Bogieman (5e Class)
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Bogieman[edit]
A professional assassin who uses silence and techniques to assassinate targets.
Creating a Bogieman[edit]
When creating a Bogieman ask yourself how does your character know how to use a silent firearm to silently kill a target? Has it been trained or not? If yes, why did you join the assassin organization? Because you were forced or did you choose to do it for the money?
- Quick Build
You can make a Bogieman quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Professional Assassin, Variant background. Third, choose the Silenced .22 Pistol (containing the 2 magazines, and 15 standard rounds), KnifeTalons, Stab Vest, Level 1 Spikes and explorer's pack this also include a set of tinker's tools.
Class Features
As a Bogieman you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Bogieman level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Bogieman level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple Weapons, Martial weapons, Silenced firearms , firearms
Tools: tinker's tools
Saving Throws: Dexterity, Wisdom
Skills: Choose Five from Acrobatics, Medicine, History, Intimidation, Insight, Sleight of Hand, Perception, Performance, Stealth, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Silenced .22 Pistol, 32 bullets, 2 magazines and a Knife Talons or (b) a Burst Assault Rifle, 2 magazines, and 60 bullets
- a stab Vest, Level 1 Spikes [AC 13 + Dex modifier (protection against melee attacks only)]
- (a) a dungeoneer's pack and a tinker's tools or (b) an explorer's pack and a tinker's tools
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Fighting Style |
2nd | +2 | Basic weapon making and silencer,hide behind cover |
3rd | +2 | flexible body,body for assassin |
4th | +2 | Ability Score Improvement, Expert gunsmiths |
5th | +3 | Marksman mastery,Improve stealth |
6th | +3 | Master of Stalking |
7th | +3 | Anatomy of Madness |
8th | +3 | Ability Score Improvement, avoid danger |
9th | +4 | inhibit,evade people |
10th | +4 | Additional Fighting Style,the Bogieman |
11th | +4 | — |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | — |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | — |
Fighting Style[edit]
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting style option more than once, even if you later get to choose it again. You can choose a second option from the Fighting Style class feature at 10th level.
- CQB
combat techniques which allowed rapid alternation between armed and hand-to-hand combat while engaging enemy personnel. When an enemy is closer than 5 feet, And you attack with a one-handed firearm, you are not at a disadvantage But you have an advantage if you only use one-handed weapon.
- Critical Striking
Your weapon attacks and unarmed strikes score a critical hit on a roll of 19 or 20. You score a critical hit on a roll of 18-20 once you reach 9th level and 17-20 once you reach 17th level.
- Marksmanship
You gain a +2 bonus to attack and damage rolls you make with ranged weapons. These bonuses each increase by 2 at 9th level (+4), and again at 17th level (+6).
- Mobility
You gain a +1 bonus to AC, and your walking speed increases by 10 feet. Your AC improves by 1 and your walking speed increases by 10 more feet at 9th level (+2/+20 feet), and again at 17th level (+3/+30 feet).
Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 14th, 18th, 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.
flexible body[edit]
wip
Basic weapon making and silencer[edit]
You have mastered firearms, now you can make them. You can create common firearms 1 firearms per long Rest and can install a silencer for your firearm.
Marksman mastery[edit]
You are a professional sniper.You gain a +4 bonus to attack rolls you make with ranged weapons You are no longer at a disadvantage when enemies are in range.
Master of Stalking[edit]
wip
Anatomy of Madness[edit]
wip
inhibit[edit]
wip
hide behind cover[edit]
wip
avoid danger[edit]
wip
Improve stealth[edit]
wip
evade people[edit]
wip
the Bogieman[edit]
wip
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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