Difference between revisions of "Bogeyman (5A)"

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''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.
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|align="center"|[[User:Starfox|Starfox]]'s 5th Edition Fan Page
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|}[[Category:5A]][[Category:5E]]
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[[Category:5A]][[Category:5E]]
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''Shrouded in darkness, the bogeyman approaches the lone child 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.
 +
 
 +
Source: En5ider 83, heavily rewritten.
  
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.   
  
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 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 many bogeymen to fall to evil or are driven there by the angry and misunderstanding society around them, but not all of them give in to their darker desires—some, some survive all this to emerge as monstrous heroes.
  
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 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 ancestor was a monster 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.
  
=== Creating an Monster ===
+
Other questions relate to society.
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?
+
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?
 +
What does your adventuring companions think of you?
 +
You cannot keep your identity as a bogeyman secret in the long run, it is best to check with the other players what their attitudes will be and make sure they are ok with you playing a bogeyman.
  
Source: En5ider 83, heavily rewritten.
+
=== Multiclassing ===
 +
You must have a Constitution of 13 to multiclass into or out of this class and multiclassing gives no benefits besides class features.
  
 
== 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:''' 1d12 per bogeyman level  
* '''Hit Points at 1st Level:''' 8 + your Constitution modifier  
+
* '''Hit Points at 1st Level:''' 12 + your Constitution modifier  
* '''Hit Points at Higher Levels:''' 1d8 (or 5) + your Constitution modifier per monster level after 1st  
+
* '''Hit Points at Higher Levels:''' 1d12 (or 7) + your Constitution modifier per bogeyman level after 1st
 +
 
 
=== Proficiencies ===
 
=== Proficiencies ===
 
* '''Armor:''' None
 
* '''Armor:''' None
* '''Weapons:''' Simple weapons  
+
* '''Weapons:''' Simple weapons
 
* '''Saving Throws:''' Constitution, Charisma  
 
* '''Saving Throws:''' Constitution, Charisma  
* '''Skills:''' Choose three from Acrobatics, Athletics, Arcana, Intimidation, Perception, and Religion
+
* '''Skills:''' Choose two from Athletics, Arcana, Deception, Intimidation, Nature, Religion, and Stealth.
  
 
=== Equipment ===
 
=== Equipment ===
 
You start with the following equipment, in addition to any gear acquired through your background.  
 
You start with the following equipment, in addition to any gear acquired through your background.  
* a dagger or (b) a sickle  
+
* (a) a dagger or (b) a sickle  
* a shortbow with 10 arrows or (b) a sling with 15 bullets  
+
* (a) a shortbow with 10 arrows or (b) a sling with 15 bullets or (c) 5 javelins.
 
* a hooded robe  
 
* a hooded robe  
* an explorer’s pack or (b) scholar’s pack
+
* (a) 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" | Bogeyman Path, Dark Strike, Dark Ward, Unnatural Scent
 
|-
 
|-
|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" | Darkvision, Monster Scare (15 feet)
 
|-
 
|-
|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
 
|-
 
|-
 
|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
 
|-
 
|-
|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" | Monster Scare (30 feet)
 
|-
 
|-
|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
 
|-
 
|-
|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" | Supernatural Movement
 
|-
 
|-
|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
 
|-
 
|-
|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
 
|-
 
|-
 
|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
 
|-
 
|-
|valign="top"| 17th ||valign="top" align=center | +6 ||valign="top" align=center | 1d20 ||valign="top" | Darkened Soul
+
|valign="top"| 17th ||valign="top" align=center | +6 ||valign="top" align=center | 1d20 ||valign="top" | Supernatural Movement
 
|-
 
|-
|valign="top"| 18th ||valign="top" align=center | +6 ||valign="top" align=center | 1d20 ||valign="top" | Supernatural Movement, Supernatural Save
+
|valign="top"| 18th ||valign="top" align=center | +6 ||valign="top" align=center | 1d20 ||valign="top" | Monster Scare (50 feet)
 
|-
 
|-
 
|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
 
|}
 
|}
  
 
== Class Abilities ==
 
== Class Abilities ==
 +
 +
=== Bogeyman Path ===
 +
{|class="wikitable" align=right
 +
|+'''Boogeyman Subclasses
 +
|-
 +
|{{ : Boogeyman Subclass (5A) }}
 +
|}
 +
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 3rd, 6th, 7th, 11th, 15th, and 20th level.
 +
It also changes your creature type, but unless mentioned specifically you keep your racial features.
 +
 +
=== Dark Power ===
 +
Unless mentioned in a specific ability, when a saving throw is called for against any bogeyman ability, the DC is 8 + your Constitution modifier + your Proficiency Bonus.
  
 
=== 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 dark power that allows you to deal more damage with every blow.  
* 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 gain the following benefits:  
* You can add your Dexterity or Strength modifier to the attack and damage rolls of your unarmed strikes.  
+
* You are proficient with unarmed attacks.
* If you take the Attack action and have both hands free, you can make an additional attack with Dark Strike as a bonus action.
+
* 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. Your bogeyman path decides what kind of damage your dark strike inflicts.
 +
* Your unarmed strikes attacks count as magical weapons for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  
 
=== 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, you can choose to use your usual AC or your AC equals 10 + your Constitution bonus + your Proficiency Bonus.
 +
 
 +
=== Unnatural Scent ===
 +
Creatures of the beast type react negatively to your scent.
 +
They get restless when they catch your scent, which they do when you come within 30 to 120 feet, depending on their Perception and circumstances such as wind.
 +
The beasts stir and make noise, but will not attack unless they were already inclined to do so.
 +
This is mainly a mood thing, but may occasionally be harmful as enemies might be warned of your approach.
 +
You also gain advantage on Charisma (Intimidation) checks against beasts and disadvantage on Wisdom (Animal Handling) checks against beasts until you have worked with them for a full day.
  
=== Monster Path ===
+
Humanoids have no special ability to discern that you are a bogeyman, but once they do realize it, they tend to consider you the greatest threat. If they don't run away, they are likely to make you their main target. Since bogeymen are quite sturdy, this is an advantage to your allies.
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 ===
+
=== Darkvision ===
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.
+
At 2nd level, you gain darkvision out to 60 feet.
 +
If you already have darkvision, the range of that darkvision increases by 30 feet.  
  
=== 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 that you can see in a 10 feet square area adjacent to you.  
 
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.
A creature that has successfully saved against this ability will automatically succeed on any saving throw against this ability for the next hour.
+
A creature that has successfully saved against this ability will automatically succeed on any saving throw against this ability until you finish a long or short rest.
At level 8, the size of the cone increases to 30 feet. At level 14 it increases to 50 feet.
+
At level 10, the size of the area increases to 20 feet.  
 +
At level 18 it increases to 30 feet.  
 +
If you are disguised when do this, you reveal yourself and if you have a separate monster form, you assume that form.
  
You also gain advantage on all Charisma (Intimidation) checks.
+
You always have advantage on all Charisma (Intimidation) checks, even when your bogeyman nature is not known.
  
=== Darkvision ===
+
=== Ability Score Improvement ===
At 2nd level, you gain darkvision out to 60 feet.
+
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.
If you already have darkvision, the range of that darkvision increases by 30 feet.  
+
If feats are in use, you can replace an ability increase with a feat.
At 13th level, you gain the ability to see through magical darkness to this range.
 
  
 
=== 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.
 
  
 
=== Supernatural Movement ===
 
=== Supernatural Movement ===
Line 121: Line 164:
  
 
* 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 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 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.
Line 127: Line 170:
 
* You can hover (prerequisite: Fly 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.
+
You can choose again at level 13 and 17. You can choose 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 [http://dnd5e.wikidot.com/spell:darkness  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.
 
 
 
== 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 [http://dnd5e.wikidot.com/spell:polymorph 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 [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 ====
 
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 [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
 
 
 
=== 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 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 ===
+
== Designer's Notes ==
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.
+
=== Additional Ideas ===
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.
+
* Revenant (ends up incorporeal)
The effect can also be ended as if it was a curse.
+
* Seelie Fey
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 ===
+
=== What Makes a Good Boogieman Subclass ===
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.
+
Not all classic monsters do well as Boogieman subclasses. Here are a few pointers.
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 ===
+
'''Size
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.
+
A boogieman cannot be permanently larger than Medium size. It is simply too inconvenient. You will see that several subclasses can grow and gain power by growing - which is balanced by the inconvenience of size.
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 ===
+
'''Class
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.
+
A boogieman cannot dip deep into the abilities of another class. If you want to build a lich, you could combine wizard/sorcerer with revenant to, but you cannot make a lich subclass. It simply would not be fair to wizards.
  
=== Master of the Night ===
+
'''Tank
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.
+
The boogieman has a d12 hit points.
 +
Sure, hit dice is not everything when it comes to defense, but it is a strong clue.
 +
The boogieman is a tank, and the subclass should not break too far out of that archetype.

Latest revision as of 22:47, 5 January 2024

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Shrouded in darkness, the bogeyman approaches the lone child 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.

Source: En5ider 83, heavily rewritten.

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.

Bogeymen are the stuff of dark secrets 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 many bogeymen to fall to evil or are driven there by the angry and misunderstanding society around them, but not all of them give in to their darker desires—some, some survive all this to emerge as monstrous heroes.

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 ancestor was a monster 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.

Other questions relate to society. 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? What does your adventuring companions think of you? You cannot keep your identity as a bogeyman secret in the long run, it is best to check with the other players what their attitudes will be and make sure they are ok with you playing a bogeyman.

Multiclassing

You must have a Constitution of 13 to multiclass into or out of this class and multiclassing gives no benefits besides class features.

Class Features

As an bogeyman, you gain the following class features.

Hit Points

  • Hit Dice: 1d12 per bogeyman level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per bogeyman level after 1st

Proficiencies

  • Armor: None
  • Weapons: Simple weapons
  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Athletics, Arcana, Deception, Intimidation, Nature, Religion, and Stealth.

Equipment

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

  • (a) a dagger or (b) a sickle
  • (a) a shortbow with 10 arrows or (b) a sling with 15 bullets or (c) 5 javelins.
  • a hooded robe
  • (a) 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 Bogeyman Path, Dark Strike, Dark Ward, Unnatural Scent
2nd +2 1d6 Darkvision, Monster Scare (15 feet)
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
9th +4 1d10 Supernatural Movement
10th +4 1d10 Monster Scare (30 feet)
11th +4 1d10 Bogeyman Path Feature
12th +4 1d10 Ability Score Improvement
13th +5 1d12 Supernatural Movement
14th +5 1d12 Ability Score Improvement
15th +5 1d12 Bogeyman Path Feature
16th +5 1d12 Ability Score Improvement
17th +6 1d20 Supernatural Movement
18th +6 1d20 Monster Scare (50 feet)
19th +6 1d20 Ability Score Improvement
20th +6 1d20 Bogeyman Path Feature

Class Abilities

Bogeyman Path

Boogeyman Subclasses
  1. Aberration
  2. AbominationEN
  3. Automaton
  4. Dragonling
  5. Elemental
  6. Ghoul
  7. Godling
  8. Jinni
  9. LycanthropeEN
  10. Possessed
  11. Revenant
  12. Slime
  13. Unseelie
  14. VampireEN

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 3rd, 6th, 7th, 11th, 15th, and 20th level. It also changes your creature type, but unless mentioned specifically you keep your racial features.

Dark Power

Unless mentioned in a specific ability, when a saving throw is called for against any bogeyman ability, the DC is 8 + your Constitution modifier + your Proficiency Bonus.

Dark Strike

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

  • You are proficient with unarmed attacks.
  • 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. Your bogeyman path decides what kind of damage your dark strike inflicts.
  • Your unarmed strikes attacks count as magical weapons for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Dark Ward

Beginning at 1st level, while you are wearing no armor and not wielding a shield, you can choose to use your usual AC or your AC equals 10 + your Constitution bonus + your Proficiency Bonus.

Unnatural Scent

Creatures of the beast type react negatively to your scent. They get restless when they catch your scent, which they do when you come within 30 to 120 feet, depending on their Perception and circumstances such as wind. The beasts stir and make noise, but will not attack unless they were already inclined to do so. This is mainly a mood thing, but may occasionally be harmful as enemies might be warned of your approach. You also gain advantage on Charisma (Intimidation) checks against beasts and disadvantage on Wisdom (Animal Handling) checks against beasts until you have worked with them for a full day.

Humanoids have no special ability to discern that you are a bogeyman, but once they do realize it, they tend to consider you the greatest threat. If they don't run away, they are likely to make you their main target. Since bogeymen are quite sturdy, this is an advantage to your allies.

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.

Monster Scare

At 2nd level, as an action, you can try to scare all creatures of your choice that you can see in a 10 feet square area adjacent to you. 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 until you finish a long or short rest. At level 10, the size of the area increases to 20 feet. At level 18 it increases to 30 feet. If you are disguised when do this, you reveal yourself and if you have a separate monster form, you assume that form.

You always have advantage on all Charisma (Intimidation) checks, even when your bogeyman nature is not known.

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. If feats are in use, you can replace an ability increase with a feat.

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 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 13 and 17. You can choose speed increase several times, but each of the other options can only be picked once.

Designer's Notes

Additional Ideas

  • Revenant (ends up incorporeal)
  • Seelie Fey

What Makes a Good Boogieman Subclass

Not all classic monsters do well as Boogieman subclasses. Here are a few pointers.

Size A boogieman cannot be permanently larger than Medium size. It is simply too inconvenient. You will see that several subclasses can grow and gain power by growing - which is balanced by the inconvenience of size.

Class A boogieman cannot dip deep into the abilities of another class. If you want to build a lich, you could combine wizard/sorcerer with revenant to, but you cannot make a lich subclass. It simply would not be fair to wizards.

Tank The boogieman has a d12 hit points. Sure, hit dice is not everything when it comes to defense, but it is a strong clue. The boogieman is a tank, and the subclass should not break too far out of that archetype.