Difference between revisions of "Bogeyman (5A)"
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=== Unnatural Weapons === | === Unnatural Weapons === | ||
− | Your Dark Strike | + | Your Dark Strike takes the form of claws and bite that deals slashing damage. If you hit with a claw attack, you can make a Dark Strike bite or claw attack as a bonus action. If you damage a living creature (not a construct or undead) with this bite attack, you heal damage equal to half the damage dealt. |
=== Wisdom of Flesh === | === Wisdom of Flesh === |
Revision as of 23:53, 14 July 2022
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Starfox's 5th Edition Fan Page |
Shrouded in darkness, the monster approaches the lone boy being kicked and bullied by ruthless thugs. Revealing itself with a roar, the monster makes a mock charge, causing the villains to flee before picking up the limp body. Slowly nursing the child to health in the perfect darkness of its cave lair, dreading the day he will reach out to touch the monstrous face or realize the helping hand is a claw.
Monsters are people who have become the dark things that stalk in the night. Empowered by mystical rituals, unnatural science, or otherworldly forces, monsters are thought by most to be dangerous and are 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.
Monsters 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 monster 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 them through hardship.
While there is certainly a predilection for monsters 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 society around them. Many of the 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 Monster
The first thing to decide when making an monster 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 monster whose power is looking for a new soul to tether itself to. 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 monsters 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?
Source: En5ider 83, heavily rewritten.
Class Features
As an monster, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per monster level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monster level after 1st
Proficiencies
- Armor: None
- Weapons: Simple weapons
- Saving Throws: Constitution, Charisma
- Skills: Choose three from Acrobatics, Athletics, Arcana, Intimidation, 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
- an explorer’s pack or (b) scholar’s pack
Monster Table
Level | Proficiency Bonus | Dark Strike | Features |
1st | +2 | 1d6 | Dark Strike, Dark Ward, Monster Path Feature |
2nd | +2 | 1d6 | Bogeyman (10 feet), Darkvision |
3rd | +2 | 1d6 | Monster Path Feature |
4th | +2 | 1d6 | Ability Score Improvement |
5th | +3 | 1d8 | Extra Attack |
6th | +3 | 1d8 | Toughened Hide |
7th | +3 | 1d8 | Monster Path Feature |
8th | +3 | 1d8 | Ability Score Improvement, Bogeyman (30 feet) |
9th | +4 | 1d10 | Supernatural Movement |
10th | +4 | 1d10 | Dauntless |
11th | +4 | 1d10 | Monster Path Feature |
12th | +4 | 1d10 | Ability Score Improvement, Supernatural Movement |
13th | +5 | 1d12 | Otherworldly Shadow, Darkvision |
14th | +5 | 1d12 | Ability Score Improvement, Bogeyman (50 feet) |
15th | +5 | 1d12 | Monster Path Feature, Supernatural Movement |
16th | +5 | 1d12 | Ability Score Improvement |
17th | +6 | 1d20 | Darkened Soul |
18th | +6 | 1d20 | Supernatural Movement, Supernatural Save |
19th | +6 | 1d20 | Ability Score Improvement |
20th | +6 | 1d20 | Monster 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 1d6 in place of the normal damage of your unarmed strike. This die changes as you gain monster levels, as shown in the Dark Strike column of the Monster 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 an additional attack with Dark Strike as a bonus action.
Dark Ward
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your highest ability bonus + your Proficiency bonus.
Monster Path
At 1st level, your supernatural abilities manifest in the pattern of a famous type of monster. Select a Monster Path matching the type of monster you want to be. Your monster path grants you features at 1st level and again at 4th, 7th, 11th, 15th, and 20th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Bogeyman
At 2nd level, as an action, you can try to scare all creatures of your choice in a 10 feet cone. Targets must attempt a Wisdom save or become Frightened of you. At the end of each target's turn they can attempt a Wisdom save to end the effect. A creature that has successfully saved against this ability will automatically succeed on any saving throw against this ability for the next hour. At level 8, the size of the cone increases to 30 feet. At level 14 it increases to 50 feet.
You also gain advantage on all Charisma (Intimidation) checks.
Darkvision
At 2nd level, you gain darkvision out to 60 feet. If you already have darkvision, the range of that darkvision increases by 30 feet. At 13th level, you gain the ability to see through magical darkness to this range.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Toughened Hide
At 6th level you gain resistance to bludgeoning, piercing, or slashing damage. 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 can hover (prerequisite: Fly speed).
You can choose again at level 12, 15, and 18. 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 14th 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.
Supernatural Save
At 18th level, you gain proficiency in a saving throw of your choice.
Monster Paths
Monsters follow the path of a classical monster selected at level 1.
Abomination
Powered by unnatural chemicals, the flesh of the 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.
You are a creature of occult science or mystery, a construct made out of inanimate materials or even a terrifying homunculus of stitched together body parts, driven to monstrous form by forbidden alchemical secrets.
Source: En5ider 83.
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.
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 3rd level, you gain immunity to the blinded, deafened, and exhaustion conditions.
Rampaging Monster
At 7th level, you gain advantage on Strength (Athletics) check to break objects and on attack rolls made against objects. You 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, psychic, or slashing. You gain resistance to this type of damage.
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.
Ghoul
Driven back into his graveyard haunt, the ghoul merges with the ground, only to emerge behind her pursuers, turning hunter into prey.
You are cursed with undeath and a craving for the flesh of the dead, learning the secrets of those you consume.
Source: Original
Dead prowler
Starting at 1st level, your type changes to undead. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell. Your basic form remains the same, but your flesh is cold and your visage is strangely distorted, emaciated but with an undead vitality. Your voice is unchanged. A creature touching you or seeing an uncovered part of your body is allowed a free instinctual Wisdom (Perception) check against your Charisma (Deception) to recognize you are not a humanoid.
You suffer a constant hunger that only the flesh of the dead can satisfy, but you do not actually need to eat or drink to survive. You are immune to suffocation, starvation, and thirst. At the start of your turn, when presented with the opportunity to consume the raw, rotted, or dried-out remains of a dead humanoid, you must make a Wisdom save, DC 10, or immediately spend an action consuming a part of the corpse. Once you failed or succeeded at this saving throw, you automatically succeed at any saving throws against consuming a corpse within the next hour.
You are immune to disease, poison damage, and the poisoned condition.
Unnatural Weapons
Your Dark Strike takes the form of claws and bite that deals slashing damage. If you hit with a claw attack, you can make a Dark Strike bite or claw attack as a bonus action. If you damage a living creature (not a construct or undead) with this bite attack, you heal damage equal to half the damage dealt.
Wisdom of Flesh
Beginning at 1st level, when you consume some of the remains of a formerly living being, you learn what their basic role in life was, including race, profession, and class (if any). You might also get flashbacks of their drives and desires. You temporarily gain one skill, language, tool proficiency, or proficiency with a single weapon the creature had. You retain this ability until you use Wisdom of the Flesh to learn another ability.
Rigor Mortis
Beginning at 3rd level, when you hit a Beast, Giant, Goblinoids, Humanoid (excluding elves), or Monstrosity with a claw attack, the creature must make a Constitution saving throw (DC 8 + your Constitution modifier + your Proficency Bonus) or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that has saved against ability automatically succeeds on its saving throw against it for the next 24 hours.
Voices of the Dead
At 7th level you can cast Animate Dead and Speak with Dead requiring no components. You are considered to be using a spell slot equal to half your class level, gaining the appropriate benefits to each spell. You can do this a total number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.
Gravedigger
Starting at 11th level, you gain a burrowing speed equal to half your land speed, You can move through dirt, soil, clay, and barriers up to one foot think of brick and soft stone like limestone or sandstone, often used in tombs. You cannot burrow through thicker barriers or through bedrock. When you use your Burrowing speed, you have advantage on Dexterity (Stealth) checks.
Tomb Resistance
Beginning at 15th level, you gain resistance to all damage except force, psychic, radiant, and bludgeoning, piercing, and slashing attack from magical weapons.
Master of the Underworld
When you reach 20th level, you gain tremorsense 60 feet and can burrow at your full land speed through any non-magical material without leaving any tunnel or other trace behind.
Lycanthrope
Howling at the high moon and reveling 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.
You are filled with animalistic fury and cursed with the curse of lycanthropy that changes you into a beast when the full moon hangs high in the sky.
Source: En5ider 83, heavily rewritten.
Inner Animal
Starting at 1st level, you gain advantage on Wisdom (Perception) checks that rely on hearing or smell. You cannot yet change shape. Until you become a true shapeshifter at level 3, you can use all abilities of the Monster class in your original form. Your Dark Strikes are claws doing slashing damage.
Moon Change
Beginning at 3rd level, you gain the shapechanger tag. You can assume the form of a humanoid, beast, or a hybrid form combining elements of beast and humanoid. Select a beast from this list 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. Mundane equipment you are wearing or carrying isn’t transformed, making most gear very impractical. However, magical gear is an exception, magic items can merge with your form or not as you choose and continues to function in either case.
Humanoid Form
Humanoid form is your true, original form. Your humanoid form is mundane, you can only use proficencies and skills from the Monster class, all other abilities from the class are lost. As a bonus action you can Polymorph into your chosen Beast Form. As a bonus action or as a reaction to being attacked you can assume Hybrid Form. At night when the moon is full, you cannot maintain humanoid form and must be in either hybrid or beast form.
Beast Form
Your beast form is a natural beast of the form selected above, per the Polymorph spell. 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. If this form is killed, you immediately change into your Hybrid Form without having to take an action to do so, and you cannot resume Beast Form for the next hour.
Hybrid Form
In hybrid form your statistics are the same as in Humanoid form, but you have access to all class features of the Monster class. Your Dark Strike takes the form of bite and claw attacks that do slashing damage. If you hit with a claw attack, you can make a bite attack as a bonus action. When interacting with Humanoids in hybrid form, you suffer disadvantage on all Charisma checks except Intimidation checks. As a bonus action you can assume Humanoid Form or Beast Form. You revert to your Humanoid Form if you go unconscious or die in hybrid form.
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, goblinoids, and humanoids automatically succeed this saving throw. On a success, the target suffers an additional 3d10 piercing damage. On a failure, the target is Polymophed into a werewolf of the same type as you under your control. At the end of each of its turns, the target can make 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, and only once per turn. You regain expended uses when you finish a long rest.
At 20th level, you can use this ability at will, but still only once per turn
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
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.
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.
Source: En5ider 83, heavily rewritten.
Immortality in Death
You are no longer a Humanoid, instead gaining the Undead type. This involves little physical change, your skin grows paler and colder but not blatantly so, and 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.
When unconscious, a wooden stake can be driven through your chest as an action with a Strength (Athletics) check with a DC equal to 10 + your Constitution save modifier. While staked like this, you appear dead but are unconscious and unable to regain hit points in any way.
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 as a bonus action, but only against a creature that is willing, surprised, or in a grapple with you. 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 unconscious but not destroyed or staked, you can be revived simply by feeding you fresh blood.
Cursed Charm
Starting at 3rd 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 Bloodsucker blood drain. 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 until you take a bonus action to end the effect. After the effect ends, the target only vaguely remembers events while charmed, as if they happened in a dream. 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 monster 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 at the end of your turn, 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. At dusk, when you are 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.