Base Class: Warlock
The Boogeyman is a creature not man nor fiend but a twisted fey driven by the desire of instilling fear in all creatures. He feeds off of the essence of fear and thus sustaining him for enternity. Originially used to scare misbehaving children into going to sleep on time and behaving, the boogeyman has come forth from the feywild in order to bring fear to all, and you just decided to make his job easier.
Expanded Spell List
The Boogeyman lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
The Boogeyman Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Aura of Fear
Starting at 1st level, when you first enter a combat each enemy creature that can see you must make a WIS saving throw against your spell save DC. If they fail they become frightened of you for 1 minute and you have advantage on them.
Transformation
When you take this patron at 1st level your creature type changes to Fey, if not already.
Weakened Soul
When you take this patron at 1st level, you feel your soul weaken as half of your soul is absorbed and replaced with fear esscence. You must subtract a permanent loss of 2 hit points and a further 1 each time your proficency bonus increases.
The Boogeyman's Spawn
Starting at 6th level, you may summon a Boogeyman Spawn to fight by your side for 1 hour or until it is reduced to 0 hit points. The Boogeyman Spawn will obey your every command without question and will go on your initiative. Once it has finished its command it will wait patiently until the next command is given or will disappear at the end of the duration.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Absorb Essence
Starting at 10th level, you can use your reaction, after reducing a creature to 0 hit points, to gain any lost hit points back equal to the creatures original starting hit points.
However during the turn you are absorbing all creatures have advantage to hit on you.
Dreams and Nightmares
Starting at 6th level, you may cast the spell Dream as an ability without using a spell slot. You may do this to equal of your CHA modifier halfed rounded down.
You regain all uses on a Long Rest.
Night Terror
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through The Boogeymans realm. The creature disappears and hurtles through a nightmarish landscape, filled with its greatest fears.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fey, it takes 10d10 psychic damage as it reels from its horrific encouter with The Boogeyman himself.
Once you use this feature, you can’t use it again until you finish a long rest.
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