Fearmonger (5e Class)

From D&D Wiki

Jump to: navigation, search




Fearmongers[edit]

Fear is a natural reaction for all living creatures on Earth, fear alerts us to the presence of danger and helps us avoid situations that would make us feel unsure or unsafe. Fear can be a helpful instinct and even a dangerous weapon. There aren't a lot of users that take part in this irregular style, mostly because the ones that try to learn the way of the Fearmonger end up dead or driven into madness.

A young boy with his face burrowed into his hood enters a bar, a few moments later the same boy walks out with a ghoulish grin across his face and a trail of bloody foot steps follow him, everyone in the bar is murdered. The local authorities come to investigate the deaths seem to of been self inflicted?

Enemy archers prepare an ambush for a wandering traveler, the archers sense something off about the traveler, but think nothing of it. The archers pull back there bows and begin there assault. The arrows soar though the air, but they hit nothing but the ground. The Archers baffled by this they look around, one of them spots the traveler by one of there comrades, but another archer spots the same traveler behind another archer. The bodies drop from the trees and the 5 figures regroup at the bottom merging into the traveler from before.

Goblins are spotted by an encampment a man appears and black claws start forming around his hands as well as black tendrils growing from his back, a few minutes later after a lot of unnecessary bloodshed the man returns with blood staining his garments.


Creating a Fearmonger[edit]

Fearmongers are those who use others fears as there greatest weapon, feeding on there nightmares to grow in power. The drawbacks to becoming a Fearmonger is getting driven into maddness. What events happened to your character to make him choose this path? Why is this crazed deranged man joined a party of adventurers? your character might be shy or silent in conversations, and often talking to himself, but when combat initiates they will be overcome with extreme blood lust often rambling on about all the different ways they'll send you to an early grave. No Fearmonger is sane they all have unique quirks that makes them different from others.

Quick Build

You can make a Fearmonger quickly by following these suggestions. First, Charisma should be your highest ability score, for your second ability score that depends on your Phobia Path. Second, choose the Haunted one background. Third, choose pick whatever equipment you think will fit best.

Class Features

As a The Fearmonger you gain the following class features.

Hit Points

Hit Dice: 1d8 per The Fearmonger level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per The Fearmonger level after 1st

Proficiencies

Armor: light armor
Weapons: unarmed strikes, martial weapons, simple weapons
Tools: one type of gaming set
Saving Throws: Charisma, Constitution
Skills: Choose 3 skills: Acrobatics, Athletics, Deception, Intimidation, Perception, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) one martial weapon or (b) one simple weapon
  • (a) Explorer's pack or (b) Dungeoneer's pack
  • (a) Leather armor or (b) Studded leather
  • If you are using starting wealth, you have 5d6 x 10 in funds.

Table: The The Fearmonger

Level Proficiency
Bonus
Features Fear Number of Irregularities Horror Talons
1st +2 Disorder, Fear, Terror 2 0 1d4
2nd +2 Horror Talons, Living Nightmare 3 0 1d6
3rd +2 Phobia Path, Irregularity, Additional Disorder 5 2 1d6
4th +2 Ability Score Improvement 7 2 1d6
5th +3 Extra attack, Horrify 9 3 1d8
6th +3 Phobia Path feature 11 3 1d8
7th +3 Paranoia,Fear Sense 13 4 1d8
8th +3 Ability Score Improvement 15 4 1d10
9th +4 Numbness, Extra Attack(2) 17 4 1d10
10th +4 Reoccurring Nightmare 19 5 1d10
11th +4 Phobia Path feature 21 5 1d12
12th +4 Ability Score Improvement 23 6 1d12
13th +5 World of Nightmares 25 6 1d12
14th +5 Haunting Aura 27 6 1d12
15th +5 Phobia Path feature 29 6 2d6
16th +5 Ability Score Improvement 31 7 2d6
17th +6 The Boogeyman 33 7 2d8
18th +6 Phobia Path Feature 35 8 2d8
19th +6 Ability Score Improvement 37 8 2d10
20th +6 Fear itself 40 8 2d10

Mental Disorder[edit]

As a Fearmonger your mental state of mind has been altered, because of this your character has a developed a mental disorder. This can affect the way your character interacts with people or how others interact with you. This feature will give you a benefit but a drawback as well. You can not decide what type of mental disorder you have so you must roll your illness,or you can ask your DM if you can choose it instead. Gain this feature again at 3rd level.

Disorder Bonus Drawback
1. Generalized Anxiety disorder: You tend to be much more cautious and nervous in normal daily situations or trivial matter, such as entering a tavern or sparking up a conversation. Gain Expertise in Perception and Investigation (Even if you DON'T have perception and Investigation). You also gain a passive perception of 15 Completely unable to make Intimidation checks and Persuasion checks
2. Sadist: You take pleasure plummeting your enemies into puny pieces, but when the roles are reversed your the definition of a lightweight. When attacking a target you can add an additional 1d12 to your total damage. You gain 2 points of fear when striking an enemy instead of 1 When ever you level up roll 1d4, whatever number it lands on decrease your hit points by the number you rolled. (the hit points you gain by leveling up, minimum of one)
3. Masochist: You can take physical pain because your into that, but when it comes to pain that isn't hitting your bare skin it no longer considered pleasure. You gain resistance to non-magical slashing, piercing, bludgeoning damage as well as fire, lighting, and force damage you are vulnerable to psychic, poison, radiant, and necrotic damage.
4. Sociopath: You can't understand peoples emotions and so you don't care what other think meaning you can be as reckless as you want. You gain +5 to initiative also your immune to the charmed condition You get disadvantage on all charisma checks.
5. Bipolar disorder: Your mood changes on a dime you can be chock-full of energy one moment then sitting in a corner crying the next. In combat at the start of your turn Roll 1d6, 1 or 2= mania 3 or 4 = normal 5 or 6= depression and repeat to do this again at the start of your next turn. If you get Mania you can make an additional action on your turn, If you get normal nothing happens if you get depression your characters turn is skipped and can no longer make reactions.
6. Intermittent Explosive disorder: You can't help but have a sudden uncontrollable burst of anger, the important thing is you calm down after. For your first 2 rounds of combat you deal the maximum amount of damage for your attack for your next 3 turns after the first 2 rounds you deal the lowest amount of damage for that attack. (after you deal the lowest damage for those 3 turns you can then deal the maximum amount of damage for your're next 2 turns)

Fear[edit]

Other's fear is the Fearmonger's greatest weapon, Using the fear that they have accumulated they can perform acts that not even spell casters can comprehend.There mastery in fear can turn the tides of battle with the odds aren't looking in your favor. They can use their ability to manipulate fear to distract enemies creating openings for their allies, create copies of himself to aid them in battle, and survive injury's that most wouldn't, these are only a few of the capabilities that a Fearmonger possesses.

Fearmonger's can amass fear by causing the frighten condition on enemies. You gain 2 points of fear when you successfully cause the frighten condition on a target, you also gain 1 point of fear when dealing damage to a enemy.

Fearmonger's can store as much fear as shown on the table above.

Fearmonger's DC= (8 + your proficiency bonus + Charisma modifier)

Terror[edit]

Starting at 1st level you can bring out people deepest, and darkest fears. As an action, you can consume 1 point of fear to target an enemy, the chosen enemy must make a charisma saving throw. On a failed saving throw, they become frightened, and take 1d4 psychic damage. The target takes 1d4 psychic damage for every round. If the target was concentrating on a spell their concentration is broken. Add an additional 1d4 for every target frighten on the battle field. If the CR of your target is equal or less than half of your Fearmonger level (round up), they automatically fail the charisma saving throw. The target can make another charisma saving throw at the beginning of its turn to end the effect. The target is immune to this if they can't be frightened.

On a Successful saving throw, the target is not frightened and is immune to this affect for 24 hours

At 5th level you can spend additional fear to target more enemies. The amount of fear spent will determine how much enemies you target. for every additional enemy you target you must spend 2 points of fears. To a maximum of four targets. The psychic damage is now 1d6

At 12th level you can spend fear to increase the damage of your Terror. Spend 3 points of fear to add 1d6 of psychic damage. If there are more than one target you must spend 3 additional points of fear for every enemy you have frightened. You can stack this for a maximum of 3 times.

Horror Talons[edit]

At 2nd level using fear you can manifest black monstrous talons. As a bonus action, Spend 2 points of fear to create black talons that covers your hands. Your Talons deal 1d6 slashing damage. Additionally you can use your Charisma modifier for your attack and damage rolls. To do this you must not be wearing medium, heavy armor and not holding a weapon or shield. You can make an extra attack with your talons as a bonus action.

The damage of the talons will increase as you continue to level up

At 5th level your Horror Talons are considered magical for the purpose of overcoming resistances and immunities to non-magical attacks.

Living Nightmare[edit]

At 2nd level you can make solid illusions using fear. As an action, you can spend 2 points of fear to create a solid illusion of yourself. This illusion takes the same turn as you during combat, also the Illusion has access to all Fearmonger features that you currently processes (including disorders). The Illusion has 50% of your health, and also deals 50% damage. The Illusion has one less point in strength, constitution, dexterity, intelligence, wisdom, and charisma. Furthermore the illusion has it's own pool of fear the illusion has 20 points of fear. If the illusion gains fear by striking an enemy or causing the frighten condition on someone the gained fear is given to you. Enemies can decipher which is an illusion or not if they pass an insight check.

The illusion will end when it reaches 0 hit points or when the illusions fear pool is depleted.

At 14th level you can spend 2 more fear points to make another illusion. When you do this the pool of fear the that your illusions currently have is divided between them. You can make a maximum of 4 illusions when using this feature.

Phobia Path[edit]

At 3rd level you start to specialize in certain phobias choose one of the following Phobia Paths: Aichmophobia, Nyctophobia, Oneirophobia.

Irregularity[edit]

Your devotion to Fear has changed not just your mind but also body. These Irregularities have given you strange abilities or a new way to use some of your Fearmonger features.

At 3rd level you gain 1 irregularity of your choice. A list of irregularities can be accessed at the bottom of page. You will gain more irregularities when you level up listed on the Fearmonger table above. When you gain a new irregularity you can replace one of your old irregularities with a new one.

Some irregularities require you to be a certain level this refers to your Fearmonger level not your character level.

Ability Score Improvement[edit]

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. You gain this again at levels 8, 12, 16, 19.

Extra Attack[edit]

Whenever you take the attack action on your turn, You can attack twice instead of once. You gain this feature again at 9th level.

Horrify[edit]

You can inflict Terror on even the most bravest of enemies. At 5th level your fear can bypass creatures who are immune to the frighten condition. You can only bypass the immunity if the creatures CR is equal to your level.(Fearmonger level)

At 14th level you can frighten creatures with a CR equal to double your level.

Paranoia[edit]

Anyone foolish enough to threaten you might want to think twice before getting on your bad side. At 7th level If someone dares attempt to make a Intimidation check on you they must make a Wisdom saving throw. On failure, the person instantly regrets there decision and becomes frightened by you.

Fear Sense[edit]

You can start to sense the fear of those around you. At 7th level You can sense the present of others in a 60ft radius, But it significantly easier to sense creatures who are scared or frightened. Also you can see though illusions.

At 11th level you can sense what exactly is causing the creatures to be frightened.

Numbness[edit]

You can cloud your thoughts with the nightmares of others, shielding your brain from it's emotions and even pain. At 9th level, you can spend 7 points of fear to make your body numb. While you are numbed, you no longer feel pain for 1 minute. During that minute, any damage you endure is stored and cannot reduce your hit points. After 1 minute, you receive all the damage you had taken while numb. If your hit points are reduced to 0 at this time, you are unconscious instead of bleeding out, and you are not killed outright.

You can only use this feature once per long rest

Reoccurring Nightmare[edit]

The fear from other keeps you alive even from the most severe injuries. At 10th level Upon reaching 0 hit points and you aren't killed outright, you are unconscious instead of bleeding out. Additionally you can reattach severed body parts by consuming 5 points of fear.

World of Nightmares[edit]

At 13th level, you can show others the true meaning of fear. You expend an action and 10 fear to open a doorway to the world of nightmares. You can select a number of targets (equal to your Charisma Modifier). A horde of black tentacles reaches out and wraps around your targets, then hurled into the World of Nightmares where there greatest fears are waiting for them. They take 20d12 (damage depends on targets fear which the DM decides).

Any Survivors return they are frightened by you and stunned for 1d4 turns.

You can only use this feature equal to your Charisma modifier.

Haunting Aura[edit]

People seem to avoid you probably because you emit a eerie sensation when your around them. At 14th You passively discharge a aura of fear around you. If an enemy end there turn within 15ft of you they must succeed a Charisma saving throw. On a failed saving throw they become frightened by you.

On a successful saving throw nothing happens.

The Boogeyman[edit]

When you feel depleted of all your strength somehow your're always are ready for another . At 17th When combat initiates and your are bellow half your fear you regain 5d6 fear. Any extra fear you gain from this can be disrupted to your illusions.

Fear Itself[edit]

Your the scariest thing on the battlefield and everyone knows it. At 20th level as an action and spending 20 points of fear you can frighten all enemies on the battlefield you also deal 5d20 psychic damage to all enemies. until the enemies are not longer frightened they will take 2d6 every full rotation. The frightened condition will last for 3 turns. You can use this twice per long rest.

Aichmophobia[edit]

Aichmophobia is the fear of sharp and pointed objects. This path is for battle hungry Fearmongers who wish to be in the thick of the battle, Making attacks in rapid succession, and tear up the enemies front lines.

Want for Blood

When you choose this path at 3rd level When you score a critical hit you can make another attack using your Horror Talons. You can do this a number of times equal to your Dexterity modifier (rounded down). Regaining all expanded uses on a long rest.

Bloodlust

Your craving for blood has made your body react without you realizing. When you choose this path at 3rd level your movement speed is double during combat.

Brute force

The desire for bloodshed drives you to use more power in each attack. At 6th level Your attacks when using your Horror Talons you score a critical hit on a roll of 19 and 20.

At 10th level you score a critical hit on a roll of 18, 19, and 20.

let loose

You can't satisfy yourself with just one corpse you need hundreds. At 11th level, when you reduce an enemy to 0 hit points you may move half your current movement speed in the direction of another enemy.

Murderspree

You won't stop killing until all your enemies are dead on the battlefield. At 15th level, when an enemy ends its turn within 5ft of you can use your reaction to make an Opponenty of Attack against it.

Lamb to the Slaughter

Your bloodlust and eagerness to kill is like that of a butcher and your foe a Lamb to the Slaughter to you. Your strikes cripple and your blade's edge stings. At 18th level you may choose to make your attack be a critical hit instead of a regular hit. You regain use of this ability after a long rest

Nyctophobia[edit]

Nyctophobia is the fear of darkness and night. This path is for the manipulative Fearmongers who wish to control the battle field by trapping his foes in darkness.

When you choose this path you gain advantage in stealth checks. Additionally when you have advantage on your attack you can double your damage.

Midnight

As a Nyctophobia Fearmonger you can use fear to create a shroud of darkness. When you select this path, If you consume 3 fear then you can create a malicious darkness that fills a 15ft radius in a area of your choosing. Anyone caught in the darkness are blinded and must make a Wisdom saving throw. On a failed saving throw the target is frightened and stunned. The target can retry the saving throw at the start of it's turn to break the affect. The darkness will dissipate in 1 minute, If you try to use this feature again while another dark shroud is active the old one will disappear. This will end early if you decide to dispel it.

On a successful save the target isn't stunned, or frightened.

At 5th level you can use this feature as a bonus action.

At 10th level the area that the darkness fills is a 30ft radius, At 15th level the area that the darkness fills is 40ft radius.

Hush

The darkness enhances your attacks. At 6th level spend 5 fear, when take the attack action against an enemy inside your darkness you can add 2d6 to your damage (Type of damage depends on weapon attack).

At 8th level the added damage increases to 4d6, At 12th level this damage increases to 6d6, At 16th level this damage increases to 8d6, At 19th level this damage increases to 10d6.

Fear Bolt

You are able to condense fear into a projectile. At 11th level you can spend 3 points of fear to manifest a projectile. This projectile deals 1d10 piercing damage. Also you can charge the fear bolt, instead of firing the bolt as your attack action you can spend 1 fear to add 1d10 piercing damage and a +1 to hit. You can charge the bolt as many times equal to your level.

If your charging the bolt when you get attacked by an enemy roll a Constitution saving throw to see if you retain concentration.

If your charging the bolt in your darkness. Whenever you spend 1 point of fear to charge your bolt instead of adding 1d10 add 2d10 instead, Additionally you add +2 chance to hit instead of +1. When you decide to use your fear bolt like this every turn you charge your Fear Bolt your dark shrouds radius is reduced by 5ft.

Fearsplosion

The fear of the dark can drive people mad even to the point where there head explodes. At 15th level When you kill an enemy in your darkness the enemy explodes dealing 5d6 psychic damage in a 10ft radius.

True Darkness

Your darkness can spread to others and engulf them into the darkness. At 18th level any enemy that's 15ft of your darkness must make a strength saving throw. On a failed saving throw the target is dragged into the darkness and must make a Wisdom saving throw also they take 1d6 psychic damage. Additionally all enemies that are already inside the darkness take 1d6 psychic damage. Enemies will continue to take 1d6 psychic damage until they can successfully can escape the darkness. To escape the darkness they need to pass a Strength saving throw.

On a successful saving throw the target isn't pulled into the darkness and can not be pulled in for 2 turns.

Oneirophobia[edit]

Oneirophobia is the fear of dreams. This is for the deceptive Fearmongers who wish to confuse and mislead his enemies, while rendering attacks aimed at them useless.

Jump Scare

You can quickly create a horrifying image in someones mind before they strike changing the trajectory of the attack. When you choose this path at 3rd level as a reaction you can spend 2 fear to subtract 2 from the chance to hit. This feature only works on weapon attacks.

At 5th level you can spend additional fear to decrease the chance to hit. You can spend 2 more points of fear to add another -2 to there chance to hit. You can stack this feature a total of 3 times.

Misdirection

At 6th level during battle if you have a illusion active when a creature targets you for an attack as a reaction you can trade places with your active illusion.

Anti-Magic

At 11th level you can use 10 fear to cast Anti-Magic field.

Immobilize

At 15th level you can use 6 fear to place the paralyzed condition on a target.

At 17th level you can target more people equal to your Charisma modifier.

Debuff

At 18th level you can spend 10 fear every enemy must make a Wisdom saving throw on a failed saving throw the target has a -5 chance to hit and a -5 to all damage the target deals. This debuff will last for 1d4 turns, after the effect has ended the target is immune to this effect for 1d6 turns.

Irregularities[edit]

Absolute Carnage

You can make 3 attacks instead of 1 when you take the attack action.


Real Nightmare

Perquisite: 6th level

When you use Living Nightmare your illusion will have hit points equal to you and will deal the same amount of damage as you. But you can only make half the amount you can originally make.


Exploit

Perquisite: 5th level

You deal double damage against frightened enemies.


Dead Man's Switch

Perquisite: 14th level and Oneirophobia Path

If you or your illusion reaches 0 hit points everyone in a 10ft radius takes 2d10 psychic damage.


Weaken

Perquisite: 13th level, and Aichmophobia Path

When ever you strike an enemy you can spend 2 fear to -1 from there AC (There AC can be reduced to a maximum of -6).


Mind Games

You gain Expertise in Persuasion and Deception.


Scary Sadist

Perquisite: 5th level, Sadist, and Aichmophobia Path.

You can add another 1d12 to your attack rolls.


Thoughtless Recklessness

Perquisite: 5th level, Sociopath

Your Initiative is doubled.


Growing Fear

Perquisite: 8th level

You can add 1d6 every time you attack the same enemy, this bonus is lost if you attack another enemy or if you don't attack on your turn. (Maximum 5d6)


Inner Strength

You are resistance to Psychic and Poison damage. If your a Masochist you are now resistance to Psychic or Poison damage.


Sleepwalker

You no longer need to sleep, also you can not be magically put to sleep. You can have the benefits of a long rest by doing light activity.


Shadow Step

Perquisite: Nyctophobia Path

You can spend a bonus action to teleport to another shadow within 120ft.


Double Trouble

Perquisite: 8th level, and Nyctophobia Path

You can have two shrouds of darkness active.


Reaching Horror Talons

Perquisite: 9th level

As an action you can grow your Horror Talons to have a reach of 10ft.


Hardened Add +2 to your AC.


Blood Rush

Perquisite: 15th level

You gain another Extra Attack.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Fearmonger class, you must meet these prerequisites: Wisdom or Charisma 17

Proficiencies. When you multiclass into the Fearmonger class, you gain the following proficiencies: Unarmed Strikes and light armor

3.00
(3 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: