Fear Navigator (5e Subclass)

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Fear Navigator[edit]

Mystic Subclass

Some psions use their power to protect themselves, some to tamper with others minds, some to harvest what they need. You, you are the worst kind of psion, the kind that drive themselves in to one's subconscious and pull out the worst of the worst to leave them broken and useless to defend themselves before ending them. You are a fear navigator.

Observation: This subclass can be used by the Psion, 3rd Variant class.

Chilling Presence

Your mere presence can awaken nearby creatures primal fears. Starting at 1st level, you gain proficiency in the Intimidation skill, and if you already have this proficiency, you add twice your proficiency bonus in checks with this skill.

In addition, as an Action, you can try to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Your target must succeed on a Wisdom saving throw against your Discipline save DC. On a failure, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour.

Paralyzing Gaze

Beginning at 3rd level, you learn the minor illusion cantrip. You treat this as a psionic talent. You can use this cantrip to create an "Object of Fear", a formless illusory construct that when seen by a creature, takes the shape of something that creature fears. Any creature that start its turn within 5 feet of the illusion or enter that space for the first time must succeed on a Wisdom saving throw, or suffer the effects of your Chilling Presence.

In addition, you can cast dissonant whispers by spending 2 Psi points. You can cast it at higher levels by spending more points: 3 (2nd-level), 5 (3rd-level), 6 (4th-level), 7 (5th-level). When casting Dissonant Whispers, you don't need verbal components, but your target must be able to see you. In addition, a target that fails the save is also frightened of you until the end of your next turn.

Mind Melter

At 6th level, the longer your foes are exposed to you the worse their mind crumbles. Non-undead creatures you choose within 60 feet must succeed a Wisdom saving throw against your Discipline save DC or be frightened for 1 minute. If the save is failed by 5 or more, the creature also ages 1d4 years. a frightened creature can attempt the save again at the end of each turn, ending the condition on a success. Once you use this feature, you can't do it again until you finish a long rest, unless you spend 5 Psi points to do so.

Additionally, whenever a creature fails a saving throw against the frightened imposed by your Fear Navigator features, that creature takes 1d6 psychic damage.

A Dragon's Nightmare

At 14th level, you've become the most terrifying creature around. Beginning at 14th level, you gain the following benefits:

  • You are immune to the frightened condition, and whenever you would be subjected to an effect that imposes this condition, the creature attempting to frighten you must make a saving throw against your Discipline save DC, or is targeted by that effect instead.
  • You have Advantage on any Charisma (Intimidation) checks and on Attack rolls against creatures frightened by you.
  • You exude an aura of fear. Your Chilling Presence feature now is constantly active (no Action required) and target creatures of any type (not only humanoids) that start their turn within 30 feet of you.
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