Master of Fear (5e Subclass)
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Master Of Fear
Masters Of Fear are Rogues who mastered the art of intimidation. They know how to scare every creature, what lies inside their hearts and use this to their advantage. Some of them use their natural appearance, others alter it with magic. They also know how to use words to get what they want.
Masters of Fear usually become such after experiencing something terrible, many have been mad for a long time. Some other just have been gifted and find it fun.
- Intimidation Expert
When you choose this archetype at 3rd level you gain expertise in Intimidation skill and advantage in any Intimidation check. You have disadvantage on persuasion checks.
- Your worst Nightmare
At 3rd level on each of your turns you may choose to frighten a creature within 5 feet from you as a bonus action. It becomes 15 feet at 9th level 30 feet at 13th and 60 feet at 17th. You must remain within the creature sight in order to mantain such condition. It last until your next turn. You can not scare more than a creature per turn. The DC Save is 8 + cha + proficiency bonus. The creature has disadvantage on the Saving Throw if you did hit it in the last 10 rounds.
- Goodnight my dear...
At 9th level you have learned how to enter a creature's mind. Choose a creature known to you as the target. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be affected by this. If the creature is sleeping you can enter into his dream and spawn a nightmare that lasts the duration of the target's sleep preventing the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 4d8 psychic damage. You may use this action once per long rest.
You become immune to being frightened.
- I'll always be with you
By the 13th level you know how to shape fear itself. You can create a copy of yourself which moves independently from you but always obeys to you. The copy can not attack but will hunt creatures you want to scare, so you can be out of their sight but no more distant than 100 feet from them. The target is frightened by the copy as if it were you or another illusion. The creature can make a Wisdom saving check every 3 minutes. If they succeed the copy disappears. At 20th level you can create 3 copy of yourself.
You can use this ability only once per short or long rest.
- Unconscious Panic, Paralyzing Fear
At 17th level you are so scary that no one want to mess with you. On each of your turns, you can use your action to roll 4d10; the total + your charisma modifier is how many hit points of creatures you can affect. Creatures within 30 feet from you fall unconscious or become paralyzed (you choose) in ascending order of their current hit points (ignoring already unconscious creatures).