Difference between revisions of "Bogeyman (5A)"

From Action
Jump to navigation Jump to search
Line 150: Line 150:
  
 
=== Rampaging Brute ===
 
=== Rampaging Brute ===
At 7th level, you gain advantage on attack rolls made against objects and deal double damage when using your Strength to damage an object.  
+
At 7th level, you gain advantage on attack rolls made against objects and deal double damage when using Dark Strike to damage an object.
  
 
=== Strange Resistance ===
 
=== Strange Resistance ===

Revision as of 16:57, 4 June 2022

5A5A logo
Starfox's 5th Edition Fan Page

Howling at the high moon and revelling in her bestial form, the werewolf leaps out of the darkness and snatches one of her former pursuers, dragging the screaming man into the shadows and depriving him of his innards with her sharp fangs and claws. Backing out of the tavern with the merchant lord’s gaze locked onto his, the vampire slips into an alleyway nearby, baring his fangs to better slake his thirst on the blood of the foolish human trundling toward him.

Powered by unnatural chemicals, the once-living flesh of an abomination stands unyielding against the hail of arrows pelting her form and she charges forward unheeded, slamming into and through a barred door to shatter it into pieces.

The Brute

Brutes are people who have become the dark things that stalk in the night. Empowered by mystical rituals, unnatural science, or otherworldly forces, brutes are thought by most to be monsters, shunned and feared by society. Some seek this power out for themselves, but not all of these individuals are beholden to their base desires and some turn their frightful power into a force of good.

Monstrous Origins

Brutes are the stuff of dark secrecy and fell power, things of legend and forbidden lore. Becoming one of these otherworldly creatures is sometimes the ultimate goal of a cultist, drinking the blood of an existing brute or engaging in strange rituals to fully realize their power. To others it is a curse bestowed by bloodline or destiny, a burden that strengthens itself through hardship.

Agents of the Beyond

While there is certainly a predilection for brutes to fall towards evil, not all of them give in to unnatural compulsions and darker desires—most are driven there by the angry and misunderstanding societies around them. Many of the fell adventurers that resist their inner natures are raised far from civilization or hidden away from the world in utter secrecy, tainted by otherworldly power inherited from their reclusive parents or bestowed upon them by fate and the workings of cults.

Creating an Brute

The first thing to decide when making an brute is the source of your character’s abilities: did you seek out your dark path or was it forced upon you by destiny? You might have discovered a dark object or accidentally happened into a nexus of otherworldly energies, stumbling into a ritual or coming upon the decaying essence of a dying monstrous entity looking for a new soul to tether to itself. Perhaps your character has always sought out power regardless of its source, seeking it out with others in a cult and only to be the one to unlock the secrets of the order. Perhaps your parents were brutes and you realized your unnatural inherited talents in a moment of panic. Did you try to hide from society and remain beneath its notice or choose instead to live far from civilized life, surviving in the wilderness? Who—if anyone—knows your truths or helped aid you keep them secret? Perhaps most importantly, does your character feel scorned by society’s treatment of them for their monstrous nature or driven to prove that they are more than their otherworldly appearance suggests?

Class Features

As an brute, you gain the following class features.

Hit Points

  • Hit Dice: 1d8 per brute level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per brute level after 1st

Proficiencies

  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: Ceremonial relics
  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Athletics, Arcana, Insight, Perception, and Religion

Equipment

You start with the following equipment, in addition to any gear acquired through your background.

  • a dagger or (b) a sickle
  • a shortbow with 10 arrows or (b) a sling with 15 bullets
  • a hooded robe and leather armor or (b) studded leather armor
  • ceremonial relics
  • an explorer’s pack or (b) scholar’s pack

Brute Table

Level Proficiency Bonus Dark Strike Features
1st +2 1d4 Dark Strike, Brute Path feature, Supernatural Save
2nd +2 1d4 Denizen of Darkness
3rd +2 1d4 Darkvision
4th +2 1d4 Devotee of Darkness, Brute Path feature
5th +3 1d6 Extra Attack
6th +3 1d6 Supernatural Save
7th +3 1d6 Brute Path feature
8th +3 1d6 Toughened Hide
9th +4 1d8 Supernatural Movement
10th +4 1d8 Dauntless
11th +4 1d8 Brute Path feature
12th +4 1d8 Darkvision
13th +5 1d10 Supernatural Movement
14th +5 1d10 Toughened Hide
15th +5 1d10 Brute Path feature
16th +5 1d10 Otherworldly Shadow
17th +6 1d12 Darkened Soul
18th +6 1d12 Supernatural Save, Toughened Hide
19th +6 1d12 Supernatural Movement
20th +6 1d12 Brute Path feature

Class Abilities

Dark Strike

Beginning at 1st level, your strikes are imbued with a darkness that allows you to deal more damage with every blow. You gain the following benefits:

  • You can roll 1d4 in place of the normal damage of your unarmed strike. This die changes as you gain brute levels, as shown in the Dark Strike column of the Brute table.
  • You can add your Dexterity or Strength modifier to the attack and damage rolls of your unarmed strikes.
  • If you take the Attack action and have both hands free, you can make additional attack with Dark Strike as a bonus action.

Brute Path

At 1st level, your supernatural abilities manifest in the pattern of a famous type of monster. Select a Brute Path matching the type of monster you want to be. Your brute path grants you features at 1st level and again at 4th, 7th, 11th, 15th, and 20th level.

Denizen of Darkness

At 2nd level, you gain advantage on Dexterity (Stealth) checks or Wisdom (Perception) checks. You cannot use this ability as long as you are outdoors and the sun is in the sky.

Darkvision

At 3rd level, you gain darkvision out to 60 feet. If you have darkvision, the range of that darkvision increases by 30 feet. At 12th level, you gain the ability to see through magical darkness.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Supernatural Save

At 6th st level, you gain proficiency in a saving throw of your choice.

Toughened Hide

At 8th level, your AC increases by 1 and you gain resistance to the following types of damage: bludgeoning, piercing, or slashing. Magical attacks and silvered weapons ignore this resistance.

Supernatural Movement

Starting at 9th level, your movement improves. Choose one of these options:

  • Your land speed increases by 10 feet. You can take this option multiple times.
  • You gain a burrowing speed equal to half your land speed, You can move through dirt, soil, and clay, but not brick, stone, or mortar.
  • You gain a climb speed equal to your land speed.
  • You gain a swim speed equal to your land speed and the ability to breathe water.
  • You gain a fly speed equal to your land speed.
  • You gain hover (prerequisite: Fly speed).

You can choose again at level 13 and 19. You can choose a speed increase several times, but each of the other options can only be picked once.

Dauntless

At 10th level, you gain immunity to the frightened condition and resistance to psychic damage.

Otherworldly Shadow

At 16th level, you gain resistance to necrotic damage.

Darkened Soul

At 17th level, you gain the ability to cast darkness as a bonus action, requiring no components. This effect cannot be dispelled, and maintaining it does not require your concentration. The darkness you create lasts for a number of rounds equal to your proficiency bonus. After using this ability, you must complete a long rest before it can be used again.

Brute Paths

Brutes follow the path of a classical monster selected at level 1.

Abomination

You are a creature of occult science or mystery, a construct made out of inanimate materials or even a terrifying homunculus of stitched together bodies, driven to monstrous form by forbidden alchemical secrets.

Abominable Appearance

You have a monstrous appearance and need to conceal your appearance among humanoids. A simple cloak gives you a degree of anonymity. When interacting with humanoids, you suffer disadvantage on all Charisma checks except Intimidation checks, where you have advantage.

Abominable Nature

Starting at 1st level, you gain immunity to disease, poison damage, and the poisoned condition. You do not need to breathe, eat, or drink, though you still require periods of rest similar to sleep.

Unnatural Threshold

Beginning at 4th level, you gain immunity to the blinded, deafened, and exhaustion conditions.

Rampaging Brute

At 7th level, you gain advantage on attack rolls made against objects and deal double damage when using Dark Strike to damage an object.

Strange Resistance

Starting at 11th level, choose one type of damage that is not bludgeoning, piercing, poison, or slashing. You gain resistance to this type of damage.

As an option, you may choose to gain immunity to this type of energy but you also gain vulnerability to a different energy type of the GM’s choice. You cannot pick a type of damage you are already resistant, vulnerable, or immune to.

Unbreakable Senses

Beginning at 15th, you gain immunity to the paralyzed, petrified, and stunned conditions.

Unstoppable Abomination

When you reach 20th level, you gain resistance to all types of damage.

Lycanthrope

You are filled with animalistic fury and cursed with a strange form of lycanthropy that changes you into a beast when the full moon hangs high in the sky.

Lycanthropic Forms

Beginning at 1st level, you can use an action to polymorph into a beast-humanoid hybrid or into a beast (bear, boar, tiger, rat, or wolf; this is chosen when you take this Occult Path and cannot be changed), or back into your true form. While in hybrid or beast form your AC increases by an amount equal to half your proficiency bonus. Your statistics, other than your AC, are the same in each form. Any equipment you aren’t wearing or carrying isn’t transformed. You revert to your true form if you die. When the moon is full, you cannot assume human form. You can only use your Dark Strike while in hybrid or beast form. Your Dark Strike takes the form of a bite or a claw attack.

Beginning at 1st level, you can assume the form of a humanoid, beast, or a hybrid form combining elements of beast and humanoid. Select a beast when you gain this ability, bear, boar, tiger, rat, or wolf, this choice cannot be changed. You learn to change into the form of this beast and to assume a humanoid-beast hybrid form having elements of both. Any equipment you are wearing or carrying isn’t transformed, making gear very impractical. However, magical gear is an exception, magic items can merge with your form or not as you choose.

Humanoid form is your true, original form. Your humanoid form is mundane, you can only use proficencies and skills from the Brute class, all other abilities from the class are lost.

As a bonus action you can Polymorph into your chosen beast. If this form is killed, you immediately change into your hybrid form without having to take an action to do so. In beast form you retain any damage resistance or immunity you have and can change into humanoid or hybrid form as a bonus action, but you retain no other abilities, per the Polymorph spell.

As a bonus action or as a reaction to being attacked you can assume a hybrid form. Your statistics are the same in hybrid and normal form except as noted. In hybrid form you can use all class abilities normally. Your Dark Strike takes the form of bite and claw attacks. If you have two free hands you can make off-hand attacks with Dark Strike. If you hit with a claw attack, you can make a bite attack as a bonus action. While in hybrid form and not wearing armor your AC increases by an amount equal to your proficiency bonus. When interacting with humanoids in hybrid form, you suffer disadvantage on all Charisma checks except Intimidation checks, where you have advantage. You revert to your original form if you go unconscious or die in hybrid form.

Keen Senses

Starting at 4th level, you gain advantage on Wisdom (Perception) checks that rely on hearing or smell.

Powerful Leaps

Starting at 7th level, while in hybrid or beast form you quadruple the distance of any jumps you make.

Corrupting Fangs

At 11th level, your curse of lycanthropy becomes as potent as the darkest of legends, and you can immediately turn a bitten enemy into a werewolf under your control. After you deal damage to an enemy with a bite attack, you may force the enemy to make a Constitution saving throw (DC 8 + your proficiency bonus + your Charisma bonus). Creatures of types other than fey, giants, and humanoids automatically succeed this saving throw. On a success, the target suffers an additional 3d10 piercing damage. On a failure, the target is polymorphed into a werewolf of the same beast as you under your control for one minute. At the end of each of its turns, the target receives a new Constitution saving throw to revert to its natural form. When it reverts, because it was defeated or for another reason, you lose control over the creature. You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.

Lycanthropic Resistance

Beginning at 15th level, while in hybrid or beast form you gain resistance to all damage except bludgeoning, piercing, and slashing attack from silver or magical weapons.

Master Lycanthrope

When you reach 20th level, your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. Additionally, your Keen Senses and Lycanthropic Hide features can all be used in human form.

Vampire

Infused with unholy energies and driven by a thirst for blood, you are becoming a master of the night, one of the most powerful types of undead.

Immortality in Death

You are no longer a Humanoid, instead gaining the Undead type. This involves little physical change, your skin grows paler but not unnaturally so, and all your powers are only visible when in use. You do not age, and if you are reduced to 0 hip points, you automatically stabilize. You can be destroyed only by burning or direct sunlight.

You gain vulnerability to radiant damage and you take an amount of necrotic damage equal to your proficiency bonus if you start your turn in direct sunlight. Covering clothes and a wide-brimmed hat or a parasol is sufficient to negate this damage. You take an amount of acid damage equal to your proficiency bonus if you start your turn touching running water.

You gain no sustenance from food or drink, instead you must nourish yourself using the Bloodsucker ability, below.

You can’t enter a private residence without an invitation from one of the occupants. You can enter inns, stores, and other public places without an invitation.

Bloodsucker

You grow two sharp extendible fangs. You can attack with these fangs against a creature that is willing or surprised, or as a bonus action in a grapple. When you use your fangs to deliver a Dark Strike, you regain hit points equal to the result of the damage roll, not including any bonuses. This also satisfies your need for food and water for the day. If you are dead but not destroyed, you can be revived simply by feeding you fresh blood.

Cursed Charm

Starting at 4th level, you can spend an action to target one humanoid you can see within 30 feet. If the target can see you, the target must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma bonus) or be charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn’t under your control, it interprets your requests or actions in the most favorable way it can, and it is a willing target for your Dark Strike attack. Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. The effect can also be ended as if it was a curse. Otherwise, the effect lasts 24 hours or take a bonus action to end the effect. You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.

Darkness Form

Beginning at 7th level, if you aren’t in sunlight or running water, you can use a bonus action or reaction (at any time) to Polymorph into a Bat or assume Gaseous Form. Any object you are wearing transforms with you. You can stay in bat or mist form for a number of hours equal to your brute level, after which you revert to your normal form. You also revert if you fall unconscious, die, or spend a bonus action to end your transformation early. While in either of these forms you have advantage on Dexterity (Stealth) checks. You can use this feature a number of times equal to your proficiency bonus and regain all uses when you end a long rest.

Children of the Night

Beginning at 11th level, you can spend an action to magically call 2d6 Swarms of Bats, Swarms of Rats, or Wolves, as appropriate to the locale. The called creatures arrive in 1d4 rounds, acting as your allies and obeying your spoken commands, but if touched by sunlight your control of them ends and they run away. The beasts remain for 1 hour, until you die, or until you dismiss them as a bonus action. You can use this feature a number of times equal to your proficiency bonus and regain all uses when you end a long rest. When you reach 15th level, you can call 4d6 swarms or wolves.

Escaping Mist

Starting at 15th level you establish a resting place and imbue a coffin with unholy power. When you drop to 0 hit points outside your resting place, you disappear in a cloud of mist (as in the Darkness Forms feature) and teleport to your coffin, provided that you aren’t in sunlight or running water. If you can’t transform or is prevented from teleporting, you go unconscious normally. After spending 1 hour in your resting place with 0 hit points, you regain 1 hit point.

Master of the Night

When you reach 20th level, you regain 20 hit points at the start of your turn if you have at least 1 hit point and aren’t in sunlight or running water. If you take radiant damage or damage from holy water, this feature doesn’t function at the start of your next turn.