Terror (5e Class)
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Terror
There are common and widespread pictures of fear. The monster under the bed, the shadow in the dark corridor, the boogeyman, baba jaga, the grim. are they just our imagination? Inspired by Andrzej Sapkowski's "The Musicians" and "Tandradei" and the "Leshen" from his witcher series.
The common darkness in our hearts
But there will alway be the Darkness. And in that darkness, there will always be the Evil, there will always be teeth and claws, murder and blood. ????????? ????????
The emotions of man are a powerfull force, and in more than one sence. How many are the acts of love? How many have been killed in anger? And the supernatural; hatred leads to curses, longing haunts forgotten souls and the miracles of true love are known across the lands. But one emotion dominates all. The most primal of forces; that controlls the very core of all that lives - Fear. And there are those that know how to use that fear. Scolars call them Fovomancers or Feardrainers, but they are commonly known under a simpler term: The Terror.
Creating a Terror
A Terror uses the fear of his enemies to warp reality. Since they have a strong connection to negative emotions, think of a past where your character was influenced by strong emotions. A trauma or a live-and-death situation might have made them realise their abilities. Think of the motivations that result from that experience. Are they like the Dark Knight and want to bring fear to criminals and justice to the people or are they a madman who brings fear to the people and justice only to themselves?
- Quick Build
You can make a Terror quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Haunted One background. Third, choose Leather Armor and a Long Sword
Class Features
As a Terror you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Terror level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Terror level after 1st
- Proficiencies
Armor: light, medium
Weapons: simple meele weapons, 1 exotic weapon
Tools: thieves tools
Saving Throws: Constitution, Charisma
Skills: Choose three from acrobatic, athletic, deception, insight, intimidation, stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) -a light crossbow and 20 bolts or (b) any simple meele weapon
- (a) studded leather or (b) scale mail
- (a) burglars pack or (b) dungeoneers pack
- (a) two daggers or (b) a whip
- If you are using starting wealth, you have 4d4*10gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Carnage Pool & Fear of Futility |
2nd | +2 | <!-Class Feature2-> <!-Aspects of Fear & Fear come true-> |
3rd | +2 | <!-Class Feature3-> <!-Fear given Form & Nowhere to Hide-> |
4th | +2 | Ability Score Improvement, Ability Score Improvement--> |
5th | +3 | <!-Class Feature5-><!-Domain of Horror & Extra Attack |
6th | +3 | <!-Class Feature6-><!- |
7th | +3 | <!-Class Feature7-><!- |
8th | +3 | Ability Score Improvement, Ability Score Improvement |
9th | +4 | <!-Class Feature9-><!- |
10th | +4 | <!-Class Feature10-><!- |
11th | +4 | <!-Class Feature11-><!- |
12th | +4 | Ability Score Improvement, Ability Score Improvement |
13th | +5 | <!-Class Feature13-><!- |
14th | +5 | <!-Class Feature14-><!- |
15th | +5 | <!-Class Feature15-><!- |
16th | +5 | Ability Score Improvement, Ability Score Improvement |
17th | +6 | <!-Class Feature17-><!- |
18th | +6 | <!-Class Feature18-><!- |
19th | +6 | Ability Score Improvement, Ability Score Improvement |
20th | +6 | <!-Class Feature20-><!-Rooted in their Souls |
<!-Terror Save->
Whenever the text refers to a Terror DC, the DC equals 8 + proficiency + charisma modifier
<!-Carnage Pool->
<!-You have a pool of carnage points (CP) that represent the fear that is directed towards you. You can hold a number of CP up to the number of levels you have in this class. You gain CP whenever you attack (action), frighten (condition) or intimidate (check) a creature.-> <!- -What are they afraid of?->
<!-Fear of Futility->
<!-You cannot kill fear, and as long as they fear you, they can't kill you either. Drawing from negative emotions of those around you to restore your presence in reality, you regain hitpoints equal to your current number of CP at the beginning of each of your turns.-> <!- -Did they even harm you?->
<!-Aspects of Fear->
<!-At <!-2nd-> level, you chose a <!-Aspect of Fear->you represent. Choose between <!-The Opressor, The Stalker, The Nightmare, The Bloodshed or The Manyfold->, <!-all-> detailed at the end of the class description. Your choice grants you features at <!-later Levels-> and again at <!-list all the levels the class gains subclass features->.->
<!-Fear come True->
At 2nd level, you gain the ability to alter the reality your attacks. On hit all of your attacks deal additional psychic damage equal to half your current CP rounded down.-> <!- -Isn't this too dangerous?->
<!-Fear given Form->
<!-Starting at 3rd level, your powers finally start affecting your body. As a bonus action, you can expend 3 CP to take on a frightening form that would normally only appear in nightmares, called Terror Form. Your weapons and armor melt into this new form, so you can no longer be disarmed. Due to your horrid shape, only creaturs with truesight will be able to recognice you. In this form, you add your charisma modifier to your armor class. From 7th level, you also add your charisma modifier to your attack rolls and from 11th level on you also add your charisma modifier to all your saves while in this form. You revert back into your original shape if you do not attack or frighten a creature or are attacked yourself for one turn. Remaining in your Form also costs CP which are subtracted at the end of your turn, starting with 0 CP and increasing by 1 every turn to a maximum of 4. If you do not have enough CP, your form ends. (012344...)-> <!- -Is this your worst nighmare?->
<!-Nowhere to Hide->
<!-The worst thing that can happen to them is getting noticed by you. And you sense their fear. At 3rd level, you gain 60ft darkvision or an additional 30ft if you already posses darkvision.
- They cannot sneak up on you if they are scared of getting found. At 7th level, you gain 10ft blindsight.
- They will not be able to hide if they reek of fear. At 11th level, you gain 30ft truesight.->
<!- -You noticed them, didn't you?->
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 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.
<!-Domain of Horror->
<!-Making nightmares reality of making reality a nightmare? By expanding your influence on the very fabric of space, you turn the irrationality of fear into a world completely under your controll. As an action you create a domain with a 360ft radius centered on yourself that looks exatly like the real world. Choose a number of willing creatures up to your proficiency bonus + charisma modifier. These creatures are pulled into the domain along with yourself. Choose a number of creatures up to your proficiency bonus + charisma modifier that you can see. These creatures must pass a wisdom save against your Terror DC They are drawn into your domain on a failed save. From the outside, it appears as though you and all targeted creatures dissappear in a wisp of smoke. The boundary between your domain and the real wolrd is represented by a barely visible haze. As a bonus action, any creature that is aware of it can attempt a wisdom check against your Terror DC, switching from the domain to the real world and vice versa on a success. As a bonus action, you may expend one CP to bring one creature you can see from one world to the other. They must pass a wisdom save against your Terror DC, foiling your attempts on a success. If a creature leaves the domains range, it reappears in the real world. Creatures do not realise they have been trapped unless they leave the range of your domain, feeling as though they had walked through a veil. Changes to one world do not affect the other. If a creature leaves the domain and appears at an occupied position, it is moved to the closest unoccupied position without harm. Creatures or objects in the domain are not visible from the real world and vice versa, unless a creature possesses truesight. Only the objects that have been brought into the domain while on a creature can be brought out of the domain. As such, materials in the domain cannot be used as spell components. The domain can be left directly by the use of spells like planeshift or gate. The domain stops existing if you fall unconcious, die or use an action to uncreate it.
<!-Extra Attack->
<!-In order to inspire fear, one needs to take the initiative. You terrorize your enemies with attacks. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
<!-The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.>- <!- -How could they evade this?->
<!-Rooted in their Souls->
<!-Upon reaching the 20th level, youre powers reach their climax. Youre presence is the shared nightmare that lingers in the shadows of everyones mind. As an action, you focus on a sleeping creature within 10ft that you can see. After 10 minutes, the creature must pass a wisdom save against your Terror DC. On a success they wake up and are hostile towards you if they they can see you. If they fail, you implant a seed into their soul, taking shape in their nightmares. They are not aware this is a supernatural change. The seed can only be removed by a remove curse or a wish spell. You can have up to six such seeds. You can destroy any one of your seeds at any time. If you die, you can remain in the nightmare of all creatures affected by your seeds. You can, as an action, choose to draw an image (not the real body) of any one or multible affected creatures into your domain. The domains appearance and structure is up to your decision. They will appear equipped as they are, while you will appear in the state you have died in, albeit with fully restored hitpoints. If any creature dies in this nightmare, they immediatly die in the real world and you take over controll of their body. You can disband the domain as an action, any creature however, that has been summoned, may attempt another wisdom save against your Terror DC, destroying your seed on a success.-> <!- -Did you gaze into the abyss? Or are you the abyss yourself?
<!-Class Feature->
<!-Class feature game rule information->
<!-The Oppressor->
<!-Dominating the enemies, tearing through their rows while shrugging off any attacks. Beating them down face to face and showing them directly what fate awaits them in a bloody example.-> <!-The Terror Form of an Oppressor is likely something resembling a beast, great and clad in claws and teeth, hulking over their opponent.->
- <!-Ominous Presence->
<!-Starting at 2nd level, you can let the base of your power seep through to amplify your presence and gain advantage on an intimidation check. You can use this ability once, regaining use of this abilitiy after you complete a short rest.->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Focus of Attention->
<!-With you right on them, pressing the attack, they cannot exatly focus on anything else. Starting at 11th level, you can use an action to expend 2 CP and have all creatures within 15ft of you have disadvantage when trying to attack creatures other than you. Any creatures of your choosing are excempt from this.->
<!-The Stalker->
<!-Lurking behind them, above or below, to take them away. Always preying on the singular, the lost lamb, only to set them up in a great spectacle.-> <!-The Terror Form of a Stalker is often slender, but with great reach, the thing that watches you from within the darkness.->
- <!-Fleeting Presence->
<!-Starting at 2nd level, you can let the base of your power seep out to diminish your presence and gain advantage on a stealth check. You can use this ability once, regaining use of this abilitiy after you complete a short rest.->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
Spell List
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Multiclassing
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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