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.

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

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

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

Creating an Bogeyman

The first thing to decide when making an bogeyman is the source of your character’s abilities: did you seek out your dark path or was it forced upon you by destiny? You might have discovered a dark object or accidentally happened into a nexus of otherworldly energies, stumbling into a ritual or coming upon the decaying essence of a dying monster whose cursed power was looking for a new soul to tether itself to. Perhaps your character has always sought power regardless of its source, seeking it out with others in a cult or through weird science. Perhaps an 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.

Source: En5ider 83, heavily rewritten.

Multiclassing

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

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

Multiclassing in this class gives no spellcasing progression.

Class Features

As an bogeyman, you gain the following class features.

Hit Points

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

Proficiencies

  • Armor: Light armor
  • Weapons: Simple weapons
  • Saving Throws: Constitution, Charisma
  • Skills: Choose three from Acrobatics, Athletics, Arcana, Deception, Intimidation, Perception, Religion, and Stealth.

Equipment

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

  • a dagger or (b) a sickle
  • a shortbow with 10 arrows or (b) a sling with 15 bullets
  • a hooded robe
  • an explorer’s pack or (b) scholar’s pack

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

Bogeyman Table

Level Proficiency Bonus Dark Strike Features
1st +2 1d6 Bogeyman Path, 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 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 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 Proficency Bonus.

Unnatural

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 five feet times the result of their Wisdom (Perception) check, or around 50 to 100 feet. 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 day.

Humanoids have no special ability to discern, but once do realize you are a bogeyman, 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 in some ways an advantage as long as the Dungeon Master chooses to play it out.

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 in a 10 feet cone. Targets must attempt a Wisdom save or become Frightened of you. At the end of each target's turn they can attempt a Wisdom save to end the effect. A creature that has successfully saved against this ability will automatically succeed on any saving throw against this ability for the next hour. At level 10, the size of the cone increases to 30 feet. At level 18 it increases to 50 feet.

You also gain advantage on all Charisma (Intimidation) checks.

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.

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 starts to step through. The only force standing up against this invasion is a lone form, a monster themselves, stand up to face the invasion and close the rift. Because of its very alieness, it can stand up to the maddening influence of what is even further from our reality.

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 equally likely to either run away, go into hiding, 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 Mage, gaining more attacks as you become more and more monstrous. You add any additional attacks you gain to this stage-based number of attacks.

Escalating Alieness

At 3rd level, as you your naturalness grows, you are bothered less and less by the nuisances of the mundane world.

  1. At stage one, you are resistant to poison and psychic damage and immune to the poisoned condition
  2. At stage two, you are resistant to cold, poison, and psychic damage and immune to the poisoned and charmed conditions.
  3. At stage three, you are resistant to cold, lightning, poison, and psychic damage and immune to the charmed, frightened, and poisoned conditions as you advance the stage of your Twisted Mask.

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.

Alien Return

At 11th level, when you enter the third stage of your Twisted Mask, by taking damage or through Escalating Alieness, you are infused with alien energy and recover all lost Hit Points. If this happens because you run out of Hit Points, you fall prone but do not become dying. 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.

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 and silvered 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, resistance or immunity to damage 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 not a humanoid.

You suffer a constant hunger that only the flesh of the dead can satisfy, but you do not actually need to eat or drink to survive. You are immune to suffocation, starvation, and thirst. At the start of your turn, when presented with the opportunity to consume the raw, rotted, or dried remains of a dead humanoid within 10 feet, you must make a Wisdom save, DC 10, or immediately spend an action moving to and consuming a part of the corpse. This movement does 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.

Wisdom of Flesh

Beginning at 1st level, when you consume some of the remains of a formerly living being, you learn what their basic role in life was, including race, profession, and class (if any). You might also get flashbacks of their drives and desires. You temporarily gain one skill, language, tool proficiency, or proficiency with a single weapon that the creature had. You retain this proficiency 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 ability automatically succeeds on its saving throw against it for the next 24 hours.

Toughened Hide

At 6th level you gain resistance to bludgeoning, piercing, and slashing damage. Magical 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 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 option instead.

Tomb Resistance

Beginning at 15th level, you gain resistance to all damage except fire, force, psychic, radiant, and bludgeoning, piercing, and slashing attacks from magical weapons. This replaces the damage resistance gained from Toughened Hide.

Master of the Underworld

When you reach 20th level, you gain tremorsense 60 feet and can burrow at your full land speed through any non-magical material without leaving any tunnel or other trace behind.

Lycanthrope

Howling at the high moon and reveling in her bestial form, the werewolf leaps out of the darkness and snatches one of her former pursuers, dragging the screaming man into the shadows and depriving him of his innards with her sharp fangs and claws.

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

Source: En5ider 83, heavily rewritten.

Moon Change

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

You can assume the form of a humanoid 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 humanoid body layout. Mundane equipment you are wearing or carrying isn’t transformed and fall to the ground, making most gear very impractical. However, magical gear is an exception, magic items can merge with your form or not as you choose and continues to function in either case.

Humanoid Form

Humanoid form is your true, original form. Your humanoid form is mundane, you can only use proficiencies and skills from the Bogeyman class and have advantage on Perception checks that rely on hearing or smell, but all other abilities from the class are lost. Your animal magnetism gives you advantage on Charisma (Deception) and Charisma (Persuasion) checks to sexually seduce a humanoid. As a bonus action or as a reaction to being attacked you can assume Hybrid Form. At night when the moon is full, you cannot maintain humanoid form and must be in either hybrid or beast form.

Hybrid Form

In hybrid form your statistics are the same as in Humanoid form, but you have access to all class features of the Bogeyman class. Your Dark Strike takes the form of claw attacks that do slashing damage. If you hit with a claw attack, you can make a bite attack that inflicts slashing damage 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. 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 go unconscious or die in hybrid form.

Beast Change

Beginning at 3rd level, you can polymoph into the form of the beast selected with the moon Change ability. Mundane equipment you are wearing or carrying isn’t transformed, making most gear very impractical. However, magical gear is an exception, magic items can merge with your form or not as you choose and continues to function in either case, tough you cannot use armor, weapons, or equipment that requires hands.

Beast Form

Your beast form is a natural beast of the form selected above, per the Polymorph spell. In beast form you retain any damage resistance or immunity you have and can change into Humanoid Form or Hybrid Form as a bonus action, but you retain no other abilities. If this form is killed, instead of reverting to your normal form, you immediately change into your Hybrid Form without having to take an action to do so, and you cannot resume Beast Form for the next hour.

Toughened Hide

At 6th level you gain resistance to bludgeoning, piercing, and slashing damage. Magical 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 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 Toughened Hide feature can all be used in human form.

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 form 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 use 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, 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 10 minutes, 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 can 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 a Dark Strike attack with your antlers as a bonus action.

Winter Spirit

At 6th level you gain resistance to cold, electrical, and thunder damage and to bludgeoning, piercing, and slashing damage. 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. Woe to any bronze-age warriors you meet.

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 Swarms of Ravens or Wolves. The called creatures arrive at the end of your turn, acting right after you and obeying your spoken commands that do not require any action on your part. If touched by sunlight your control of them ends and they run away. The beasts otherwise remain for 1 hour, until reduced to zero hit points, or until you dismiss them as a bonus action. You can use this feature a number of times equal to your proficiency bonus and regain all uses when you end a long rest. When you reach 15th level, you call 4d6 swarms of ravens or wolves.

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. You can only do this once per turn.

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 proficiency bonus if you start your turn touching running water.

When unconscious, a wooden stake can be driven through your chest as an action with a Strength (Athletics) check with a DC equal to 10 + your Constitution save modifier. While staked like this, you appear dead but are paralyzed and unable to regain hit points in any way.

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

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

Bloodsucker

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

Cursed Charm

Starting at 3rd level, you can spend an action to target one humanoid you can see within 30 feet. If the target can see 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 you using Bloodsucker), it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until you take a bonus action to end the effect. The effect can also be ended as if it was a curse. A target that has saved against this ability automatically succeeds at a saving throw against it for the next seven days. After the effect ends, the target only vaguely remembers events while charmed, as if they happened in a dream.

You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.

Toughened Hide

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

Dark Form

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

Children of the Night

Beginning at 11th level, you can spend an action to magically call 2d6 Swarms of Bats, Swarms of Rats, or Wolves, as appropriate to the locale. The called creatures arrive at the end of your turn, acting right after you and obeying your spoken commands that do not require any action on your part. If touched by sunlight your control of them ends and they run away. The beasts otherwise remain for 1 hour, until reduced to zero hit points, or until you dismiss them as a bonus action. You can use this feature a number of times equal to your proficiency bonus and regain all uses when you end a long rest. When you reach 15th level, you can call 4d6 swarms or wolves.

Escaping Mist

Starting at 15th level you can establish a resting place and imbue a coffin with unholy power with a one-hour ritual. This ends your link to any previous coffins. When you have an imbued coffin and drop to 0 hit points, you disappear in a cloud of mist (as in the Darkness Forms feature) and teleport to your coffin, provided that you aren’t in sunlight or running water. If you can’t transform or is prevented from teleporting, you go unconscious normally. At dusk, when you are in your resting place with 0 hit points, you regain 1 hit point.

Master of the Night

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