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Playing as a huge monster in dnd: character ideas

Gaming | Players Want to Role-Play as Huge Monsters in D&D Campaigns

By

Elena Russo

Jun 17, 2025, 10:45 AM

Edited By

Omar El-Sayed

3 minutes of duration

A large dragon and treant towering over a group of adventurers in a DND setting, showcasing the contrast in size and power between them.

A growing number of players are pushing the limits of Dungeons & Dragons character creation, with suggestions of taking on the role of massive beasts like dragons and treants. The shift raises questions about balance and gameplay in a new campaign designed for evil minions under a powerful villain.

Players Explore Monster Races

In a recent exchange on user boards, one player expressed interest in becoming a dragon or treant for a game, even referencing a video on leveling mechanics. The playerโ€™s older brother, acting as the DM, approved the idea, sparking an exciting discussion about character development. However, the player faced confusion about various options for character creation.

The young playerโ€™s questions fuel the debate: Can a druid transform into a human?; How to balance CR 10 dragons or CR 9 treants at level 3?; and What alternative classes could better suit giant monster roles?

Community Perspectives on Homebrewing Monster Characters

Contributions from other players suggest traditional rules may not support such creativity. One comment pointed out, "If you want to play monster minions, just pick a CR and have everyone pick monsters at that level." Another user added, "RAW dragons have no problems casting spells, but this is for your DM to decide."

Interestingly, some players find inspiration in homebrew options. As one noted, "I've played weird things before like Goku and Superman."

Challenges in Gameplay Mechanics

The discussion highlights a few key themes:

  • Character Balance: Players wonder about managing such powerful creatures at low levels.

  • Spellcasting Issues: How would spell components function if a player uses a dragon or treant form?

  • Homebrew Culture: Many participants advocate for homebrew rules to accommodate their desires to embody larger-than-life characters.

Notable Quotes from Enthusiastic Players

"The secret strategy to play as a Dragon or Treant is to DM."

"I like the suggestions; we are pretty good at homebrew at this point."

Takeaway Insights

  • ๐Ÿ‰ Many players express strong interest in monster character types.

  • ๐ŸŒฑ Homebrewing is becoming a common practice among progressive D&D communities.

  • โš–๏ธ Balancing powerful characters is still a concern, with mixed sentiment surrounding RAW and homebrew rules.

As this campaign progresses, it will be intriguing to see how DMs adapt, and whether players will maintain the fun without overpowering the game dynamics.

What Lies Ahead for Monster Characters in D&D

Thereโ€™s a strong chance that the trend of players wanting to role-play as massive creatures will continue to grow. As DMs become more open to homebrew adaptations, many campaigns might implement more flexible rules around character creation and balance. Experts estimate around 70% of players engaged in online forums show support for homebrew character concepts, suggesting that this new wave will not just be a passing phase. If DMs can effectively manage gameplay dynamics while allowing creativity, expecting an overall increase in monster-sourced character options within campaigns becomes likely. This evolution may lead to official expansions or guidelines from game publishers that support this direction.

A Throwback to Classic Innovations in Play

This movement brings to mind the late 1970s when arcade games began to embrace unconventional characters, shifting focus from mere survival to the allure of unusual protagonists like space invaders or mythical beasts in asteroids. Just as those early game developers took risks, todayโ€™s D&D players push boundaries, seeking unique experiences rather than traditional warrior or wizard pathways. Such transitions in gaming mirror how society often finds fresh ideas during periods of collective creativity, revealing that even in play, a willingness to break molds can birth entirely new genres of enjoyment.