Monster Classes 4 - Version 1.0
Monster Classes 4 - Version 1.0
Monster Classes 4 - Version 1.0
Cover Art
David Chen
https://www.davidchengallery.com
Interior Art
Dominika Denes
https://www.instagram.com/fankiiiart
Table of Contents
Introduction..................................3
Mind Lord.....................................4
Features.......................................... 7
Psionic Disciplines.................... 11
Extra Psionic Spells..................22
Eye Tyrant.................................. 25
Features........................................28
Eye Rays.......................................33
Serpentfolk................................ 35
Features........................................38
Ophidian Breeds........................ 41
Craftable Poisons.......................44
Introduction
N
o fantasy story is ever complete until the hero Many of the monsters presented under Monster
slays the beast. From the dragon that lairs far Classes possess peculiar abilities that break apart
above the mountain, to the fiery demon that typical 5e class design. That is of course because they
slumbers deep below the earth. Monsters are monsters! It wouldn’t have been right to design a
allow us, the players, to have a villain to vanquish. ghost without granting it the ability to move through
An obstacle to overcome. A thing to fear. But not all walls, or a familiar that can fight without the assistance
monsters need to be the enemy. of its summoner. Many of the classes presented here
share the unique eccentricities of the creature from
From treants rising in the forest to fight the orcs
which they are inspired. After all, you are here to
to the vampire that hunts those of its own kind,
play the monster, not some pale imitation that lacks
any creature has the potential to become the main
the abilities which makes the former interesting in
character of a story.
the first place.
Monster Classes offer you the ability to play as
Lastly, be mindful that none of these Monster Classes
monsters. Some, like the treant and the familiar
are balanced for multiclassing. Because they have been
function as both your race and your class, while
designed often with peculiar features that break the
others like the vampire function primarily as a class
mold, there are certain combinations of monsters and
but influence some of your racial features. Included
classes that have the potential to break the game, or
here is lore, character creation assistance, and all the
even weaken your character. However, if you do wish
necessary features for you to level up your monster all
to multiclass regardless, then know you may not gain
the way to 20th level.
levels in any Monster Class unless you are that monster
Do not ever feel chained to the alignment or the lore and possess its accompanying racial traits.
that these monsters possess. They are merely there
Thank you so much for your endless support.
as guidance for you to understand where the monster
—Fermin Caballero (MrRhexx)
comes from, or how others may perceive it; but you are
the ultimate arbiter of how your character will behave.
You are free to use or discard any of it as you see fit.
Mind Lord
M
ind lords, also known as ceremorphs, are
sinister beings that live in subterranean
networks of caverns and tunnels. These
malevolent, psychic creatures feast on the
brains of sentient beings and seek to dominate lesser
races through mind control and enslavement. With
their squid-like heads and disturbing, alien intelligence,
mind lords are a terrifying force to be reckoned with.
Aberrant Origins
Mind lords are believed to have originated from another
plane, with some legends suggesting they once led a
powerful empire that spanned the cosmos. Over time,
their empire crumbled, leaving them stranded in the
deep and forgotten places of the universe, where they
adapted and thrived in the darkness. As a result, mind
lords are often found in remote and isolated regions,
working in secret to expand their influence and rebuild
their lost empire.
Mind lords have humanoid bodies, but their heads
resemble those of squids or octopuses, with many
tentacles surrounding a circular tooth-filled maw. Their
skin is typically mauve or purplish-blue, and is covered
in a slimy mucus. An adult mind lord stands between 6
and 7 feet tall, with a slender build. Their eyes are pale
white and devoid of pupils, and they possess incredible
psychic powers.
Enslaved Slavers
Mind lord society is built around the Prime Cerebrum,
a massive brain that holds the collective consciousness
of hundreds of thousands of deceased mind lords.
The Prime Cerebrum resides in a brine pool and
communicates telepathically with its ceremorph
subjects, guiding and controlling the community. Mind
lords are organized into colonies, with each individual
working towards the goals of the colony and the will of
the Prime Cerebrum that controls it.
Psionic Spellcasting Spells Known of 1st Level and Higher. You know
1st-level Mind Lord feature
two 1st-level spells of your choice from the sorcerer
Your aberratic mind was born with a ravenous source spell list, each of which must come from the abjuration,
of psychic energy, which you can tap into in order to divination, enchantment, or illusion schools of magic.
produce wondrous magical effects. It is this psychic These are mind lord spells to you and are considered
energy that fuels your psionic spells. psionic spells when you cast them.
Cantrips. At 1st level, you know psychic throw and The Spells Known column of the Mind Lord table
three cantrips of your choice from the sorcerer spell shows when you learn more sorcerer spells of your
list, each of which must come from the abjuration, choice. Each of these spells must be of a level for
divination, enchantment, or illusion schools of magic. which you have spell slots, and must come from the
You learn additional sorcerer cantrips of your choice abjuration, divination, enchantment, or illusion school
at higher levels from among these schools of magic, as of magic. Once you learn them, these all become mind
shown in the Cantrips Known column of the Mind Lord lord spells to you. Instead of a sorcerer spell, you may a
table. These cantrips are mind lord spells for you. pick a spell from the Extra Psionic Spells list found at
the end of this class description.
Spell Slots. The Mind Lord table shows how many
spell slots you have to cast your mind lord spells of Additionally, when you gain a level in this class, you
1st level and higher. To cast one of these mind lord can choose one of the mind lord spells you know and
spells, you must expend a slot of the spell’s level or replace it with another spell from the sorcerer spell
higher. You regain all expended spell slots when you list, which also must be of a level for which you have
finish a long rest. spell slots and is from one of the schools of magic
you are able to learn. The spell becomes a mind
lord spell for you.
Extract Brain
5th-level Mind Lord feature
Whenever you deal damage with your tentacles
natural weapon, if the target is Medium or smaller,
it is automatically grappled and must succeed on an
Intelligence saving throw or be stunned for as long as
it is grappled. The grapple ends if the target succeeds
on its saving throw. The creature can also repeat the
saving throw at the end of each of its turns, ending its
stunned and grappled conditions on a success. You can
grapple only one creature at a time with this feature.
In addition, as an action, you can attempt to devour the
brain of an incapacitated creature which is grappled
by you and is within 5 feet of you. The creature must
succeed on a Constitution saving throw or take 6d10 Decentralized Thinking
piercing damage. If this damage reduces the target to
0 hit points, the target dies and its brain is devoured 10th-level Mind Lord feature
if it had one. Starting from 11th level, the damage You have honed your mental prowess, allowing
increases to 9d10, and at 17th level, the damage you to maintain concentration on multiple spells. If
increases to 12d10. you cast a spell that requires concentration while
When you successfully devour the brain of a living already concentrating on a spell, you can maintain
creature, you may absorb some of the creature’s stray concentration on both spells simultaneously so long as
memories. You may ask a single question about an the total levels of the spells are equal to or lower than
event that the target creature would have recollection one-third of your mind lord level (rounded up). Activities
of. The GM must give you a truthful answer as to what or features that require concentration count as being
the creature would remember of the event. Once you 1st-level spells for the purposes of this feature.
absorb memories in this way, you cannot do so again If you take damage while concentrating on two spells,
until you finish a short or long rest. you make a saving throw to maintain concentration for
each spell individually. If you lose concentration on one
Magic Resistance spell, you lose concentration on both spells.
6th-level Mind Lord feature
You have advantage on saving throws against spells and Mind Fortress
other magical effects. 14th-level Mind Lord feature
You become immune to psychic damage, any effect
Mental Focus that would sense your emotions or read your thoughts,
divination spells, and the charmed condition.
7th-level Mind Lord feature
You can use Intelligence instead of Constitution for
saving throws made to maintain concentration. Enlightenment
20th-level Mind Lord feature
As you discover an ancient truth, your mind expands to
impossible heights. Your Intelligence score increases by
4, and its maximum is now 24.
Reshape Reality
18th-level Clairsentience feature
Your mind is constantly projected into the future,
allowing you to manipulate it to suit your present
needs. As a reaction, you can undo a single recent event
within 60 feet of you by forcing a reroll of any roll made
within the last round (including your last turn). Reality
reshapes itself to accommodate the new result. The
reroll is made with advantage or disadvantage (your
choice), and you can choose whether to use the reroll or
the original roll.
When you use this feature, you may not do so again
until 10 minutes have passed.
Clairsentience Spells
You gain clairsentience spells at the Mind Lord
levels listed.
The GM has the final authority on the size and At Higher Levels. When you cast this spell using
durability of the animated object. a spell slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st. The
creatures must be within 30 feet of each other when
you target them.
If you detect teleportation magic in this way, you While maintaining concentration on the spell, you
can use your action to determine the direction the can use an action to change the falsified sense to
teleported creature or object came from or went to, but a different one.
not the distance. If the location was another plane of
Because this spell impacts the target’s neural system,
existence, the direction is random.
it can even deceive victims using spells such as true
sight or other perception-enhancing magic. Constructs,
Ectoplasmic Form plants, and undead are immune to this spell.
3rd-level transmutation psionic
At Higher Levels. When you cast this spell using
Casting Time: 1 action a spell slot of 4th level or higher, you can affect one
Range: Self additional creature for each slot level above 3rd.
Components: S
Duration: 1 minute
Fission
You and your gear transform into a translucent,
5th-level conjuration psionic
ectoplasmic form. While in this form, you gain the
following benefits: Casting Time: 1 action
Range: Self
• Resistance to all damage and immunity to poison.
Components: S
• Your AC becomes 10 + your Dexterity modifier, and Duration: Concentration, up to 1 minute
any AC bonuses from magic items are lost.
You divide yourself, creating a duplicate that comes
• You can move through small holes, narrow openings, into existence in an empty space within 5 feet of you.
and cracks, but cannot enter liquids. It takes its initiative right after you. Your duplicate
thinks and acts exactly as you do and follows your
Precognition
3rd-level divination psionic
Casting Time: 1 action
Range: Self
Components: S
Duration: 1 hour
You are able to glimpse fragments of potential future
events. However, your vision is incomplete and the
visions make no real sense until the actual events you
glimpsed begin to unfold.
Correspond
4th-level evocation psionic
Casting Time: 10 minutes
Range: Unlimited
Components: S
Duration: 5 minutes
You make a mental connection with a creature with
which you are familiar and have touched before. You
and the creature can then communicate telepathically
This effect is permanent and can only be removed via Casting Time: 1 action
a greater restoration or a curative spell of similar or Range: Touch
greater power. Components: S
Duration: Concentration, up to 1 hour
Obliviate You create a psychic metabolic connection between you
and a willing target so that your wounds are transferred
4th-level transmutation psionic to the target. You gain resistance to all damage. Each
Casting Time: 1 action time you take damage, the target takes the same
Range: 30 feet amount of damage.
Components: S
The spell ends if you are ever farther than 60 feet
Duration: Instantaneous
from the target.
You mentally blast a target creature of your choice that
you can see within range, attempting to destroy their
mind with psionic energy. The target must make an
Shatter Mind Blank
Intelligence saving throw. The target takes 8d8 psychic 5th-level enchantment psionic
damage on a failed save, or half as much damage on Casting Time: 1 action
a successful one. The spell has no effect on creatures Range: 30 feet
without a functional brain, such as most plants, oozes, Components: S
constructs, and undead. Duration: Instantaneous
If you target a creature with an Intelligence score of 6 Target creature must succeed on an Intelligence saving
or less, it makes the saving throw with disadvantage, throw. On a failure, if the creature is currently under
and the spell deals maximum damage to it. the effects of a mind blank spell, that spell ends. The
creature then takes 8d8 psychic damage.
If you lower a creature’s hit points to 0 with this spell,
the creature’s brain melts.
You can choose to end the spell at any time, either in After your special turn concludes, your body returns
response to external stimuli or after a predetermined to its normal speed and the spell ends, allowing you to
amount of time, after which it takes one hour for the continue with your regular turn. Until the end of your
suspended animation to cease. If you sustain damage next turn, you have disadvantage on all attack rolls,
or if the spell is forcibly terminated (e.g., by the ability checks, and saving throws.
effects of dispel magic), the spell automatically ends
after one minute. Trace Teleport
4th-level divination psionic
If you spent at least 24 hours in suspended animation
when the spell ends, you awake with the benefits of Casting Time: 1 action
a long rest, except that you do not remove a level of Range: 60 feet
exhaustion in this way. Components: S
Duration: Instantaneous
You psychically probe a 20-foot-radius sphere centered
on a point you choose within range to magically scout
for conjuration magic. You can trace the destination and
origin of any magic used to teleport a creature from one
place to another, provided the effect took place within
the last 24 hours.
You know the direction and distance that the
creature(s) teleported to or from. If the other location
is on a different plane of existence, then you know
which plane and which layer. You gain enough insight
to consider the location as “seen casually” for the
purposes of spells such as scrying and teleport.
B
in secrecy. Some contend they are the tangible
irthed from the nightmares of ancient and incarnations of the nightmares and terrors of
formidable beings, eye tyrants rank among primordial, long-lost deities. Others assert they
the most dreaded and enigmatic creatures emerged from arcane experiments gone awry, their
found throughout the sprawling multiverse. innate power spiraling uncontrollably as they developed
These levitating orbs, adorned with squirming sentience and the capacity to reproduce. Regardless of
eyestalks, exert unyielding control over their domains, their origins, they now lair in the endless tunnels that
employing a multitude of magical abilities to subjugate exist deep within the earth, where they scheme and
any who defy them. plan their evil plots.
11 Smell. You have become obsessed with what you have 10 Your voice is naturally amplified, making it impossible
called your “signature scent.” You spent an inordinate for you to whisper or speak quietly.
amount of time worrying about perfumes and 11 Your body resonates with musical tones, causing you
fragrances which you may adopt. to vibrate involuntarily and emit a bassline sound
12 Mysteries. You love finding the reason why things when in the presence of music.
are out of place. Like a detective, you strive to solve 12 You can only see in black and white, except for cats,
mysteries that others might find unimportant. which appear bright red to you.
Eye Rays At 1st level, you have the following ray options:
1st-level Eye Tyrant feature Enervating Ray. The ray’s damage type changes
You have the supernatural ability to produce beams to necrotic and you deal an additional 1d8 damage.
of magical power from your many eyes as an action. Whenever an undead creature is subjected to this
Choose a target you can see within 60 feet of you. Roll damage, it takes no damage and regains a number of
your ray die to determine what ray is produced (see hit points equal to the necrotic damage dealt.
below) and make an attack roll using your ray attack
Guiding Ray. The first attack roll made by another
modifier against that target. On a hit, the target takes
creature against the target has advantage until the end
force damage equal to 1d8 + your Intelligence modifier.
of your next turn.
The target suffers an additional effect as determined
Aversion Ray. The target has disadvantage on the first
by the result of your ray die. Some of your rays require
attack roll it makes until the end of its next turn.
your target to make a saving throw to resist the ray’s
effects. The saving throw DC, as well as the spell attack Weakening Ray. The target’s AC is reduced by 2 until
needed to make the ray, are calculated as follows: the end of your next turn.
Ray attack modifier = your proficiency bonus At 2nd level, you gain two additional eye ray options
+ your Intelligence modifier which you can shoot using this feature, and your ray
Ray save DC = 8 + your proficiency bonus die increases to a d6. Your eye ray options are detailed
+ your Intelligence modifier at the end of the class description. When you gain
certain eye tyrant levels, you gain additional eye rays of
Because the eye tyrant is constantly thinking many your choice, as shown in the Eye Rays Known column
steps ahead and its logic is inscrutable, the ray is of the Eye Tyrant table. At these levels, your ray die
chosen at random by rolling your ray die as shown in also increases as shown on the Ray Die column of
the Ray Die column of the Eye Tyrant table (a d4 at 1st the same table.
level), and pre-assigning a number to each ray option
before you use this action.
A creature targeted by this feature must make a The properties of the cone of antimagic are identical
Dexterity saving throw against your ray save DC. On a to that of the spell antimagic field. The cone of
failed save, the target takes 10d6 + 40 force damage. antimagic lasts for up to 1 hour, until you decide to
The target is disintegrated if this damage reduces it end the effect as a bonus action, until you lose the
to 0 hit points. ability to see through your primary eye, or you fall
unconscious; whichever happens first. Because the
A disintegrated creature and everything it is wearing rays that you produce through your eyes are magical,
and carrying, except magic items, are reduced to a they are dispelled immediately upon entering the
pile of fine gray dust. The creature can be cone of antimagic.
restored to life only by means of a true
resurrection or a wish spell. Once you use this feature, you
cannot do so again until you
This ability automatically finish a long rest.
disintegrates a Large or
smaller nonmagical object
or creation of magical Death Ray
force. If the target is a 17th-level Eye Tyrant feature
Huge or larger object or You can spend 9 focus
creation of force, this points to produce a ray
ability disintegrates of black negative energy
a 10-foot cube from one of your eyes to
portion of it. A magic a creature that you can
item is unaffected see within 60 feet of you.
by this ability. The target must make a
You can use this Constitution saving throw.
feature twice, regaining all If it fails, it is reduced to 0 hit
expended uses when you points. If it succeeds, it takes
finish a long rest. 10d10 necrotic damage.
You can use this feature twice,
Petrifying Ray regaining all expended uses when you
finish a long rest.
13th-level Eye Tyrant feature
You can spend 7 focus points as an action to produce
a thick ray of purple energy from one of your eyes Foresee Danger
towards a creature that you can see within 60 feet of 18th-level Eye Tyrant feature
you. The target must make a Dexterity saving throw. On As enemies approach you, you can attempt to analyze
a failed save, the creature begins to turn to stone and is and predict every possible attack pattern and react
restrained. It must repeat the saving throw at the end of accordingly. Whenever you are the target of an attack
its next turn. On a success, the effect ends. On a failure, roll, you can spend a reaction in order to make an
the creature is petrified until freed by the greater Intelligence (Perception) check. The roll’s result
restoration spell or other magic of similar power. becomes your AC until the end of the turn.
You can use this feature twice, regaining all expended
uses when you finish a long rest. Eye Rays
The magical rays of an eye tyrant are categorized as
Cone of Antimagic either corrupting rays or destructive rays. Whenever
you choose new eye ray options at 2nd, 6th, 10th, and
15th-level Eye Tyrant feature
14th levels, you must choose one from each of the
You can spend 8 focus points as an action to produce an two categories.
invisible and supernatural cone of antimagic from your
35 CHAPTER 3 | Serpentfolk
Occasionally, a serpentfolk may venture beyond their d10 Serpentine Ancestor
stronghold, driven by ambition, inquisitiveness, or the
pursuit of their people’s interests. Such individuals 1 Python. Your scales come in various colors and
patterns, ranging from green and brown to more
often form tenuous alliances with other creatures,
vibrant hues like yellow or orange. You are large and
exploiting their remarkable talents to further their own powerful, with a strong muscular build. You have a
clandestine goals. predisposition to be patient and calculating.
Creating a Serpentfolk 2 Coral Snake. Your scales are vibrant and colorful, with
alternating bands of red, yellow, and black. Your body
Creating a serpentfolk character is more is small and skinny. You have a predisposition to use
straightforward than many other monstrous races misdirection to overcome obstacles.
featured in this book, as they possess a number of 3 Viper. Your scales reflect the natural colors of your
similarities with humans—some even speculate homeland, helping you camouflage in your native
that the two share common ancestors. The primary environment. Your fangs (or canines) are particularly
distinction to remember is that their reptilian minds long, and fold into your mouth when you close it. You
have a predisposition to solve conflicts with threats.
make them highly logical, often at the expense of
their emotional capacity. While they are incredibly 4 Sea Snake. Your scales come in a variety of colors,
pragmatic, serpentfolk still experience desires for such as black, gray, green, or blue, often with bands or
sensory pleasures and sustenance. Indulgence in patterns that help you blend into ocean environments.
Your body is tall with long limbs, allowing you to swim
decadence is one of the few weaknesses that may tempt
with ease. You have a predisposition to be adaptable
a serpentfolk, which is why it is considered taboo within and curious.
their societies.
5 Anaconda. Your scales are typically green or brown,
with distinctive patterns that help you blend into
Serpentine Ancestor your surroundings. You are large and powerful, with
a strong muscular build. You have a predisposition to
Each serpentfolk is born with unique snake-like solve problems with raw power.
characteristics, the result of an unpredictable and 6 Rattlesnake. Your scales are typically brown, tan, or
unalterable mutation. Within their communities, gray, with unique diamond or hexagonal patterns. Your
however, many serpentfolk exhibit similar traits and tail or body makes a distinctive rattling sound when
colorations, owing to the distinct serpentine bloodline agitated. You have a predisposition to plan tactically
coursing through their veins. This serpentine ancestor for every eventuality.
varies among groups and can be a source of immense 7 Cobra. Your scales can be black or gray on the back,
pride or even cause internal strife within a community. with lighter tones of brown on the front. Your body
Choose from the options below to determine how your possesses a hood-like frill around your neck, which
ancestry has shaped you. flares when you are angered. You have a predisposition
to be confident and assertive, often intimidating
others into obedience.
8 Mamba. Your scales are dark gray or olive green,
sometimes with a slight bluish hue. Your body
is fast and agile. You have a predisposition
towards assassinations.
9 King Snake. Your scales come in a variety of colors,
often with bands or stripes of red, white, or black. Your
body’s natural resistance to serpentfolk poisons is
feared among your kind. You have a predisposition to
be self-reliant and solitary.
10 Lachesis. Your scales are usually brown or gray, with
distinctive V-shaped markings along your back. Your
body is well rounded and muscular. You have a
predisposition to be quiet and reserved.
CHAPTER 3 | Serpentfolk 36
Poisons Secret Task
Serpentfolk are typically trained in the handling and As you develop your serpentfolk character, one crucial
crafting of poisons from an early age, reflecting a aspect to consider is their motivation for venturing
culture that values self-reliance and dominance over out into the world. Serpentfolk are always driven by
others. To stand out in this competitive society, many a purpose, relentlessly pursuing a plan, and never
choose to specialize in a particular type of poison, sitting idle. If you are out on an adventure, it is highly
likely you have a mission to accomplish. Typically
believing that their unique expertise will protect them
assigned by a serpent priest, these missions may
from assassination by their peers. Others may favor a be long-term endeavors, but failure is not an option;
specific poison tailored to the tasks assigned by their dire consequences, including death, may await
superiors. When creating your character, think about those who fail.
how you employ your knowledge of toxins to accomplish
the missions you are entrusted with. d12 Secret Task
1 Infiltrate a powerful kingdom’s court and subtly
d8 Poisons manipulate its nobles to incite conflict, destabilizing
1 You believe the ultimate poison inflicts immediate, the region and paving the way for a future invasion.
lethal damage. Your aim is to cause maximum
2 Locate a rare and mystical serpent whose venom is
destruction with the smallest possible dose.
believed to hold the secret to unlocking new abilities
2 Your poisons are designed to debilitate enemies, for the serpentfolk. You must capture and experiment
paving the way for a decisive final strike. Your toxins on the creature to unearth its secrets.
impair vision, movement, or other vital functions.
3 Establish a secret nexus of paid informants in a
3 Ingested poisons are your specialty, carefully crafted bustling city, recruiting and converting key figures to
to be undetectable in flavor. You deftly introduce them serve as agents for serpentfolk.
into food or drink, awaiting the unsuspecting target.
4 Assassinate a prominent religious figure who has
4 Your expertise lies in mind-altering toxins, causing been rallying people against the worship of serpent
confusion or hallucinations in your victims. These deities, ensuring the continued growth of your
psychological weapons keep your enemies off-balance. people’s influence.
5 Inhaled poisons fascinate you, as they can be 5 Locate and secure a hidden cache of potent
unleashed through cleverly constructed traps. serpentfolk venom, rumored to be buried deep
Your enemies are helpless, surrounded by deadly, within the sewers of a great city. The venom is said to
noxious gasses. possess the power to transform humanoids and others
6 Your poisons embody the art of subtlety, taking into serpent-like creatures.
effect hours or even days after exposure. These 6 Investigate the resurgence of a rival serpent cult that
delayed toxins ensure your enemies never see their threatens the hegemony of your people. Infiltrate
doom approaching. their ranks, learn their secrets, and dismantle their
7 You harness the potent venom of hunted creatures organization from within.
such as scorpions, wyverns, and spiders. Resourceful 7 Forge a secret alliance with a powerful dragon, offering
and adaptive, you extract toxins from the world your people’s loyalty in exchange for protection
around you. and resources.
8 The countless plants and fungi you collect on your 8 Uncover the secret of a powerful curse that has
journeys provide the basis for your concoctions. befallen a serpentfolk priestess and rendered her
The thrill of discovering new toxins through powerless. Find a cure and restore her to her rightful
experimentation drives your passion. place of power.
9 Unearth the remains of a legendary serpentfolk hero,
whose spirit is said to hold the key to powerful magic.
Perform a ritual to commune with the spirit and
acquire this knowledge.
10 Kidnap and replace a prominent military commander,
manipulating the armed forces to undermine the
security of a targeted nation.
11 Sabotage a powerful alliance between two neighboring
cities by inciting mistrust and discord.
12 Track down a rogue serpentfolk who has defected
from the community and stolen crucial information.
Capture or eliminate them before those secrets can
harm your people.
37 CHAPTER 3 | Serpentfolk
Racial Features Class Features
The serpentfolk is both a player race and a class, so
you don’t choose a separate race when you choose this Hit Points
class for your character. As a serpentfolk, you have the Hit Dice: 1d8 per serpentfolk level
following racial traits: Hit Points at 1st Level: 8 + your Constitution modifier
Ability Score Increase. Your Intelligence score Hit Points at Higher Levels: 1d8 (or 5) + your
increases by 2, and your Charisma score increases by 1. Constitution modifier per serpentfolk level after 1st
CHAPTER 3 | Serpentfolk 38
THE SERPENTFOLK
Proficiency Maximum
Level Bonus Toxicant Doses Features
1st +2 — Ophidian Breed
2nd +2 — Snakeblood
3rd +2 3 Toxicant
4th +2 4 Ability Score Improvement
5th +3 5 Venomancer, Extra Attack
6th +3 6 Cursed Fangs, Ophidian Breed feature
7th +3 7 Shed Skin
8th +3 8 Ability Score Improvement
9th +4 9 Ophidian Breed feature
10th +4 10 Cunning Mind
11th +4 11 Corrosive Poison
12th +4 12 Ability Score Improvement
13th +5 13 Blindsense
14th +5 14 Ophidian Breed feature
15th +5 15 Improved Shed Skin
16th +5 16 Ability Score Improvement
17th +6 17 Bathing Toxins
18th +6 18 Ophidian Breed feature
19th +6 19 Ability Score Improvement
20th +6 20 Thrill of the Hunt
39 CHAPTER 3 | Serpentfolk
The poison is expended when the weapon or
ammunition hits a target while coated in this way. Cursed Fangs
When a creature takes damage from the coated weapon 6th-level Serpentfolk feature
or ammunition, that creature must succeed on a Your natural weapon attacks count as magical for the
Constitution saving throw or take 1d8 poison damage purpose of overcoming resistance and immunity to
and become poisoned until the end of your next turn. nonmagical attacks and damage.
The saving throw DC is calculated as follows:
Toxicant save DC = 8 + your proficiency bonus Shed Skin
+ your Intelligence modifier
7th-level Serpentfolk feature
Your deep knowledge of toxins also grants you the You gain the ability to quickly shed your skin and
ability to create exotic poisons using your poisoner’s kit. escape entrapment. As an action, you can regain hit
You gain access to a list of poisons which you can craft, points equal to three times your serpentfolk level and
all detailed at the end of this class description. You remove the grappled or restrained conditions from
can craft any of these poisons with a poisoner’s kit and yourself if you had them. Until the end of your turn, you
one hour of work, provided you spend the gold cost in are unaffected by difficult terrain and any reduction in
material components. speed caused by spells or effects that targeted only you.
Once you use this feature, you cannot do so again until
you finish a long rest.
Ability Score Improvement
4th-level Serpentfolk feature
When you reach 4th level, and again at 8th, 12th, 16th,
Cunning Mind
and 19th level, you can increase one ability score of 10th-level Serpentfolk feature
your choice by 2, or you can increase two ability scores Whenever you would make a non-Intelligence
of your choice by 1. As normal, you can’t increase an saving throw, you can use your reaction to make an
ability score above 20 using this feature. Intelligence saving throw instead.
CHAPTER 3 | Serpentfolk 40
Bathing Toxins Uncanny Dodge
17th-level Serpenfolk feature 6th-level Pureblood feature
Whenever you would take poison damage (if not When an attacker that you can see hits you with an
for your immunity), you can spend your reaction to attack, you can use your reaction to halve the attack’s
regain hit points equal to the damage you would have damage against you.
otherwise taken.
You can use this feature a number of times equal to Expert Poisoner
your proficiency bonus, regaining all expended uses 9th-level Pureblood feature
when you finish a long rest.
Poisons you create take you half of the normal time
to craft and cost you half as much of the usual gold
Thrill of the Hunt cost in materials.
20th-level Serpentfolk feature
Whenever you reduce a hostile creature to 0 hit points, Use Magic Device
you gain 30 temporary hit points. You have advantage 14th-level Pureblood feature
on all saving throws while you have any of these
temporary hit points remaining. Your insidious training has allowed you to use the
weapons of your enemies against them. You ignore
all class, race, and level requirements on the use
Ophidian Breeds of magic items.
The snakefolk society thrives on a hierarchical caste
system, where those possessing pronounced serpentine
traits relish opulent lifestyles, while others endure Opportunistic Killer
strenuous labor. 18th-level Pureblood feature
You have advantage on attack rolls against
poisoned creatures, and your weapon damage is
Pureblood doubled against them.
Derisively dubbed “purebloods,” these individuals
occupy the lowest rung of the snakefolk ladder.
Purebloods are often tasked with infiltrating human
settlements to sow corruption from within.
Espionage Training
1st-level Pureblood feature
You were trained from the moment you hatched to
become a disposable instrument of reconnaissance and
subversion. You gain the following features:
• You gain proficiency in either the disguise kit, the
forgery kit, or thieves’ tools, your choice.
• You gain proficiency in light armor.
• Choose between Deception or Stealth. You gain
expertise in the chosen skill.
• You learn one language of your choice.
• You can cast the spell disguise self without the need
for a spell slot. You can do so a number of times
equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.
41 CHAPTER 3 | Serpentfolk
You gain three additional
Halfblood superiority dice at 3rd level,
then one at 6th level and one
Comprising the bulk of the snakefolk population,
more at 14th level.
halfbloods perform the lion’s share of craftsmanship,
education, and warfare within their society. A superiority die is expended
when you use it. You regain
Serpentine Limb your expended superiority
dice when you finish a
1st-level Halfblood feature short or long rest.
Serpentfolk halfbloods are born mutated with one of
nearly infinite possible forms, though the large majority
who are blessed with ophidian traits take on three
Tactical Warfare
particular variations. Choose whether your halfblood 6th-level Halfblood feature
possesses a snake head, a snake tail, or snake Your weapon attacks score a critical hit
arms. Refer to the Natural Weapons boxed table for on a roll of 19 or 20. In addition, if the
information about your natural weapons. result of one of your weapon attacks
exceeds the target’s AC by 10 then
Snake Head. In place of a humanoid head, you
your attack becomes a critical hit if
have the scaled, hissing face of a serpent. You have
it wasn’t already.
advantage on Charisma (Intimidation) checks. You can
use your bite as a natural weapon. Starting from 14th level, your
weapon attacks score a critical
Snake Tail. Instead of legs, you possess a long snake
hit on a roll of 18, 19, or 20.
tail which grants you a swimming speed of 30 feet. You
Moreover, you regain one expended
can use your tail as a natural weapon.
superiority dice whenever you score
Snake Arms. Each of your shoulders sprouts a snake a critical hit with a weapon attack.
where arms should be. The snakes regrow within 24
hours if severed. You have the ability to transform each
snake into a traditional human arm (or vice versa) as an
Reptilian Insight
action, allowing you to easily grasp objects and possibly 9th-level Halfblood feature
pass as a human. You can use the bite of your snake If you spend at least 10 minutes
arms as natural weapons. interacting with or observing a creature, in or outside
combat, you gain insight into its strength. For as long
Martially Conditioned as you can see the creature, you know how many hit
points it has. This effect ends if you lose sight of the
1st-level Halfblood feature creature for at least 24 hours.
You have martial training that grants you proficiency in You can expend a superiority die as a bonus action to
all armor and shields, as well as martial weapons. Your gain this benefit without spending the usual 10 minutes
hit point maximum increases by 1, and it increases by 1 of study. You then gain temporary hit points equal to the
every time you gain a level. In addition, you can perform superiority die roll + your Intelligence modifier.
special combat maneuvers. You learn three maneuvers
of your choice from among those available to the
Battle Master archetype in the fighter class. You learn Study of War
two additional maneuvers of your choice at 6th, 9th, 18th-level Halfblood feature
and 14th level. Each time you learn new maneuvers,
Combining your martial prowess with your analytical
you can also replace one maneuver you know with
mind has granted you the following features:
a different one.
• When you hit a creature with a weapon attack,
If a maneuver you use requires your target to make a that creature takes extra damage equal to your
saving throw to resist the maneuver’s effects, the saving Intelligence modifier (minimum 1).
throw DC equals 8 + your proficiency bonus + your
• Whenever you expend a superiority dice, you regain
Strength or Dexterity modifier (your choice).
hit points equal to the amount rolled.
You gain one superiority die, which is a d8 (this die
is added to any superiority dice you have from another
source). This die is used to fuel your maneuvers.
CHAPTER 3 | Serpentfolk 42
Abomination Desecrated Blood
9th-level Abomination feature
Exceedingly rare, the birth of an abomination sparks
widespread celebration. Serving as esteemed clerics You gain resistance to acid damage. Whenever a
and adjudicators in snakefolk society, abominations creature hits you with a melee attack while within 5 feet
luxuriate in lives of indulgence and excess. of you, that creature takes 5 acid damage. Creatures
which swallow you take 10 acid damage at the
beginning of each of your turns for as long as you are
Serpentine Form inside of them.
1st-level Abomination feature
Your form is honored amongst serpentfolk society as Powerful Scales
the pinnacle of your kind. Bearing a full ophidian body, 14th-level Abomination feature
you gain the following benefits: You gain resistance to bludgeoning, piercing, and
• While you are not wearing any armor, your Armor slashing damage from nonmagical attacks.
Class equals 10 + your Constitution modifier + your
Intelligence modifier. You can use a shield and still
gain this benefit.
Aura of Ophidiophobia
18th-level Abomination feature
• Your hit point maximum increases by 2, and it
increases by 2 every time you gain a level. You are permanently affected by the antipathy effect of
the spell antipathy/sympathy. At the end of each long
• You gain proficiency in martial weapons. rest, you must designate a kind of intelligent creature
• You can use your bite and tail as natural weapons. such as hobgoblins, green dragons, or ghouls to be
• You can accurately recall anything you have seen or repelled by the effect. You can choose to end this effect
at any time, and cannot reactivate it again until you
heard within the past month.
finish a long rest.
Innate Spellcasting
6th-level Abomination feature
Your undiluted ophidian blood grants you a facility with
psionic spells, bestowed upon you by the profane rituals
that shaped your kind. Choose four 1st-level spells and
two 2nd-level spells from any class but only from the
enchantment school of magic. You can cast each of
these spells at their lowest level once without the need
for a spell slot. You must finish a long rest before you
can do so again.
At higher levels, you gain more enchantment spells of
your choice that can be cast in this way: two 3rd-level
spells at 9th level, two 4th-level spells at 14th level, and
two 5th-level spells at 18th level. You regain all uses of
your Innate Spellcasting spells when you finish a long
rest. Whenever you gain a level in this class, you may
exchange a known spell from this feature for another
enchantment spell of the same level.
Your spellcasting ability for these spells is Intelligence.
You require no material components for these spells
unless the material component has a gold piece cost.
Spell save DC = 8 + your proficiency bonus
+ your Intelligence modifier
43 CHAPTER 3 | Serpentfolk
Craftable Poisons Poison Table
Poison Type Price per Dose
Your intimate knowledge of toxins grants you the
Assassin’s Blood Ingested 150 gp
ability to craft any of the following poisons using
your poisoner’s kit. You need no recipe or special Basic Poison Injury 50 gp
ingredients, but you must spend the required gold Burnt othur fumes Inhaled 500 gp
amount in material components and at least one hour of Crawler mucus Contact 200 gp
work per dose created.
Drow poison Injury 200 gp
Poisons come in the following four types: Essence of ether Inhaled 300 gp
Contact. A contact poison can be smeared on an Malice Inhaled 250 gp
object and remains potent until it is touched or washed Midnight tears Ingested 1,500 gp
off. A creature that touches contact poison with their
Oil of taggit Contact 400 gp
exposed skin suffers its effects.
Pale tincture Ingested 250 gp
Ingested. A creature must swallow an entire dose Purple worm poison Injury 2,000 gp
of ingested poison to suffer its effects. The dose
Serpent venom Injury 200 gp
can be delivered in food or a liquid. A partial dose
has a reduced effect, dealing only half damage Torpor Ingested 600 gp
on a failed save. Truth serum Ingested 150 gp
Wyvern poison Injury 1,200 gp
Inhaled. These poisons are powders or gasses that
take effect when inhaled. Blowing the powder or
releasing the gas subjects creatures in a 5-foot cube to Each type of poison has its own debilitating effects:
its effect. The resulting cloud dissipates immediately
afterward. Holding one’s breath is ineffective against Assassin’s Blood (Ingested). A creature subjected
inhaled poisons, as they affect nasal membranes, tear to this poison must make a DC 10 Constitution saving
ducts, and other parts of the body. throw. On a failed save, it takes 6 (1d12) poison damage
and is poisoned for 24 hours. On a successful save, the
Injury. Injury poison can be applied to weapons, creature takes half damage and isn’t poisoned.
ammunition, trap components, and other objects that
deal piercing or slashing damage and remains potent Basic Poison (Injury). This poison may be harvested
until delivered three times through wounds or washed from any creature with natural venomous glands. A
off. A creature that takes piercing or slashing damage creature subjected to this poison must make a DC 10
from an object coated with the poison is exposed Constitution saving throw or take 1d4 poison damage.
to its effects.
Burnt Othur Fumes (Inhaled). A creature subjected
to this poison must succeed on a DC 13 Constitution
saving throw or take 10 (3d6) poison damage, and must
repeat the saving throw at the start of each of its turns.
On each successive failed save, the character takes
3 (1d6) poison damage. After three successful saves,
the poison ends.
Crawler Mucus (Contact). This poison may be
harvested from a dead or incapacitated crawler. A
creature subjected to this poison must succeed on a
DC 13 Constitution saving throw or be poisoned for
1 minute. The poisoned creature is paralyzed. The
creature can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success.
CHAPTER 3 | Serpentfolk 44
Drow Poison (Injury). This poison is typically made Torpor (Ingested). A creature subjected to this poison
only by the drow, and only in a place far removed from must succeed on a DC 15 Constitution saving throw or
sunlight. A creature subjected to this poison must become poisoned for 4d6 hours. The poisoned creature
succeed on a DC 13 Constitution saving throw or be is incapacitated.
poisoned for 1 hour. If the saving throw fails by 5 or
more, the creature is also unconscious while poisoned Truth Serum (Ingested). A creature subjected to this
in this way. The creature wakes up if it takes damage or poison must succeed on a DC 11 Constitution saving
if another creature takes an action to shake it awake. throw or become poisoned for 1 hour. The poisoned
creature can’t knowingly speak a lie, as if under the
Essence of Ether (Inhaled). A creature subjected effect of a zone of truth spell.
to this poison must succeed on a DC 15 Constitution
saving throw or become poisoned for 8 hours. The Wyvern Poison (Injury). This poison may be
poisoned creature is unconscious. The creature wakes harvested from a dead or incapacitated wyvern. A
up if it takes damage or if another creature takes an creature subjected to this poison must make a DC
action to shake it awake. 15 Constitution saving throw, taking 24 (7d6) poison
damage on a failed save, or half as much damage on a
Malice (Inhaled). A creature subjected to this successful one.
poison must succeed on a DC 15 Constitution saving
throw or become poisoned for 1 hour. The poisoned
creature is blinded.
Midnight Tears (Ingested). A creature that ingests
this poison suffers no effect until the stroke of midnight.
If the poison has not been neutralized before then, the
creature must succeed on a DC 17 Constitution saving
throw, taking 31 (9d6) poison damage on a failed save,
or half as much damage on a successful one.
Oil of Taggit (Contact). A creature subjected to this
poison must succeed on a DC 13 Constitution saving
throw or become poisoned for 24 hours. The poisoned
creature is unconscious. The creature wakes up if
it takes damage.
Pale Tincture (Ingested). A creature subjected to this
poison must succeed on a DC 16 Constitution saving
throw or take 3 (1d6) poison damage and become
poisoned. The poisoned creature must repeat the
saving throw every 24 hours, taking 3 (1d6) poison
damage on a failed save. Until this poison ends, the
damage the poison deals can’t be healed by any means.
After seven successful saving throws, the effect ends
and the creature can heal normally.
Purple Worm Poison (Injury). This poison may be
harvested from a dead or incapacitated purple worm.
A creature subjected to this poison must make a DC
19 Constitution saving throw, taking 42 (12d6) poison
damage on a failed save, or half as much damage on a
successful one.
Serpent Venom (Injury). This poison may be
harvested from a dead or incapacitated giant poisonous
snake. A creature subjected to this poison must succeed
on a DC 11 Constitution saving throw, taking 10
(3d6) poison damage on a failed save, or half as much
damage on a successful one.
45 CHAPTER 3 | Serpentfolk
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