Bogeyman (5A)
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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.
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 towards evil, not all of them give in to their darker desires—many are driven there by the angry and misunderstanding society around them. Adventurers resist their inner natures are are often 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 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? In the long run, you cannot keep your identity as a bogeyman secret, so it is best to check with the other players 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.
Multiclassing into the class gives you one skill from the Bogeyman Class' list of starting skills buts 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 two from Acrobatics, 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 Power, Dark Strike, Dark Ward, Unnatural |
2nd | +2 | 1d6 | Darkvision, Monster Scare (10 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
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.
Dark Power
When a saving throw is called for against any bogeyman ability, the DC is always 8 + your Charisma modifier + your Proficiency Bonus.
Dark Strike
Beginning at 1st level, your strikes are imbued with a darkness that allows you to deal more damage with every blow. The damage type of your dark strike depends on the bogeyman path you choose. 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.
- You can add your Strength, Dexterity, or Charisma modifier to the attack and damage rolls of your unarmed strikes.
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 Charisma 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 of 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 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 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 until you finish a long or short rest. At level 10, the size of the cone increases to 30 feet. At level 18 it increases to 50 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 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 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 13 and 17. You can choose a speed increase several times, but each of the other options can only be picked once.
Bogeyman Paths
Bogeymen follow the path of a classical monster selected at level 1.
Aberration
The stars are right. The sky rips apart and a thing that should not be step through. The only one standing against this invasion is a lone monster, rising to face the invasion and close the rift. Because of its alien nature, this monster can stand up to the maddening influence of what is even more monstrous than itself.
Source: Original.
Twisted Mask
You are a humanoid on the outside, but inside a strange seed grows, a monstrous nature that comes out in moments of stress. Your creature type changes to aberration, but your skin looks the same - until it quite literally breaks open. As you take damage, this facade cracks. This happens in three stages.
First Stage
The first stage is your normal humanoid form. To casual observation you are a normal humanoid. Only those who come very close to you, physically or emotionally, can make a Wisdom (Insight) check against your Charisma (Deception) to sense that something is off about you, that you are an alien under a humanoid skin.
Second Stage
You change into stage two when your hit Points are reduced to half. Your skin now has visible cracks and splits showing not flesh but some alien substance. Your form shudders and twists, seeming to lack bones and a definite form. In dim light or at a distance of 30 feet, you still look humanoid, but under better conditions any observer is allowed a Wisdom (Insight) check as for stage one, and within 10 feet in normal light this is automatic. You can walk among people as long as you are cloaked and do nothing to attract attention.
Third Stage
If you lose all hit points you enter stage three. The change is dramatic, you shed your skin and a different creature emerges. This is your true form, and is up to you to describe. Common forms are bulbous, toadlike, insectoid, fungoid, or constantly morphing. Basically anything you can come up with, the more alien the better. At this stage, you provoke a extreme reaction from most humanoids, who are likely to either run away or attack you.
Once your recover the lost hit points, your form does not immediately return to normal. Only after a long rest does your form return to stage one.
Escalating Dark Strike
Your Dark Strike takes the shape of smashing limbs or tentacles, doing bludgeoning damage. When you take the Attack action, you can make a number of dark strikes equal to the stage of your Twisted Mask, gaining more attacks as you become more monstrous. You add any additional attacks you gain to this stage-based number of attacks.
Escalating Alieness
At 3rd level, as you your unnaturalness grows, you are bothered less and less by the nuisances of the mundane world.
- At stage one, you are resistant to poison and psychic damage and immune to the poisoned condition
- At stage two, you are resistant to cold, poison, and psychic damage and immune to the poisoned and charmed conditions.
- At stage three, you are resistant to cold, lightning, poison, and psychic damage and immune to the charmed, frightened, and poisoned conditions.
Alien Toughness
At 6th level you gain resistance to bludgeoning, piercing, and slashing damage. Magical weapons ignore this resistance.
Sudden Escalation
Starting at 7th level, you can take a bonus action to instantly escalate the stage of your Twisted Mask ability by one step, from stage 1 to stage 2, or from stage 2 to stage 3. You do not take any damage doing this.
Alien Return
At 11th level, when you enter the third stage of your Twisted Mask you are infused with alien energy and recover all lost Hit Points. You can only do this once, and regain the ability at the end of a long rest.
Sanity Blast
Beginning at 15th, when you use your Monster Scare ability, creatures that fail their saving throw also take psychic damage equal to your Dark Strike damage plus your Charisma modifier. Those who succeed still take half this damage. A creature immune to the frightened condition automatically succeeds at the Wisdom saving throw against Sanity Blast, but still takes the reduced damage.
Untouchable
When you reach 20th level, you gain resistance to all types of damage except necrotic and radiant damage.
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 weapons ignore this resistance.
Rampage
At 7th level, you can easily destroy creatures of the construct type, construction such as doors, chests, and walls, and against unattended objects. You have advantage on attack rolls against and Strength (Athletics) checks to break or grapple such targets. Your Dark Strike deals double damage against such targets and ignore any damage threshold or damage resistance the target has.
Strange Resistance
Starting at 11th level, choose one type of damage that is not bludgeoning, force, piercing, poison, 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 undead.
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 not 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 that deal slashing damage.
After you have successfully clawed a creature, you can take a bonus action to use a Dark Strike bite attack on the same turn that also deals slashing damage. If you damage a living creature (not a construct, elemental, or undead) with this bite attack, you heal damage equal to half the damage dealt. You can feed on a helpless or dead creature in this way.
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 or vehicle that the creature had. You retain this proficiency for one week or 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 this ability automatically succeeds on its saving throw against it until the end of your next long rest.
Toughened Hide
At 6th level you gain resistance to bludgeoning, piercing, and slashing damage. Magical 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. Charisma is your spellcasting ability. 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 tremorsense with a range of 10 feet and advantage on Dexterity (Stealth) checks.
You also learn to crawl at your land speed.
You cannot select burrowing for your Supernatural Movement ability. If you already have burrowing from Supernatural Movement, select another Supernatural Movement option instead.
Tomb Resistance
Beginning at 15th level, you gain resistance to Acid, Cold, Lightning, Necrotic, and Thunder damage.
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.
Godling
- This is a work in progress.
The presumptive god king steps onto the temple platform to face the high priest, the crowds bowing before his divine presence.
- —You say you are the son of our lord, but you have achieved nothing but chaos! Surrender now, and face inquisition!
- —Your church no longer serves the Lord, I know because he told me directly! Repent your sins!
Chaos ensues.
You are not quite a god, but you are getting there. Godlings are elevated over common folks by their very nature. Many have a divine parentage, but they may also be avatars or agents of a greater power, or a nascent lord among fey or fiends.
Source: Original
Immortal Lord
Starting at 1st level, your type changes depending on your alignment. If you are good it changes to Celestial. If you are evil your type changes to Fiend. If you are neither good nor evil your type changes to Fey. You cannot change this selection, even if you change alignment. You retain the appearance of your race, but you are unusually imposing, a perfect specimen. You don't need to eat, breathe, or sleep. You still need 8 hours to take a long rest, but you are not incapacitated when resting. Typically godlings socialize or engage in daydreams or art while resting.
You suffer disadvantage on Charisma (Persuasion) checks and are immune to disease and the frightened and poisoned conditions and all aging effects. You do not age, but your time in this world is limited, if you survive your destiny you will go away to a higher calling.
Choose one type of damage: Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, or Thunder. This is the type of damage your Dark Strike inflicts.
You are proficient in light armor, medium armor, and martial weapons and learn the Thaumaturgy cantrip.
Immortal Aura
You glow. You can vary this illumination from next to nothing to the strength of a torch as a bonus action. This light ignores any darkness effect, illuminating the darkened area normally while leaving the rest of the darkness intact. The color and pattern of the glow varies with alignment. A lawful godling emits a stable light, a chaotic godling constantly shifts and flickers. A good godling shines white, an evil godling smolders like coals or burns like red-hot iron. Neutral godlings fall somewhere in between; their light is saturated, representing their interests and abilities. Your aura also shows what type of damage your Dark Strike does. When you are exited or in combat the glow increases, revealing your nature. People who see your glow or otherwise witness your supernatural nature tend to stand back in awe, fleeing or standing petrified if you try to engage them socially.
Immortal Awe
Beginning at 3rd level, you can use the Monster Scare ability as a bonus action. When you use Monster Scare, you can choose to give targets the charmed condition instead of or in addition to the frightened condition. You can choose to frighten some targets and charm others in the area.
Immortal Aspect
At 6th level you gain resistance to bludgeoning, piercing, and slashing damage from non-magic weapons. You also gain immunity to the damage type chosen for your Dark Strike. You can now choose to either inflict bludgeoning damage or the damage type you choose at level 1 with your Dark Strike.
Immortal Wisdom
At 7th level you can cast Aura of Purity and Divination requiring no components. Charisma is your spellcasting ability for these spells. You can cast these spells a total number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.
Immortal Might
Starting at 11th level, when you hit a creature with Dark Strike, you can grapple or shove the target. Grapple imposes the grappled condition, and you can grapple as if you were the same size as your opponent, even if they are larger than you. Shove moves the target 30 feet away from you, knocks them prone, or both. The target is allowed a Strength saving throw to resist this effect. A target that succeeds at this saving throw automatically succeeds at all saving throws against your Immortal Might until the beginning of your next turn.
Immortal Wrath
Beginning at 15th level, you can manifest your wrath at a distance. As an action you can make a single Dark Strike as a ranged weapon attack with a range of 300 feet. You cannot use Immortal Might to grapple when using this attack.
Apotheosis
When you reach 20th level, you achieve apotheosis. This is the last step on your path as a godling, the first step of your path to becoming a true power. You can now empower others with power, allowing you to sponsor clerics, druids, paladins, rangers, sorcerers, and/or warlocks, as appropriate to your nature. This is a story effect and does not give you any powers, but allows you to make new characters that are agents of your former godling in future games in the same setting.
When you begin your turn Incapacitated, even if you are dead, you can remove all spells, effects and conditions affecting you and gain the benefits of a long rest. When you do this, all creatures within 300 feet who can see you are affected by your Monster Scare ability. You and allies in the area gain temporary hit points equal to twice your Charisma score. You can use this ability once, and regain the use when you finish a long rest, but not the long rest given by this ability.
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. 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 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 assume a humanoid-beast hybrid form having elements of the chosen beast on a humanoid body.
Humanoid Form
Your humanoid form is your true, original form. Your humanoid form is mundane You lose all abilities from the bogeyman class and this affinity except the abilities noted here.
- You keep proficiencies and skills from the Bogeyman class.
- You still advantage on Perception checks that rely on hearing or smell.
- Your have an animal magnetism gives you advantage on Charisma (Deception) and Charisma (Persuasion) checks to seduce humanoids.
- As a bonus action or as a reaction to being attacked you can assume Hybrid Form.
- At night when the full moon is visible, you cannot maintain humanoid form and must be in either hybrid or beast form.
Hybrid Form
In hybrid form you have access to all class features of the Bogeyman class. Your Dark Strike takes the form of claw attacks that do slashing damage. If you hit with a claw attack, you can use a bonus action to make a bite attack that inflicts slashing damage. 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. At level 3 when you gain the Beast Form ability, you can assume Beast Form as a bonus action. You revert to your Humanoid Form if you die or go unconscious in hybrid form.
Beast Change
Beginning at 3rd level, you can polymoph into the type of beast selected with the Moon Change ability.
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 Form or Hybrid Form as a bonus action, but you retain no other abilities. You can speak to beasts of your own type and have advantage on Charisma checks to interact with them. If you are killed in this form, 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 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 curse a bitten enemy to turn 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 at this saving throw. On a success, the target suffers an additional 3d10 poison 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 damage from silver 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 Toughened Hide feature can be used in human form.
Possessed
- This is a work in progress.
Lured into an alley, the girls screams for help, but no help is coming. Letting go, she shifts in her assailant's arms, her body bursting, a monster crawling out of her skin! Now, it is the ruffians' turn to scream.
Source: Original.
Manifestation
You are the humanoid vessel for a supernatural horror. You have two Identities, your Mundane Identity, and your Monster Identity. You do not transform from one shape to another, instead the monster lives in an extradimensional space and uses your humanoid Identity as a gateway, allowing it to appear in the world while shunting your humanoid body into the extradimensional space. This is called manifestation, and the identity currently in the physical world is said to be manifested. Your two identities can communicate telepathically and share hit points and abilities except as noted.
Mundane Identity
Your type is not changed. You cannot access your Dark Strike, Unnatural Scent, Monster Scare, or Supernatural Movement abilities. When you mundane identity is manifested, you are in all respects a normal creature of your type, your monstrous nature cannot be detected and you do not detect as magical, but an ability that detects extradimensional spaces can sense such a space inside you.
As a bonus action, or immediately upon taking damage, you can manifest your Monster Identity. All effects and conditions affecting your human identity ends. Your humanoid identity disappears, including clothes and equipment, appearing to burst, releasing the monster inside. Your monster identity manifests, including any gear worn by the monster. You take no damage from this but the sight is horrific, creatures of your choice within 10 feet who can see you suffer the effects of Monster Scare. When you gain the Monster Scare ability at level 2, the range of this effect increases to the range of Monster Scare, and still affects all creatures in the radius, not just a cone.
Monster Identity
You have a monster possessing you. This is always the same creature, all choices you make for the monster identity remain constant unless you are somehow possessed by another monster. The monster has all your abilities, including the class features you cannot use in your humanoid identity. It has the Aberration, Construct, Dragon, Elemental, Fey, Fiend, Monstrosity, Ooze, Plant, or Undead type, your choice when you gain this ability. The Dark Strike ability inflicts Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, or Thunder damage, also your choice when you gain this ability.
With one minute of concentration, you can manifest your mundane identity, including clothes and gear. This negates all effects on the monster identity.
Vicious Spirit
Starting at 2nd level, you can take a bonus action to make a weapon attack, this can be a Dark Strike or some other attack.
Monster Evolution
At 3rd level, your monster identity evolves new abilities depending on its creature type. These abilities are not available to your mundane identity.
- Aberration On your turn your Dark Strikes have a reach of 15 feet.
- Construct You become immune to psychic and poison damage and the charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned conditions.
- Dragon When you use Monster Scare, targets that fail their saving throw also take the base damage of your Dark Strike, not including any bonuses.
- Elemental You become immune to exhaustion and to the frightened, paralyzed, petrified, poisoned, and unconscious conditions.
- Fey You can use a bonus action to teleport to an unoccupied space you can see within 30 feet.
- Fiend Magical darkness doesn’t impede your darkvision.
- Monstrosity You can cast the Alter Self spell at will.
- Ooze You can move through a space as narrow as 1 inch wide without squeezing.
- Plant You gain tremorsense 30 feet.
- Undead You gain advantage on attack rolls against frightened creatures. You are immune to poison damage and exhaustion, and to the charmed and poisoned conditions.
Monster Resistance
At 6th level, your monster identity develops resistance to non-magical bludgeoning, piercing, and slashing damage, as well as immunity to the damage type inflicted by its Dark Strike.
Inner Eye
At 7th level, when your monster identity is manifested your humanoid identity can communicate with the manifested monster identity and observe through the its senses. When the monster identity fails a Wisdom, Intelligence, or Charisma saving throw, you can repeat the saving throw at the start of your next turn to end the effect. If you do not use this ability at the start of a turn, you can instead make an Intelligence (Arcana, History, Nature, or Religion) or Wisdom (Insight or Perception) check to observe and understand the situation, as if you had spent an action doing so.
Manifestation Healing
At 11th level, when you change your manifested form, you can spend Hit Dice to recover Hit Points as if you had taken a short rest.
Secondary Possession
Beginning at 15th, when you use your Monster Scare ability, you can call a lesser spirit to possess and control a single victim in the area of effect. Instead of becoming frightened, this target becomes charmed by you for the duration. While the creature is charmed, it fights your enemies to the best of its abilities. It cannot cast spells, but can otherwise use all the target's abilities.
Independent Identity
When you reach 20th level, you can enter a third state, partial possession; you are in your mundane identity, but can use all the abilities of your monster identity. Your mundane form and your monster form now have separate hit point pools, keep track of damage taken separately in each form. Any hit point recovery applies to both forms, regardless of which form is manifested.
Slime
Oozing under doors and moving through drains, the mother keeps watch over her human children. Children who she can never allow to see her, but she can still watch over them as they sleep.
Having lost your form and solidity through foul means, you are now liquefied, an amorph creature just barely able to resume your former outline and voice, but not your former visage.
Source: Original.
Liquidated
You are no longer a Humanoid, instead gaining the Ooze creature type. Your natural form is a blob of semi-transparent goo. You can assume your former form with some effort, but not your former color or texture. Cloaking yourself, you can pass as a humanoid as long as none of your body is showing. You can also assume the rough form of other beasts and humanoids. A creature that cannot see you clearly might assume your semi-transparent form is a ghost or elemental.
You can carry and use most items, suspending them within your fluid form, but your lack of solid body and arms means you cannot use weapons or armor.
Ooze Traits
As a slime you share certain traits common to oozes.
- Acid Attack: Your Dark Strike inflicts acid damage. You must channel acid to your surface to do this, your skin does not corrode materials you touch unless you make an attack.
- Amorphous: You can move through a space as narrow as 1 inch wide without squeezing.
- Engulf: When you make a successful Strength (Athletics) check to grapple another creature, you can also inflict Dark Strike damage.
Division
Beginning at 3rd level, when you take force, lightning, piercing, or slashing damage equal to half your level or more from a single source, a part of you splits off. This is not a separate creature and remains in your space, but you can use the separated part to take an additional Dark Strike attack when you take the Attack action. You can have a maximum number of attacks equal to your proficiency bonus, this includes the attack you normally have and the Extra Attack feature when you gain it at level 5.
If you do not take any damage for 1 minute, these additional parts merge with you and you lose the additional attacks.
Bouncy Blob
At 6th level you gain resistance to acid, bludgeoning, force, and poison damage.
Liquefy
Starting at 7th level, you can spread yourself so thin over an area that you become transparent and almost invisible. You can take an action to use Dexterity (Stealth) to hide, even if you have nothing to hide behind. While you are using this ability, both allies and enemies can move through your space without counting it as difficult ground. The ability ends if you attack or otherwise attract attention to yourself.
Regeneration
Beginning at 11th level, as long as you are not dying, you heal a number of Hit Points equal to your Proficency Bonus at the start of your turn.
Flexible Growth
At 15th level you can expand to gain considerable reach and power. You are considered a Large creature for all purposes, except that your space does not increase. You gain a natural reach of 10 feet.
Perfectly Mutable
When you reach 20th level, you can assume any shape, texture, and coloration you wish. This gives a number of benefits.
- As an action, you can use Charisma (Deception) to disguise yourself as any creature from Small to Large in size. This allows you to resume your humanoid role in society if you wish.
- You can use your Liquefy feature to take the Hide combat action as a bonus action.
- You can take an action to change the choices you made for the Supernatural Movement feature, giving you any three picks from those listed for that ability. This change is permanent, until you use this ability again.
Unseelie
The wild hunt races through the night, honest folk mumble prayers behind locked doors while the huntsman chases his prey.
You are a changeling, an imposter, or made a bargain or suffered the curse by the fey. You live your life pretending to be a humanoid, while you are actually a child of the Winter Court. Unseelie are skilled with weapons, giving them the respect of warriors and making them less reliant on the dark strike.
Source: Original.
Changeling
You are a creature of winter night. Your creature type changes to fey. You have antlers, and your skin is the texture of bark, wood, or ice. Withered leaves and evergreen plants crown your head, and you may occasionally leave a dead leaf or twig behind.
Your Dark Strike is an attack with antlers that inflicts piercing damage.
Poseur
You are a skilled warrior and gain proficiency with all martial weapons. You also learn to cast Disguise Self as a ritual spell with a duration of 1 hour per level.
Master Hunter
At 3rd level you become a master hunter. You learn the Survival skill. If you already know this skill, you learn another skill of your choice instead. When you take the Attack or Dash action, you can make an additional Dark Strike attack with your antlers as a bonus action.
Winter Spirit
At 6th level you gain resistance to cold, electrical, and thunder damage. You also gain resistance to bludgeoning, piercing, and slashing damage, but magical and iron weapons ignore this resistance. Since most weapons of war are made of iron, this mainly protects against natural attacks, but it will protect against the occasional thrown rock or wooden club.
Imposter
Starting at 7th level, you cast Disguise Self and Alter Self at will. Charisma is your spellcasting ability. You learn the Deception skill. If you already know this skill, you learn another skill of your choice instead.
Wild Hunt
Beginning at 11th level, you can spend an action to magically call 2d6 Wolves or Swarms of Ravens. The called creatures arrive at the end of your turn, acting right after you and obeying your spoken commands, this does not require any action on your part. If you or they are 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 call 4d6 wolves or swarms of ravens.
Flush Prey
At 15th level when you hit a creature with a weapon attack, you can use the Monster Scare ability as a bonus action, affecting the creature hit and all enemies within 10 feet of it who can see you.
Sky Lord
When you reach 20th level, you master the fury of the blizzard. You can cast Control Weather as a ritual. All your weapon attacks inflict an additional d10 cold damage.
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 level 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 inflicted. This also satisfies your need for food and water for the day. You can choose to do less damage 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 your eyes, 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 using Bloodsucker, it can repeat the saving throw, ending the effect 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 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 Wolves, Swarms of Bats, or Swarms of Rats. 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 you or they are 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 wolves or swarms.
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.