborn are self-interested
and enjoy destruction.
Ability Score Increase. Your Charisma score increases by
1.
Force Field. You can cast the shield spell once. Charisma
is your spellcasting ability for it. You must finish a long rest to
cast this spell again with this trait. You can also cast this spell
normally with any spell slots you have.
Limited Flight. You have a flying speed of 30 feet. To use
this speed, you cannot be be wearing medium or heavy armor.
You must land at the end of each of your turns. If you do not,
you begin falling slowly at a rate of 60 feet per round at the
end of your turn, taking no fall damage.
Prism Beams. Your energy weapon deals Necrotic
damage in a line 30 feet long and 5 feet wide. Your energy
weapon imposes a Dexterity saving throw.
Biollante
Like your progenitor, you are a Godzilla mutant. Biollante
kaijuborn are said to have the most human souls.
Ability Score Increase. Your Charisma score increases by
1.
Acid Lob. You know the acid splash cantrip. Charisma is
your spellcasting ability for it.
Corrosive Sap. Your energy weapon deals Acid damage in
a 15 foot cone. Your energy weapon imposes a Constitution
saving throw.
Long-Limbed. When you make a melee attack on your
Anguirus turn, your reach for it is 5 feet greater than normal due to
Anguirus kaijuborn are relentless fighters and trustworthy your tendril-like limbs.
friends.
Ability Score Increase. Your Strength score increases by Caesar
1. Caesar kaijuborn are widely regarded as benevolent music
Relentless Endurance. When you are reduced to 0 hit lovers.
points but not killed outright, you can drop to 1 hit point Ability Score Increase. Your Dexterity score increases by
instead. You can’t use this feature again until you finish a long 1.
rest. Backfire. Caeser kaijuborn lack a traditional breath
Rolling Attack. As an action, an Anguirus kaijuborn can weapon. Instead, as a reaction when you would take damage
roll 5 feet straight forward and attempt to hit a creature with from a line attack, such as the lightning bolt spell, or an
a mighty slam. Make an attack roll. On a hit, the target takes energy weapon, such as a blue dragon's lightning breath, you
1d4 + your Strength modifier bludgeoning damage. can attempt to reflect the damage back at them. When you do
Sonic Roar. Your energy weapon deals Thunder damage so, the damage you take from the Attack is reduced by 1d10 +
in a 10 foot radius around you. Your energy weapon imposes your Constitution modifier + your level. You fire back a beam
a Constitution saving throw. that deals Lightning damage equal to the amount you rolled
on a failed save, or half as much on a success. Your backfire
Baragon imposes a Dexterity saving throw.
Baragon kaijuborn fight for good and the protection of their Leap. You are always under the effects of the jump spell.
sacred lands. Trained Fist. Your fists are natural weapons, which you
Ability Score Increase. Your Wisdom score increases by can use to make unarmed strikes. If you hit with them, you
1. deal Bludgeoning damage equal to 1d4 + your Strength
Control Earth. You know the mold earth cantrip. Wisdom modifier.
is your spellcasting ability for it.

4
Destoroyah
Born from an attempt to kill Godzilla, the progenitor of the
Destoroyah kaijuborn, and by extention its descendants, are
bringers of death.
Ability Score Increase. Your Charisma score increases
by 1.
Inner Jaw. Your fanged inner jaw is a natural weapon,
which you can use to make unarmed strikes. If you hit with
it, you deal Piercing damage equal to 1d6 + your Strength
modifier, instead of the Bludgeoning damage normal for an
unarmed strike.
Micro-Oxygen Beam. Your energy weapon deals
Necrotic damage in a line 30 feet long and 5 feet wide. Your
energy weapon imposes a Constitution saving throw.
Regeneration. As a bonus action, you can spend a number
of hit dice equal to your proficiency bonus to heal an
amount equal to the number rolled. Once you have used
this feature, you cannot do so again until you complete a long
rest.
Gamera
Gamera is a friend to children and protector of the
universe. Humans often find it easy to get along with
Gamera kaijuborn.
Ability Score Increase. Your Wisdom Score increases
by 1.
Plasma Fireballs. Your energy weapon deals Fire damage
in a 15 foot cone. Your energy weapon imposes a Dexterity
saving throw.
Shell Armor. You thick shell provides extra protection.
Your natural armor AC increases by +1.
Shell Flight. You can withdraw into your shell as an
action. Until you emerge, you have a flying speed of 20 feet
and your AC increases by +2. While in your shell, you have
disadvantage on Dexterity saving throws, you can't take
reactions, and the only actions you can take are a bonus
action to emerge from your shell or an action to ram into a
creature, dealing 1d4 + your Strength modifier Bludgeoning
damage on a hit.
Ghidorah
You are a child of the sadistic three-headed monster dragon,
King Ghidorah. Your alien ancestry and intellect give you a
great advantage in combat and politics.
Ability Score Increase. Your Intelligence score increases
by 1.
Gravity Beams. Your energy weapon deals lightning
damage in a 15 foot cone. Your energy weapon imposes a
Constitution saving throw. If a creature fails their saving
throw by 5 or more, you can move them 10 feet horizontally
in a direction you choose.
Limited Flight. You have a flying speed of 30 feet. To use
this speed, you cannot be be wearing medium or heavy
armor. You must land at the end of each of your turns. If you
do not, you begin falling slowly at a rate of 60 feet per round
at the end of your turn, taking no fall damage.
Tyrant King. You can channel your tyrant blood to cast the
spell command once with this trait and regain the ability to
do so when you finish a short or long rest. Intelligence is
your spellcasting ability for it. You can also cast this spell
normally with any spell slots you have.

5
Gigan Hedorah
Your origins, like many kaiju, are alien. Like your namesake, Born from sludge and pollution, Hedorah and his children
you a a cyborg created for a purpose. are barely humanoid.
Ability Score Increase. Your Charisma score increases by Ability Score Increase. Your Dexterity score increases by
1. 1.
Buzzsaw. As a bonus action, you can deal 1d6 + your Alien Pollution. You have resistance to Poison damage.
Strength modifier Slashing damage to any creature grappling Poisonous Burst. You know the poison spray cantrip.
you or any creature grappled by you. Charisma is your spellcasting ability for it.
Cluster Light Beam. As a Gigan kaijuborn, you can fire Sulfrous Spray. Your energy weapon deals Poison damage
powerful clusters of burning light. Your energy weapon deals in a 15 foot cone. Your energy weapon imposes a
Fire damage in a 15 foot cone. Your energy weapon imposes Constitution saving throw.
a Dexterity saving throw.
Cyborg Construction. Even though you were constructed, Kong
you are a living creature. You do not need to eat or breathe, Like King Kong himself, Kong kaijuborn are powerful melee
but you can ingest food and drink if you wish. Instead of fighters who demand respect.
sleeping, you enter an inactive state for 8 hours each day as Ability Score Increase. Your Strength score increases by
your body recharges. You do not dream in this state; you are 1.
fully aware of your surroundings and notice approaching King's Grasp. Your fists are natural weapons, which you
enemies and other events as normal. can use to make unarmed strikes. If you hit with them, you
deal Bludgeoning damage equal to 1d4 + your Strength
Godzilla modifier. You can attempt to grapple a creature as a bonus
Your body is thick with scales and atomic energy burns action whenever you hit it with your unarmed strike.
within you. Like your progenitor kaiju, you are mighty and Natural Climber. You have a climbing speed of 30 feet.
proud. Primal Roar. Your energy weapon deals Thunder damage
Ability Score Increase. Your Strength score increases by in a 10 foot radius around you. Your energy weapon imposes
1. a Constitution saving throw.
Amphibious. You can breath air and water. You have a
swimming speed of 30 feet.
Atomic Breath. Your energy weapon deals Radiant
damage in a line 30 feet long and 5 feet wide.
Your energy weapon imposes a Dexterity saving throw. If a
creature fails its saving throw by 5 or more, you deal an
additional 1d6 damage.
King of the Monsters. Nothing strikes fear in the children
of Godzilla, and you are no different. Fear effects
rarely work on you. You have advantage on saving
throws against being Charmed and
Frightened.

6
Kumonga
Kumonga kaijuborn are spider-like and possess webspinning
capablities.
Ability Score Increase. Your Dexterity Score Increases
by 1.
Webspinning. Your energy weapon deals Bludgeoning
damage in a line 30 feet long and 5 feet wide. Your energy
weapon imposes a Strength saving throw. A creature hit by
your energy weapon has their speed halved until they spend
an action to remove your sticky webbing. Additionally, your
energy weapon turns the full distance of it into difficult
terrain for 1 hour or until it is removed by rain or fire.
Web Walker. Your spider-like body makes it so that
webbing does not stick to you like other races. You ignore
movement restrictions caused by webbing.
Mothra
Steeped in ancient mystery, Mothra and her brood are
regarded as the kindest and brightest of all kaijuborn.
Ability Score Increase. Your Wisdom score Increases by
1.
Antenna Beam. Your energy weapon deals Radiant
damage in a line 30 feet long and 5 feet wide. Your energy
weapon imposes a Dexterity saving throw.
Lifeforce Exchange. Mothra Kaijuborn can sacrifice their
life force to empower others. As an action, you can deal 2d4
Necrotic damage to yourself. This damage cannot be reduced
in any way. An ally of your choice within 10 feet of you heals
equal to half of the amount rolled. If this damage reduces you
to 0 hit points, they heal equal to the full amount instead.
Once you have used this feature, you cannot do so again
until you complete a long rest.
Limited Flight. You have a flying speed of 30 feet. To use
this speed, you cannot be be wearing medium or heavy armor.
You must land at the end of each of your turns. If you do not,
you begin falling slowly at a rate of 60 feet per round at the
end of your turn, taking no fall damage.
Mechagodzilla
You are the artificial creation made using the body of a
Godzilla kaijuborn.
Ability Score Increase. Your Intelligence score increases
by 1.
Absolute Zero Cannon. Your energy weapon deals Cold
damage in a line 30 feet long and 5 feet wide. Your energy
weapon imposes a Dexterity saving throw.
Cyborg Construction. Even though you were constructed,
you are a living creature. You do not need to eat or breathe,
but you can ingest food and drink if you wish. Instead of
sleeping, you enter an inactive state for 8 hours each day as
your body recharges. You do not dream in this state; you are
fully aware of your surroundings and notice approaching
enemies and other events as normal.
Maser Cannons. You know the fire bolt cantrip.
Intelligence is your spellcasting ability for it.

7
MUTO
MUTO and MUTO kaijuborn are atomic parasites that feed
on other kaiju and their children.
Ability Score Increase. Your Strength score increases by
1.
Atomic Parasyte. You have resistance to Radiant damage.
Back Spines. Grapple checks made against you are made
at disadvantage.
EMP. Your energy weapon deals no damage. Instead, it
forces each creature in a 15 foot radius of you to make a
Constitution saving throw. On a failed save, a creature cannot
use an energy weapon, such as a dragon's breath wepon, and
cannot cast or use any spells from innate spellcasting or
racial features until the end of their next turn.
Rodan
Kaijuborn descending from Rodan are regarded as hot-
headed and self-interested, but with a heart of gold.
Ability Score Increase. Your Dexterity score increases by
1.
Limited Flight. You have a flying speed of 30 feet. To use
this speed, you cannot be be wearing medium or heavy armor.
You must land at the end of each of your turns. If you do not,
you begin falling slowly at a rate of 60 feet per round at the
end of your turn, taking no fall damage.
Stoke the Flames. Whenever you move more than half of
your speed on your turn, you can use a bonus action to imbue
your melee attack rolls with the fire of your body, causing
them to deal an additional 1d4 Fire damage until the start of
your next turn. Once you have used this feature, you cannot
do so again until you finish a long rest.
Uranium Heat Beam. Your energy weapon deals Fire
damage in a 15 foot cone. Your energy weapon imposes a
Dexterity saving throw.
Space Godzilla
Your are a child of Space Godzilla, a mutant created from
Godzilla. You are similar in look and size to the Godzilla
Kaijuborn, except you possess large crystal formations on
your shoulders and across your body.
Ability Score Increase. Your Intelligence score increases
by 1.
Alien Mind. You have advantage on all Charisma,
Intelligence, and Wisdom saving throws against magic.
Corona Beam. Your energy weapon deals Lightning
damage in a line 30 feet long and 5 feet wide. Your energy
weapon imposes a Dexterity saving throw.
Levitation. Starting at 3rd level, you can cast the spell
levitate once. Intelligence is your spellcasting ability for it.
You must finish a long rest to cast this spell again with this
trait. You can also cast this spell normally with any spell slots
you have.

Primordial (Kaiju)
Kaiju Primordial is animalistic and primal. It is a
simple language, even in comparison to a dialect
like Terran. Its most common vocalizations are
deep, throaty rumbles and loud roars.

8
Titan of Wrath
Chapter 2: Subclasses Starting at 14th level, when you rage and choose to grow one
This chapter presents three subclasses based on each of the size larger using your Titanic Might feature, you can choose
three main "King" kaiju: The Barbarian Path of the Titan to instead become Huge sized. You can do this once per long
(King Kong), the Paladin Oath of the Monster King (Godzilla), rest. While enlarged in this way, you gain the following
and the Otherworldly Patron King Ghidorah. Additionally, benefits which replace those from your Titanic Might:
Eldritch Invocations for King Ghidorah are located at the end
of the chapter. Titanic Destruction. You deal double damage to objects
and structures.
Barbarian: Path of the Titan's Grasp. When you grapple a creature, they are
considered restrained so long as they are at least two
Titan sizes smaller than you.
Titanic Might Titan's Strength. Each of your attacks deals an extra 1d6
Starting at 3rd level, you can tap into a rage that allows you to damage.
channel your fury into size.
When you rage, you can choose to grow one size larger. If
you do so and there isn't enough room for you to double your
size, you attain the maximum possible size in the space
available for the duration. Once on each of your turns, one of
your attacks with a weapon or an unarmed strike can deal an
extra 1d6 damage to a target on a hit.
Monkey Fist
Also starting at 3rd level, your unarmed strikes do 1d6 + your
Strength modifier Bludgeoning damage. This damage
increases to 1d8 at 6th level, 1d10 at 10th, and 1d12 at 14th.
Additionally, when you are hit by a melee attack while
raging and you have a free hand, you can use your reaction to
attempt to grapple that creature so long as they are within 5
feet of you.
Titanic Blows
Starting at 6th level, when you are raging and hit with a
weapon attack or unarmed strike on your turn against a
creature your size or smaller, you may use one of the of the
following Titanic Blows options of your choice. The creature
must make a strength saving throw. The DC for this saving
throw is equal to 8 + your Strength modifier + your
proficiency bonus. You can use only one Titanic Blow option
per turn.
Hammering Blow. A creature is knocked prone on a
failure, or has its movement speed reduced by half on its
next turn on a success.
Launching Blow. A creature is knocked back 30 feet on a
failure, or 10 feet on a success. This movement does not
provoke attacks of opportunity.

Run Down
Starting at 10th level, so long as you move at least half your
full speed towards a creature and you have a free hand, you
can use your bonus action to attempt to grapple or shove
them.
Additionally, you are no longer slowed when carrying a
grappled creature while enlarged by your Titanic Might
feature.

9
Paladin: Oath of the
Monster King
Tenets of the Monster King
The tenets of the Oath of the Monster King have a strong
emphasis on balance, destruction, and dominance. It is a
path one can only take when in tune with the natural order of
the world's many colossal inhabitants.
Balance. Through your actions, balance between man,
monster, and nature are upheld.
Destruction. Destroy only as necessary, but don't hold
back when you do. The domains of men and monster are
nothing before the might of the Monster King.
Dominance. Seek to dominate over monsters. Like the
King of the Monsters, you are there to show them their place
in the natural order.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Monster King Spells
Paladin Level Spells
3rd Absorb Elements, Earth Tremor
5th Dragon's Breath (Fire Only), Enlarge/Reduce
9th Protection from Energy, Water Breathing
13th Sickening Radiance, Stoneskin
17th Flame Strike, Hold Monster

Channel Divinity
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Atomic Breath. As an action, you can use your Channel
Divinity to exhale a bright blue or purple radioactive ray
called atomic breath.
When you use your atomic breath, each creature in a line
30 feet long and 5 feet wide must make a Dexterity saving
throw. The DC for this saving throw is equal to your paladin
spell save DC. A creature takes an amount of radiant damage
equal to your paladin level (rounded down) + an additional
2d6 fire damage on a failed save, or half as much damage on
a successful one. The extra damage increases to 2d8 at 9th
level and to 2d10 at 17th level.
Organizer G1. As an action, you can use your Channel
Divinity to cause your cells to rapidly multiply to heal or
reduce any damage you receive. You heal yourself for an
amount equal to your paladin level, and you gain resistance to
all damage types except for Necrotic and Psychic until the
start of your next turn.
Sea Monster
Also at 3rd level, you gain a swimming speed equal to your
walking speed and you ignore any of the drawbacks caused
by a deep, underwater environment. If you already have a
swimming speed, it instead increases by 5 feet.

10
Aura of Destruction King of the Monsters
Beginning at 7th level, your divine aura weakens the At 20th level, you can assume the form of a kaiju, most often
structures made by men. You and allies within 10 feet of you resembling the King of the Monsters. While you cannot reach
gain resistance to Radiant damage and deal double damage the heights of a true kaiju, you can get close.
to objects and structures. Using your action, you undergo a transformation into a
At 18th level, the range of this aura increases to 30 feet. Huge sized creature. For 1 minute, you gain the following
benefits:
Burning State You and all creatures within your Aura of Destruction
At 15th level, you have learned to harness the destructive gain immunity to Radiant damage and deal maximum
power of radiation. As an action or as a reaction when an damage to objects and structures .
allied creature within 60 feet of you is reduced to 0 hit points You gain advantage on Strength saving throws and
or killed outright, you can enter your burning state for up to 1 Strength (Athletics) checks.
minute, or until you end it as a bonus action.
When you do so, you can use a bonus action on each of You gain two additional uses of each of your Channel
your turns to release a pulse of radioactive heat. The pulse is Divinity options. These additional uses must be used on
equal in radius to your Aura of Destruction feature. Any the options granted to you by the paladin class, and are
creature within range of the pulse must make a Constitution lost when you transform back.
saving throw against your paladin spell save DC. On a failure,
a creature takes either Fire or Radiant damage (you choose) The range of your Atomic Breath Channel Divinity
equal to 1d6 + your Charisma modifier, or half as much on a increases to 60 feet long by 5 feet wide.
success. Objects and structures within your pulse take
maximum damage from it and are melted or burnt away Once you use this feature, you can’t use it again until you
when reduced to 0 hit points. Any flammable object that isn't finish a long rest, unless you expend a 5th-level spell slot to
being worn or carried within your pulse ignites. use it again.
You can use this feature once and regain the ability to do so
when you finish a long rest.

11
Gravity Beams
Otherworldy Patron: King Starting at 1st level, your power spills forth in the form of
unmatched destruction, causing Lighting and Thunder to
Ghidorah follow in your wake. All spells you cast that deal Lightning or
Thunder damage also deal damage to objects and structures
King Ghidorah Features within their areas of effect.
Warlock Level Feature Additionally, whenever you cast a spell, if it does Lightning
1 Bio-Electrical Cantrips, Gravity Beams damage, you can use a bonus action to force a target creature
6 Tyrant's Call
dealt damage by the spell to make a Strength saving throw.
The DC for this saving throw is equal to your warlock spell
10 Golden Gifts save dc. On a success, nothing happens. On a failure, the
14 Calamitous Storm target is moved up to 10 feet horizontally in a direction you
choose. This movement does not provoke opportunity
Expanded Spell List attacks.
King Ghidorah lets you choose from an expanded list of You can do this a number of times equal to your
spells when you learn a warlock spell. The following spells Proficiency bonus. You regain all expended uses when you
are added to the warlock spell list for you. finish a short or long rest.
King Ghidroah Spells Tyrant's Call
Spell
Level Spells
Starting at 6th level, you can demand that the lesser beings of
this world bow before you. As an action, choose a single
1st Command, Thunderwave target that you can see within 60 feet of you. They must make
2nd Dragon's Breath (Lightning Only), a Charisma saving throw against your warlock spell save DC.
Enlarge/Reduce On a failure, they must use all of their movement to bow
towards you on their next turn, and they have disadvantage
3rd Call Lightning, Lightning Bolt on Dexterity saving throws until the start of their next turn.
4th Dominate Beast, Storm Sphere On a success, the target is unaffected by this feature and is
5th Control Winds, Destructive Wave immune to further uses of it for 24 hours. Beasts, dragons,
and monstrosities make this saving throw at disadvantage.
You and your allies have advantage on your first attack roll
Bio-Electrical Cantrips you make against the target if it fails its saving throw.
Starting at 1st level, you learn the shocking grasp and Once you have used this feature, you can't use it again until
lightning lure cantrips. These do not count against your you finish a short or long rest.
warlock spells known.

12
Golden Gifts Calamitous Storm
Starting at 10th level, your body takes on the golden scales At 14th level, you can become a conduit for true catastrophe
and wings of the tyrannical and sadistic King Ghidorah. You for a brief moment.
gain the following alien traits permanently: As an action, you can become a semi-solid manifestation of
King Ghidorah himself within a 30-foot radius, 60-foot-high
You sprout wings reminiscent of a gold dragon. You gain a cylinder centered on you.
flying speed of 20 feet. To use this speed, you can’t be Winds whip around as a storm rips the sky open above you
wearing medium or heavy armor and you must land at the and each creature other than you within that area must make
end of each of your turns. If you do not, you begin falling a Strength saving throw against your warlock spell save DC.
slowly at a rate of 60 feet per round at the end of your On a failed save, a creature takes 8d10 lightning damage, and
turn, taking no fall damage. If you alrady have wings or is Stunned until the end of its next turn. On a successful save,
can otherwise fly, your flying speed increases by 10 feet the creature takes half as much damage and isn't Stunned.
instead. Objects and structures within the area take maximum
Your body becomes covered in fine golden scales. When damage.
you aren’t wearing armor, your AC is 13 + your Once you use this feature, you can't use it again until you
Constitution modifier. You can use your natural armor to finish a long rest.
determine your AC if the armor you wear would leave you
with a lower AC. A shield’s benefits apply as normal while
you use your natural armor. If you already have natural
armor, your natural armor AC increases by +1 instead.
When you cast a spell that deals Lightning damage, it
becomes golden lightning that deals an additional amount
of Lightning damage equal to your Charisma modifier.

13
Eldritch Invocations
The Eldritch invocations presented here are designed for
the King Ghidorah Warlock Patron, but can be adapted
to fit other patrons as well.
Alien Dragon
Prerequisite: Golden Gifts Feature, 15th level.
You can cast dragon's breath (Lightning Only) without
expending a spell slot and without material components a
number of times equal to your proficiency bonus. You
regain all expended uses when you finish a long rest.
Calamitous Lightning
Prerequisite: Gravity Beams feature.
Spells you cast that deal Lightning damage deal double
damage to objects and structures. Additionally, Lightning
spells you cast ignite flammable objects within their areas
of effect if they aren't being worn or carried.
Energy Drain
Prerequisite: Golden Gifts feature, 15th level.
As a bonus action when you hit a creature with a spell
attack that deals Lightning damage, you can attempt to
drain their energy. The creature must make a Constitution
saving throw against your spell save DC. On a failure, you
regain 1 spell slot and the creature's speed is halved until
the start of its next turn. On a success, you do not regain a
spell slot, but the creature is still slowed. You can do this
once and regain the ability to do so when you finish
a long rest.
Greater Gravity Beams
Prerequisite: Gravity Beams feature, 5th level.
The distance you can move a creature with you Gravity
Beams feature increases to 15 feet, and you can move them
vertically.
Lightning Flash
Prerequisite: Lightning Lure or Shocking Grasp cantrip.
When you cast lightning lure or shocking grasp, you can
force the target to make a Constitution saving throw against
your spell save DC as a bonus action. On a success, nothing
happens. On a failure, the target is Blinded until the start of
their next turn.
Storm Wings
Prerequisite: Golden Gifts Feature, 12th level.
You no longer have to land at the end of each of your turns
and you ignore all difficulties of flying in a storm.
Thunder Follows
Prerequisite: Lightning Lure or Shocking Grasp cantrip.
When you cast lightning lure or shocking grasp, you deal
an additional 1d4 Thunder damage in a 5 foot radius around
the target. A loud booming sound is heard up to 100 feet
away.
Voice Like a Bell
Prerequisite: Thaumaturgy cantrip.
You can cast the spell thaumaturgy as a free action if you
are using it to make your voice louder. When you do so, your
voice takes on the tone of your patron.

14
Chapter 3: Feats
Artificial Flight Greater Energy Weapon
Prerequisite: Destoroyah Subrace, Gigan Subrace, Hedorah Prerequisite: Breath Weapon or Energy Weapon Feature.
Subrace, Mechagodzilla Subrace, MUTO Subrace, or The well of radioactive or magical power you can draw
Warforged. from deepens.
When you gain this feat, you augment your body with
thrusters, anti-gravity units, or biological wings that provide At the start of your turn, if your breath or energy weapon
you with the ability to fly. You gain a flying speed of 20 feet. has been used, you can roll a d6. On a 6, you regain your
breath or energy weapon. You can do this a number of
DNA Absorption times equal to your Proficiency modifier per long rest.
Prerequisite: Destoroyah Subrace. Your breath or energy weapon deals an additional amount
Utilizing the corrosive nature of micro-oxygen, you can of damage equal to your Constitution modifier.
attempt to absorb the DNA of a creature you bite using your
Inner Jaw feature. The target must make a Consitution Insect Reincarnation
saving throw. The DC for this saving throw is the same as
your Energy Weapon's. On a failure, you absorb one of their Prerequisite: Battra Subrace, Mothra Subrace.
racial traits (at DM discretion). For example, if a Destroyah
kaijuborn bites a wood elf, its base walking speed could You can spend 24 hours to lay an egg in a safe and
become 35 feet. Or, if you bite an owlbear, you might gain its stationary location. The egg is a medium sized object with
keen sight and smell or claws. This effect lasts until you an AC of 17 and 4d8 hit points. When you are killed, you
finish a long rest. can choose to reincarnate into the egg and hatch 24 hours
hours after your death in a larval state. Once you have
Expanded Arsenal done this, you cannot do so again until you level up.
Prerequisite: Artillerist Artificer, Armorer Artificer, Gigan If your egg is reduced to 0 hit points in the 24 hours you
Subrace, Mechagodzilla Subrace, Warforged. are reincarnating, you die.
When you take this feat, you receive mechanical While in your larval state, your speed is reduced to 25 feet
augmentations that expand your arsenal of weapons. and you cannot fly or use your energy weapon. Instead,
Your Intelligence score increases by 1, to a maximum of you gain the ability to spray a sticky substance in a line 30
20. feet long and 5 feet wide as an action. Each creature
within the line must make a Strength saving throw against
You create and attach weapons such as shoulder cannons your energy weapon DC. On a failure, the creature has its
or palm blasters to you. You learn two cantrips of your movement speed halved until they spend an action to
choice from acid spalsh, fire bolt, lightning lure, ray of remove your sticky webbing. You can do this once, and
frost, shocking grasp, and thunderclap. Intelligence is your regain the ability to do so when you finish a short or long
spellcasting ability for them. rest. (Continued next page.)

15
When you next level up, you grow to your natural form and
regain your flight and energy weapon, but you lose the
ability to spray the sticky substance in the process.
Resistant Hide
Prerequisite: Natural Armor Feature.
Kaiju are resilient and durable creatures. With this feat,
you unlock some of that latent durability.
Your Consitution score increases by 1, to a maximum of
20.
Your Natural Armor AC increases by +1.
You gain resistance to one damage type from Acid, Cold,
Fire, Force, Lightning, Necrotic, Poison, Radiant, or
Thunder.
Spore Cloud
Prerequisite: Biollante Subrace, Circle of Spores Druid.
When you gain this feat, you learn how to transform
yourself into a cloud of spores.
Your Constitution or Wisdom score increases by 1, to a
maxmimum of 20.
When you are below half health, you can cast the spell
gaseous form on yourself once. When you cast this
version, a creature who begins its turn or moves within 5
feet of you while you are transformed must make a
Constitution saving throw. The DC for this saving throw is
the same as your Energy Weapon's if you are a kaijuborn.
Otherwise, it is 8 + your Wisdom modifier + your
Proficiency bonus. On a failed save, a creature takes 2d4
Poison damage, or half as much on a success. You must
finish a long rest to cast this spell again with this. You can
also cast this spell normally with any spell slots you have.

Shin Godzilla
Prerequisite: Godzilla Subrace.
When you take this feat, you embody the eldritch
destructive nature of the Shin Kaiju, like Shin Godzilla.
Your Charisma or Constitution score increases by 1, to a
maximum of 20.
When you use your energy weapon, you can fire a weaker
version of it in a different direction as a bonus action
using your tail. This energy weapon deals damage in a line
15 feet long and 5 feet wide. Your tail energy weapon
imposes a Dexterity saving throw. A creature takes 1d6
radiant damage on a failed save, or half as much damage
on a successful one. The damage increases to 2d6 at 5th
level, 3d6 at 11th level, and 4d6 at 17th level. Once you
have used this energy weapon, you cannot do so again
until you finish a long rest.

Strength of the Kaiju


Prerequisite: Kaijuborn.
Your connection to the true kaiju strengthens and you gain
their titanic might and size when you take this feat.
You count as one size larger when determining your
carrying capacity and the weight you can push, drag, or
lift. (Continued next page.)

16
You can cast the spell enlarge/reduce on yourself once. Unrestricted Flight
When you cast this version, you may only grow larger. You
must finish a long rest to cast this spell again with this Prerequisite: Limited Flight Feature.
trait. Constitution is your spellcasting ability for it. You can Your mighty wings grow in strength, allowing you to fly
also cast this spell normally with any spell slots you have. further and without needing to land.
Your Dexterity or Strength Score Increases by 1, to a
maximum of 20.
You no longer have to land at the end of each of your
turns.
Your flying speed increases by 5 feet.

Tasha's Cauldron Variant ASI + UA


With the release of Tasha's Cauldron of Everything
and subsequent Unearthed Acranas, it has become
the norm not to list ASI, Alignment, or Language
for a race. But, as this is a stupid decision, I have
elected to ignore it in favor of providing a baseline
suggestion for the race and each subrace. Edit
ability scores as needed using the Tasha's variant
rule, but the baseline should help to understand
the race as a whole.

17

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