Difference between revisions of "Bogeyman (5A)"

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(boogeyman rewrite)
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{{5A}}
 
{{5A}}
''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.
+
''Shrouded in darkness, the bogeyman approaches the lone boy being kicked and bullied. Revealing itself with a roar, the bogeyman makes a mock charge, causing the bullies 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.   
+
Bogeymen are men and women who have become the dark things that stalk in the night. Empowered by mystical rituals, unnatural science, or otherworldly forces, bogeymen are thought by most to be dangerous and are shunned and feared by society. Some seek this power out for themselves, but not all bogeymen 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.  
+
Bogeymen are the stuff of dark secrets and fell power, things of legend and forbidden lore. Becoming one of these otherworldly a monster or engaging in strange rituals to 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.  
+
While there is certainly a predilection for bogeymen 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 ancestors or bestowed upon them by fate and the workings of cults.  
  
=== Creating an Monster ===
+
=== Creating an Bogeyman ===
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?
+
The first thing to decide when making an bogeyman 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 cursed power was looking for a new soul to tether itself to.  
 +
Perhaps your character has always sought power regardless of its source, seeking it out with others in a cult or through weird science.  
 +
Perhaps an ancestors were monsters and you realized your inherited talents in a moment of panic.  
 +
Perhaps you were an orphan that grew up under the care of another bogeyman, or perhaps you were even abducted. In the gothic stories that inspired this class, an abducted child might redeem a bogeyman abductor or take their curse upon themselves.
 +
Did you grow up among people, or were you a bogeyman as a child? This affects which backgrounds make sense for you.
 +
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.
 
Source: En5ider 83, heavily rewritten.
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You must have a Constitution of 13 to multiclass into or out of this class.
 
You must have a Constitution of 13 to multiclass into or out of this class.
  
Multiclassing into the class gives you one skill from the Monster Class' list of starting skills.
+
Multiclassing into the class gives you one skill from the Bogeyman Class' list of starting skills.
  
 
Multiclassing in this class gives no spellcasing progression.
 
Multiclassing in this class gives no spellcasing progression.
  
 
== Class Features ==
 
== Class Features ==
As an monster, you gain the following class features.  
+
As an bogeyman, you gain the following class features.  
  
 
=== Hit Points ===
 
=== Hit Points ===
* '''Hit Dice:''' 1d8 per monster level  
+
* '''Hit Dice:''' 1d8 per bogeyman level  
 
* '''Hit Points at 1st Level:''' 8 + your Constitution modifier  
 
* '''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  
+
* '''Hit Points at Higher Levels:''' 1d8 (or 5) + your Constitution modifier per bogeyman level after 1st  
 +
 
 
=== Proficiencies ===
 
=== Proficiencies ===
 
* '''Armor:''' None
 
* '''Armor:''' None
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* a hooded robe  
 
* a hooded robe  
 
* an explorer’s pack or (b) scholar’s pack
 
* an explorer’s pack or (b) scholar’s pack
 +
Alternatively you can start with 2d4 x10 gp or 50 gp.
  
== Monster Table ==
+
== Bogeyman Table ==
 
{|class="wikitable"
 
{|class="wikitable"
 
|valign="bottom"| '''Level ||valign="bottom"| '''Proficiency Bonus ||valign="bottom"| '''Dark Strike ||valign="bottom"| '''Features
 
|valign="bottom"| '''Level ||valign="bottom"| '''Proficiency Bonus ||valign="bottom"| '''Dark Strike ||valign="bottom"| '''Features
 
|-
 
|-
|valign="top"| 1st ||valign="top" align=center | +2 ||valign="top" align=center | 1d6 ||valign="top" | Dark Strike, Dark Ward, Monster Path Feature
+
|valign="top"| 1st ||valign="top" align=center | +2 ||valign="top" align=center | 1d6 ||valign="top" | Dark Strike, Dark Ward, Bogeyman Path Feature
 
|-
 
|-
|valign="top"| 2nd ||valign="top" align=center | +2 ||valign="top" align=center | 1d6 ||valign="top" | Bogeyman (10 feet), Darkvision
+
|valign="top"| 2nd ||valign="top" align=center | +2 ||valign="top" align=center | 1d6 ||valign="top" | Monster Scare (10 feet), Darkvision
 
|-
 
|-
|valign="top"| 3rd ||valign="top" align=center | +2 ||valign="top" align=center | 1d6 ||valign="top" | Monster Path Feature
+
|valign="top"| 3rd ||valign="top" align=center | +2 ||valign="top" align=center | 1d6 ||valign="top" | Bogeyman Path Feature
 
|-
 
|-
 
|valign="top"| 4th ||valign="top" align=center | +2 ||valign="top" align=center | 1d6 ||valign="top" | Ability Score Improvement  
 
|valign="top"| 4th ||valign="top" align=center | +2 ||valign="top" align=center | 1d6 ||valign="top" | Ability Score Improvement  
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|valign="top"| 5th ||valign="top" align=center | +3 ||valign="top" align=center | 1d8 ||valign="top" | Extra Attack
 
|valign="top"| 5th ||valign="top" align=center | +3 ||valign="top" align=center | 1d8 ||valign="top" | Extra Attack
 
|-
 
|-
|valign="top"| 6th ||valign="top" align=center | +3 ||valign="top" align=center | 1d8 ||valign="top" | Toughened Hide
+
|valign="top"| 6th ||valign="top" align=center | +3 ||valign="top" align=center | 1d8 ||valign="top" | Bogeyman Path Feature
 
|-
 
|-
|valign="top"| 7th ||valign="top" align=center | +3 ||valign="top" align=center | 1d8 ||valign="top" | Monster Path Feature
+
|valign="top"| 7th ||valign="top" align=center | +3 ||valign="top" align=center | 1d8 ||valign="top" | Bogeyman Path Feature
 
|-
 
|-
|valign="top"| 8th ||valign="top" align=center | +3 ||valign="top" align=center | 1d8 ||valign="top" | Ability Score Improvement, Bogeyman (30 feet)
+
|valign="top"| 8th ||valign="top" align=center | +3 ||valign="top" align=center | 1d8 ||valign="top" | Ability Score Improvement, Monster Scare (30 feet)
 
|-
 
|-
 
|valign="top"| 9th ||valign="top" align=center | +4 ||valign="top" align=center | 1d10 ||valign="top" | Supernatural Movement
 
|valign="top"| 9th ||valign="top" align=center | +4 ||valign="top" align=center | 1d10 ||valign="top" | Supernatural Movement
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|valign="top"| 10th ||valign="top" align=center | +4 ||valign="top" align=center | 1d10 ||valign="top" | Dauntless  
 
|valign="top"| 10th ||valign="top" align=center | +4 ||valign="top" align=center | 1d10 ||valign="top" | Dauntless  
 
|-
 
|-
|valign="top"| 11th ||valign="top" align=center | +4 ||valign="top" align=center | 1d10 ||valign="top" | Monster Path Feature
+
|valign="top"| 11th ||valign="top" align=center | +4 ||valign="top" align=center | 1d10 ||valign="top" | Bogeyman Path Feature
 
|-
 
|-
 
|valign="top"| 12th ||valign="top" align=center | +4 ||valign="top" align=center | 1d10 ||valign="top" | Ability Score Improvement, Supernatural Movement
 
|valign="top"| 12th ||valign="top" align=center | +4 ||valign="top" align=center | 1d10 ||valign="top" | Ability Score Improvement, Supernatural Movement
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|valign="top"| 13th ||valign="top" align=center | +5 ||valign="top" align=center | 1d12 ||valign="top" | Otherworldly Shadow, Darkvision
 
|valign="top"| 13th ||valign="top" align=center | +5 ||valign="top" align=center | 1d12 ||valign="top" | Otherworldly Shadow, Darkvision
 
|-
 
|-
|valign="top"| 14th ||valign="top" align=center | +5 ||valign="top" align=center | 1d12 ||valign="top" | Ability Score Improvement, Bogeyman (50 feet)
+
|valign="top"| 14th ||valign="top" align=center | +5 ||valign="top" align=center | 1d12 ||valign="top" | Ability Score Improvement, Monster Scare (50 feet)
 
|-
 
|-
|valign="top"| 15th ||valign="top" align=center | +5 ||valign="top" align=center | 1d12 ||valign="top" | Monster Path Feature, Supernatural Movement
+
|valign="top"| 15th ||valign="top" align=center | +5 ||valign="top" align=center | 1d12 ||valign="top" | Bogeyman Path Feature, Supernatural Movement
 
|-
 
|-
 
|valign="top"| 16th ||valign="top" align=center | +5 ||valign="top" align=center | 1d12 ||valign="top" | Ability Score Improvement
 
|valign="top"| 16th ||valign="top" align=center | +5 ||valign="top" align=center | 1d12 ||valign="top" | Ability Score Improvement
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|valign="top"| 19th ||valign="top" align=center | +6 ||valign="top" align=center | 1d20 ||valign="top" | Ability Score Improvement
 
|valign="top"| 19th ||valign="top" align=center | +6 ||valign="top" align=center | 1d20 ||valign="top" | Ability Score Improvement
 
|-
 
|-
|valign="top"| 20th ||valign="top" align=center | +6 ||valign="top" align=center | 1d20 ||valign="top" | Monster Path Feature
+
|valign="top"| 20th ||valign="top" align=center | +6 ||valign="top" align=center | 1d20 ||valign="top" | Bogeyman Path Feature
 
|}
 
|}
  
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=== Dark Strike ===
 
=== 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:  
 
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 roll 1d6 in place of the normal damage of your unarmed strike. This die changes as you gain bogeyman levels, as shown in the Dark Strike column of the Bogeyman table.  
 
* You can add your Dexterity or Strength modifier to the attack and damage rolls of your unarmed strikes.  
 
* 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.
 
* 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 ===
 
=== 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.
+
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity bonus + your Charisma bonus.
  
=== Monster Path ===
+
=== Bogeyman Path ===
At 1st level, your supernatural abilities manifest in the pattern of a famous type of monster.  
+
At 1st level, your supernatural abilities manifest in the pattern of a famous type of bogeyman.  
Select a Monster Path matching the type of monster you want to be.
+
Select a Bogeyman Path matching the type of bogeyman you want to be.
Your monster path grants you features at 1st level and again at 4th, 7th, 11th, 15th, and 20th level.
+
Your bogeyman path grants you features at 1st level and again at 4th, 6th, 7th, 11th, 15th, and 20th level.
  
 
=== Ability Score Improvement ===
 
=== 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.
 
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 ===
+
=== Monster Scare ===
 
At 2nd level, as an action, you can try to scare all creatures of your choice in a 10 feet cone.  
 
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.
 
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.
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=== Extra Attack ===
 
=== Extra Attack ===
 
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  
 
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.
 
Some monster paths change with type of weapons ignore this damage.
 
  
 
=== Supernatural Movement ===
 
=== Supernatural Movement ===
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* Your land speed increases by 10 feet. You can take this option multiple times.
 
* 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 burrowing speed of 20 feet. 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 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 swim speed equal to your land speed and the ability to breathe water.
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At 18th level, you gain proficiency in a saving throw of your choice.
 
At 18th level, you gain proficiency in a saving throw of your choice.
  
= Monster Paths =
+
= Bogeyman Paths =
Monsters follow the path of a classical monster selected at level 1.
+
Bogeymen follow the path of a classical monster selected at level 1.
  
 
== Abomination ==
 
== Abomination ==
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=== Abominable Nature ===
 
=== 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.
+
Starting at 1st level, your creature type changes to construct. 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 ===
 
=== Unnatural Threshold ===
 
Beginning at 3rd level, you gain immunity to the blinded, deafened, and exhaustion conditions.
 
Beginning at 3rd level, you gain immunity to the blinded, deafened, and exhaustion conditions.
  
=== Rampaging Monster ===
+
=== Toughened Hide ===
 +
At 6th level you gain resistance to bludgeoning, piercing, and slashing damage.
 +
Magical attacks and silvered weapons ignore this resistance.
 +
 
 +
=== Rampage ===
 
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.
 
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 ===
 
=== 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.
+
Starting at 11th level, choose one type of damage that is not bludgeoning, force, piercing, poison, psychic, or slashing. You gain resistance to this type of damage.
  
=== Unbreakable Senses ===
+
=== Unstoppable ===
 
Beginning at 15th, you gain immunity to the paralyzed, petrified, and stunned conditions.  
 
Beginning at 15th, you gain immunity to the paralyzed, petrified, and stunned conditions.  
  
=== Unstoppable Abomination ===
+
=== Invulnerable ===
 
When you reach 20th level, you gain resistance to all types of damage.
 
When you reach 20th level, you gain resistance to all types of damage.
  
 
== Ghoul ==
 
== Ghoul ==
''Driven back into his graveyard haunt, the ghoul merges with the ground, only to emerge behind her pursuers, turning hunter into prey.  
+
''Driven back into her 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.  
 
You are cursed with undeath and a craving for the flesh of the dead, learning the secrets of those you consume.  
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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.
 
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 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 remains of a dead humanoid within 10 feet, you must make a Wisdom save, DC 10, or immediately spend an action moving to and consuming a part of the corpse. This movement does nto trigger attacks of opportunity. Once you fail or succeed 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.
 
You are immune to disease, poison damage, and the poisoned condition.
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=== Wisdom of Flesh ===
 
=== 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.
+
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 that the creature had. You retain this proficiency until you use Wisdom of the Flesh to learn another ability.
  
 
=== Rigor Mortis ===
 
=== Rigor Mortis ===
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Beast,
 
Beast,
 
Giant,
 
Giant,
Goblinoids,
+
Goblinoid,
 
Humanoid (excluding elves), or
 
Humanoid (excluding elves), or
 
Monstrosity  
 
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.
+
with a claw attack, the creature must make a Constitution saving throw (DC 8 + your Constitution modifier + your Proficiency 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.
 +
 
 +
=== Toughened Hide ===
 +
At 6th level you gain resistance to bludgeoning, piercing, and slashing damage.
 +
Magical attacks and silvered weapons ignore this resistance.
  
 
=== Voices of the Dead ===
 
=== Voices of the Dead ===
 
At 7th level you can cast [http://dnd5e.wikidot.com/spell:animate-dead Animate Dead] and [http://dnd5e.wikidot.com/spell:speak-with-dead Speak with Dead] requiring no components.  
 
At 7th level you can cast [http://dnd5e.wikidot.com/spell:animate-dead Animate Dead] and [http://dnd5e.wikidot.com/spell:speak-with-dead 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 are considered to be using a spell slot equal to half your class level, gaining the appropriate benefits for using a higher level spell slot.
 
You can do this a total number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.
 
You can do this a total number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.
  
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=== Tomb Resistance ===
 
=== 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.
+
Beginning at 15th level, you gain resistance to all damage except fire, force, psychic, radiant, and bludgeoning, piercing, and slashing attacks from magical weapons.
 
This replaces the damage resistance gained from Toughened Hide.
 
This replaces the damage resistance gained from Toughened Hide.
  
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''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.  
 
''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.  
+
You are filled with animalistic fury and cursed with lycanthropy that changes you into a beast when the full moon hangs high in the sky.  
  
 
Source: En5ider 83, heavily rewritten.
 
Source: En5ider 83, heavily rewritten.
  
=== Inner Animal ===
+
=== Moon Change ===
Starting at 1st level, you gain advantage on Wisdom (Perception) checks that rely on hearing or smell.
+
Beginning at 1st level, you gain the shapechanger tag.
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.
+
Starting at 1st level, you gain advantage on Wisdom (Perception) checks that rely on hearing or smell. 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.  
 
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.  
 
Select a beast from this list when you gain this ability: bear, boar, tiger, rat, or wolf.  
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==== Humanoid Form ====
 
==== Humanoid Form ====
 
Humanoid form is your true, original 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.   
+
Your humanoid form is mundane, you can only use proficiencies and skills from the Bogeyman class and have advantage on Perception checks that rely on hearing or smell, but all other abilities from the class are lost.   
As a bonus action you can [http://dnd5e.wikidot.com/spell:polymorph Polymorph] into your chosen Beast Form.  
+
Your animal magnetism gives you advantage on Charisma (Deception) and Charisma (Persuasion) checks to sexually seduce a humanoid.
 
As a bonus action or as a reaction to being attacked you can assume Hybrid 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.  
 
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 [http://dnd5e.wikidot.com/spell:polymorph 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 ====
 
==== 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.
+
In hybrid form your statistics are the same as in Humanoid form, but you have access to all class features of the Bogeyman 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.
 
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.  
 
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.  
 
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.
 
You revert to your Humanoid Form if you go unconscious or die in hybrid form.
 +
 +
=== Beast Change ===
 +
Beginning at 3rd level, you can assume the form of the beast selected with the moon Change ability.
 +
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, tough you cannot use equipment that requires hands.
 +
 +
==== Beast Form ====
 +
Your beast form is a natural beast of the form selected above, per the [http://dnd5e.wikidot.com/spell:polymorph 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, instead of reverting to your normal form, 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.
 +
 +
=== Toughened Hide ===
 +
At 6th level you gain resistance to bludgeoning, piercing, and slashing damage.
 +
Magical attacks and silvered weapons ignore this resistance.
  
 
=== Powerful Leaps ===
 
=== Powerful Leaps ===
Line 269: Line 288:
  
 
=== Corrupting Fangs ===
 
=== 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 [http://dnd5e.wikidot.com/spell:polymorph Polymophed] into a [https://roll20.net/compendium/dnd5e/Monsters:Werewolf/#h-Werewolf 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 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 [http://dnd5e.wikidot.com/spell:polymorph Polymophed] into a [https://roll20.net/compendium/dnd5e/Monsters:Werewolf/#h-Werewolf 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
 
At 20th level, you can use this ability at will, but still only once per turn
Line 278: Line 297:
 
=== Master Lycanthrope ===
 
=== 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.
 
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.
 
== Ooze ==
 
{{wip}}
 
  
 
== Vampire ==
 
== 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.  
 
''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.  
+
Infused with unholy energies and driven by a thirst for blood, you are a master of the night, one of the most powerful undead.  
  
 
Source: En5ider 83, heavily rewritten.
 
Source: En5ider 83, heavily rewritten.
Line 292: Line 308:
 
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 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.
+
Your Dark Strike takes the form of claws that do slashing damage.
 +
 
 +
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 parasol or wide-brimmed hat 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 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.
+
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 paralyzed 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 gain no sustenance from food or drink, instead you must nourish yourself using the Bloodsucker ability, below.  
Line 303: Line 321:
 
=== Bloodsucker ===
 
=== Bloodsucker ===
 
You grow two sharp extendible fangs.  
 
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.
+
These are a Dark Strike that inflicts piercing damage, but you cannot make normal attacks with your fangs.
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.
+
You can only attack with these fangs as a bonus action, and 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. You can avoid adding any damage bonuses to the roll, to preserve your victim.
 
If you are unconscious but not destroyed or staked, you can be revived simply by feeding you fresh blood.
 
If you are unconscious but not destroyed or staked, you can be revived simply by feeding you fresh blood.
  
 
=== Cursed Charm ===
 
=== 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.  
+
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 ability. If you are in combat with the target's allies, the target will not attack, instead using its action to Help defend you.
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.  
+
 
 +
Each time you or your companions do anything harmful to the target (other than you using Bloodsucker), it can repeat the saving throw, ending the effect on itself on a success.
 +
Otherwise, the effect lasts 24 hours or until you take a bonus action to end the effect.  
 
The effect can also be ended as if it was a curse.
 
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.  
+
A target that has saved against this ability automatically succeeds at a saving throw against it for the next seven days.
 
After the effect ends, the target only vaguely remembers events while charmed, as if they happened in a dream.
 
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.
 
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 ===
+
=== Toughened Hide ===
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 [http://dnd5e.wikidot.com/spell:polymorph Polymorph] into a [https://roll20.net/compendium/dnd5e/Bat Bat] or assume [http://dnd5e.wikidot.com/spell:gaseous-form 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.  
+
At 6th level you gain resistance to bludgeoning, piercing, and slashing damage.
 +
Magical attacks and silvered weapons ignore this resistance.
 +
 
 +
=== Dark 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 [http://dnd5e.wikidot.com/spell:polymorph Polymorph] into a [https://roll20.net/compendium/dnd5e/Bat Bat] or assume [http://dnd5e.wikidot.com/spell:gaseous-form 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 bogeyman 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.
 
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.  
 
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 ===
 
=== Children of the Night ===
Beginning at 11th level, you can spend an action to magically call 2d6 [https://roll20.net/compendium/dnd5e/Monsters:Swarm%20of%20Bats/#h-Swarm%20of%20Bats Swarms of Bats], [https://roll20.net/compendium/dnd5e/Monsters:Swarm%20of%20Rats/#h-Swarm%20of%20Rats Swarms of Rats], or [https://roll20.net/compendium/dnd5e/Monsters:Wolf/#h-Wolf 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.  
+
Beginning at 11th level, you can spend an action to magically call 2d6 [https://roll20.net/compendium/dnd5e/Monsters:Swarm%20of%20Bats/#h-Swarm%20of%20Bats Swarms of Bats], [https://roll20.net/compendium/dnd5e/ Monsters:Swarm%20of%20Rats/#h-Swarm%20of%20Rats Swarms of Rats], or [https://roll20.net/compendium/dnd5e/ Monsters:Wolf/#h-Wolf Wolves], as appropriate to the locale. The called creatures arrive at the end of your turn, acting right after you and obeying your spoken commands that do not require any action on your part. If touched by sunlight your control of them ends and they run away. The beasts otherwise remain for 1 hour, until reduced to zero hit points, 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.
 
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 ===
 
=== 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.
+
Starting at 15th level you can establish a resting place and imbue a coffin with unholy power with a one-hour ritual. This ends your link to any previous coffins. When you have an imbued coffin and drop to 0 hit points, 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 ===
 
=== 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.
 
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.

Revision as of 12:44, 19 July 2022

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Shrouded in darkness, the bogeyman approaches the lone boy being kicked and bullied. Revealing itself with a roar, the bogeyman makes a mock charge, causing the bullies 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.

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

Bogeymen are the stuff of dark secrets and fell power, things of legend and forbidden lore. Becoming one of these otherworldly a monster or engaging in strange rituals to 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 bogeymen 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 ancestors or bestowed upon them by fate and the workings of cults.

Creating an Bogeyman

The first thing to decide when making an bogeyman 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 cursed power was looking for a new soul to tether itself to. Perhaps your character has always sought power regardless of its source, seeking it out with others in a cult or through weird science. Perhaps an ancestors were monsters and you realized your inherited talents in a moment of panic. Perhaps you were an orphan that grew up under the care of another bogeyman, or perhaps you were even abducted. In the gothic stories that inspired this class, an abducted child might redeem a bogeyman abductor or take their curse upon themselves. Did you grow up among people, or were you a bogeyman as a child? This affects which backgrounds make sense for you. 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.

Multiclassing

You must have a Constitution of 13 to multiclass into or out of this class.

Multiclassing into the class gives you one skill from the Bogeyman Class' list of starting skills.

Multiclassing in this class gives no spellcasing progression.

Class Features

As an bogeyman, you gain the following class features.

Hit Points

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

Alternatively you can start with 2d4 x10 gp or 50 gp.

Bogeyman Table

Level Proficiency Bonus Dark Strike Features
1st +2 1d6 Dark Strike, Dark Ward, Bogeyman Path Feature
2nd +2 1d6 Monster Scare (10 feet), Darkvision
3rd +2 1d6 Bogeyman Path Feature
4th +2 1d6 Ability Score Improvement
5th +3 1d8 Extra Attack
6th +3 1d8 Bogeyman Path Feature
7th +3 1d8 Bogeyman Path Feature
8th +3 1d8 Ability Score Improvement, Monster Scare (30 feet)
9th +4 1d10 Supernatural Movement
10th +4 1d10 Dauntless
11th +4 1d10 Bogeyman Path Feature
12th +4 1d10 Ability Score Improvement, Supernatural Movement
13th +5 1d12 Otherworldly Shadow, Darkvision
14th +5 1d12 Ability Score Improvement, Monster Scare (50 feet)
15th +5 1d12 Bogeyman 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 Bogeyman 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 bogeyman levels, as shown in the Dark Strike column of the Bogeyman 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 Dexterity bonus + your Charisma bonus.

Bogeyman Path

At 1st level, your supernatural abilities manifest in the pattern of a famous type of bogeyman. Select a Bogeyman Path matching the type of bogeyman you want to be. Your bogeyman path grants you features at 1st level and again at 4th, 6th, 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.

Monster Scare

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.

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 of 20 feet. 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.

Bogeyman Paths

Bogeymen 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, your creature type changes to construct. 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.

Toughened Hide

At 6th level you gain resistance to bludgeoning, piercing, and slashing damage. Magical attacks and silvered weapons ignore this resistance.

Rampage

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, force, piercing, poison, psychic, or slashing. You gain resistance to this type of damage.

Unstoppable

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

Invulnerable

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

Ghoul

Driven back into her 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 remains of a dead humanoid within 10 feet, you must make a Wisdom save, DC 10, or immediately spend an action moving to and consuming a part of the corpse. This movement does nto trigger attacks of opportunity. Once you fail or succeed 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 that the creature had. You retain this proficiency until you use Wisdom of the Flesh to learn another ability.

Rigor Mortis

Beginning at 3rd level, when you hit a Beast, Giant, Goblinoid, Humanoid (excluding elves), or Monstrosity with a claw attack, the creature must make a Constitution saving throw (DC 8 + your Constitution modifier + your Proficiency 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.

Toughened Hide

At 6th level you gain resistance to bludgeoning, piercing, and slashing damage. Magical attacks and silvered weapons ignore this resistance.

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 for using a higher level spell slot. 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 or soft stone like limestone or sandstone, often used in tombs. You cannot burrow through thicker barriers or through harder rock like marble or granite. 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 fire, force, psychic, radiant, and bludgeoning, piercing, and slashing attacks from magical weapons. This replaces the damage resistance gained from Toughened Hide.

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 lycanthropy that changes you into a beast when the full moon hangs high in the sky.

Source: En5ider 83, heavily rewritten.

Moon Change

Beginning at 1st level, you gain the shapechanger tag. Starting at 1st level, you gain advantage on Wisdom (Perception) checks that rely on hearing or smell. Your Dark Strikes are claws doing slashing damage.

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 proficiencies and skills from the Bogeyman class and have advantage on Perception checks that rely on hearing or smell, but all other abilities from the class are lost. Your animal magnetism gives you advantage on Charisma (Deception) and Charisma (Persuasion) checks to sexually seduce a humanoid. 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.

Hybrid Form

In hybrid form your statistics are the same as in Humanoid form, but you have access to all class features of the Bogeyman 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.

Beast Change

Beginning at 3rd level, you can assume the form of the beast selected with the moon Change ability. 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, tough you cannot use equipment that requires hands.

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, instead of reverting to your normal form, 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.

Toughened Hide

At 6th level you gain resistance to bludgeoning, piercing, and slashing damage. Magical attacks and silvered weapons ignore this resistance.

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 a master of the night, one of the most powerful 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.

Your Dark Strike takes the form of claws that do slashing damage.

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 parasol or wide-brimmed hat 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 paralyzed 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. These are a Dark Strike that inflicts piercing damage, but you cannot make normal attacks with your fangs. You can only attack with these fangs as a bonus action, and 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. You can avoid adding any damage bonuses to the roll, to preserve your victim. 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 ability. If you are in combat with the target's allies, the target will not attack, instead using its action to Help defend you.

Each time you or your companions do anything harmful to the target (other than you using Bloodsucker), it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until you take a bonus action to end the effect. The effect can also be ended as if it was a curse. A target that has saved against this ability automatically succeeds at a saving throw against it for the next seven days. 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.

Toughened Hide

At 6th level you gain resistance to bludgeoning, piercing, and slashing damage. Magical attacks and silvered weapons ignore this resistance.

Dark 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 bogeyman 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, Monsters:Swarm%20of%20Rats/#h-Swarm%20of%20Rats Swarms of Rats, or Monsters:Wolf/#h-Wolf Wolves, as appropriate to the locale. The called creatures arrive at the end of your turn, acting right after you and obeying your spoken commands that do not require any action on your part. If touched by sunlight your control of them ends and they run away. The beasts otherwise remain for 1 hour, until reduced to zero hit points, 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 can establish a resting place and imbue a coffin with unholy power with a one-hour ritual. This ends your link to any previous coffins. When you have an imbued coffin and drop to 0 hit points, 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.