Homebrew Boogie-Woogie Species Details

Curse Sorcerer Subclass

Boogie Woogie turns cursed energy into misdirection, rhythm, and violent repositioning. A Curse Sorcerer who follows this subclass does not simply move through the battlefield. They rearrange it, forcing enemies, allies, objects, and even the smallest perceived particles to dance according to the timing of their clap.

Boogie Woogie Features

Curse Sorcerer Level Feature
3rd Hopes, Dreams and Compassion, 530,000 IQ, Idol Passion, Castle
7th Clipping Slap
13th Black Flash
15th Forceful Merge
18th In the Mood

3rd-Level Feature: Hopes, Dreams and Compassion

Your majestic muscles give you unparalleled agility and might.

You have advantage on Strength and Dexterity saving throws.

3rd-Level Feature: 530,000 IQ

You have an uncontested talent for reading your opponent’s movements and choosing the perfect moment to ruin their rhythm.

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

When a creature you can see within 30 feet of you is forced to make a saving throw against your Castle feature, you can use this feature to impose disadvantage on that saving throw.

You must use this feature before the creature rolls the saving throw.

3rd-Level Feature: Idol Passion

Upon choosing this subclass, you choose two people, ideals, objects, or figures that are your absolute favorites. These become your Idols.

You are deeply attached to your Idols in an emotional and, if possible, physical manner. You will do anything and everything to protect them, honor them, and help their cause.

As long as you maintain sincere compassion and devotion toward your Idols, you do not die until you fail four death saving throws instead of three. You still become stable after succeeding on three death saving throws as normal.

If you fail to maintain this compassionate ground toward your Idols, you lose this benefit until the DM determines that your devotion has been properly restored.

HBB Note: It is advised to have a short conversation with your DM at the end of each session to inquire about the credibility of your compassion toward your Idols. Doing so can incentivize you to keep or improve aspects of your role-play, which will result in a more grounded playthrough.

3rd-Level Feature: Castle

As a bonus action, you clap two of your extremities together and target one creature you can see within 30 feet of you. You and the target instantly switch places.

The target must then make a Constitution saving throw against your Curse Sorcerer save DC.

On a failed save, the target gains the Startled condition until the end of its next turn.

On a successful save, the target does not gain the Startled condition.

You can use this feature a number of times equal to three times your Dexterity modifier, and you regain all expended uses when you finish a long rest.

Starting at 5th level, Castle can also switch you with one object you can see within 30 feet, or switch one creature you can see within 30 feet with one object you can see within 30 feet. An object targeted by this feature must be unattended and must occupy a space no larger than a 5-foot cube.

Castle cannot target a creature or object larger than Large.

Switched creatures and objects retain their velocity after switching places.

Castle is limited to targets you can see or otherwise clearly perceive. It cannot affect microscopic particles, unseen creatures, hidden objects, or anything beyond your perception.

Startled

A Startled creature cannot take reactions.

When a creature becomes Startled, roll 1d4. The creature’s Armor Class is reduced by the number rolled until the condition ends.

The next attack you make against a Startled creature deals extra force damage on a hit. This extra damage is 5d4 at 3rd level, 6d4 at 5th level, 7d4 at 7th level, 8d4 at 10th level, 9d4 at 13th level, 10d4 at 15th level, and 11d4 at 18th level.

Reactive Clap

Starting at 7th level, you can use Castle as a reaction when you or one of your allies within 30 feet of you is targeted by an attack.

You must decide to use Castle before you know whether the attack hits or misses.

7th-Level Feature: Clipping Slap

As an action, you augment your senses by redirecting your cursed energy, allowing you to perceive even the tiniest particle within 60 feet of you.

You then slap one creature within your reach and switch its place with anything you can perceive within 60 feet, such as a speck of dust or even a drop of water in a waterfall.

You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

Make a melee curse attack against one creature within your reach.

Melee Curse Attack: your proficiency bonus + your Charisma modifier to hit, reach 5 ft., one creature.

Hit: The target instantly switches places with one creature, object, or perceivable particle of your choice within 60 feet of you.

If the target is switched with an object or particle that cannot safely occupy its space or mass, the target takes 6d10 force damage from the violent spatial collision.

13th-Level Feature: Black Flash

You concentrate your entire cursed energy into one of your extremities for a fraction of a second and strike with impossible timing.

You can use this feature twice, and you regain all expended uses when you finish a long rest.

To use this feature, you must have moved at least 30 feet before making the attack. This movement can be caused by your own movement, Castle, Clipping Slap, or another comparable effect.

As part of the Attack action, make a melee weapon attack against one creature within your reach.

Melee Weapon Attack: your proficiency bonus + your Dexterity modifier to hit, reach 5 ft., one creature.

Hit: 10d12 + your Dexterity modifier force damage.

Your first use of Black Flash each combat automatically hits.

HBB Note: Since this counts as a melee weapon attack, technically you can use both uses in a single Attack action through Extra Attack from the Curse Sorcerer class.

15th-Level Feature: Forceful Merge

You clap your extremities at a formidable speed, surpassing the natural limits of your technique and forcing two creatures or objects to occupy the exact same space.

You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

As an action, choose two targets you can see within 60 feet of you. Each target can be a creature or object. Make a ranged curse attack against each target.

Ranged Curse Attack: your proficiency bonus + your Charisma modifier to hit, range 60 ft., two targets.

Hit: If both attacks hit, the two targets are forced into the same space for a fraction of a second, creating a massive explosion on an atomic level. Each target takes 18d10 + your Charisma modifier force damage.

If either attack misses, this feature fails. Your action is expended, and one use of this feature is expended.

If both attacks hit, the explosion creates a shockwave. Each creature within 20 feet of the explosion must make a Dexterity saving throw against your Curse Sorcerer save DC. On a failed save, a creature takes 2d20 bludgeoning damage and falls prone until the start of its next turn. On a successful save, a creature takes no damage and does not fall prone.

18th-Level Feature: In the Mood

You reach the peak of Boogie Woogie, turning each clap into a chain of relentless battlefield rearrangement.

Once on each of your turns, you can use Castle a number of times equal to your Dexterity modifier during that same turn without expending additional actions.

Each use must still target a valid creature or object, and each target makes its saving throw separately.

Boogie-Woogie Traits

Boogie Woogie turns battlefield positioning into a weapon, letting you swap creatures and objects with a clap to confuse, expose, and punish your enemies

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