School of the Primal Horrors (5e Subclass)

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School of the Primal Horrors[edit]

Wizard Subclass

The School of the Primal Horrors are masters of the dark arts, specializing in spells that strike terror and malevolence into the hearts of those who cross their path. Their magic draws on the deepest shadows and their practices are as grotesque as they are mysterious. These sorcerers not only cast spells, but weave the essence of terror itself into each spell, seeking to plunge their enemies into an abyss of despair.

wizards of the Primal Horrors can cast spells that warp reality, generating terrifying illusions that torment the minds of their opponents. They also master necrotic magics, capable of draining the vitality of their enemies and spreading desolation. Their connection to forces beyond human understanding makes them feared and outcast, even among other practitioners of dark magic

Special Requisites: you need to have the evil alignment

Nightmare Magic

Beginning when you select this school at level 2, the gold and time you must spend to copy an enchantment or illusion spell into your spellbook is halved.

More Terrible than Fear

all your magical studies are based on the arts of terror, how to inflict it on other beings and also how fearsome they are. At 2nd level, you can have any spell you use cause the target to make a Wisdom, Charisma, or Intelligence saving throw (your choice) or be frightened for 1d4 + 1 turns. On a successful roll, the creature is not frightened. You can use this ability a number of times equal to your Intelligence modifier.

In addition, all your spells that make the frightened state or where you use this ability, get an improved version called Horrified. The target must repeat its fear saving throw, and if it fails, it enters the horrified state. When the target is horrified, its saving throws, attack rolls, damage rolls, and ability checks have a penalty equal to your spellcasting bonus, disadvantage on saving throws and ability checks. In addition, the creature must roll 1d6 and obtain one of the special effects that will be explained below:

1. suicidal horror: On a failed save, the creature's mind is filled with suicidal thoughts. On each of its turns, it must use its action to attempt to kill itself with any weapon it is wielding. The creature makes an attack roll against itself at advantage, and if it hits its attack is a critical hit. If the creature has a weapon on its person but isn't wielding a weapon, it draws its weapon then attempts to commit suicide. If the creature has no available weapon, it will resort to an improvised weapon. If the creature is unable to wield a weapon or its physiology prohibits it from wielding a weapon, the creature instead goes berserk. While a creature is affected by this horror, it fights without regard to its defenses; All attack rolls against it are made at advantage.

2. Cowardice: The creature's mind is overwhelmed by its most basic survival instinct, causing it to desperately flee from you. The creature will use all its actions to get away from you as quickly as it can. He will also drop any equipment he has in his hands, or it will slow him down.

3. paralyzing terror: the creature is completely paralyzed by the intense terror you impose on it. The creature is stunned and paralyzed for as long as the horrified state lasts.

4. Freneticism: The target's senses respond to your horror with violence, attacking everything in sight. The target has to use all of its resources trying to kill any nearby creature that isn't you or your allies. If there is no one but your allies and you within range of the affected creature, then it will attack your allies, but will never attack the focus of its terror.

5. madness: the target's mind is broken by the horrors you made him contemplate. the target wins a type of Long-Term Madness from the madness table. After this, the creature.

6. bravery: the creature's mind remains firm despite the terror. the creature does not suffer any additional effects.

Mind Beyond Redemption

your mind has become a bastion against the same horrors that you display, already making your path towards the abyss a point of no return. At 2nd level, you become immune to the charmed and frightened state, and you cannot gain any type of madness, but you must obtain one of the Indefinite Madness types.

resilient malice

your own malevolence makes you resist the worst attacks, because nightmares must be eternal. At 6th level, when something is about to reduce you to 0 hit points or knock you unconscious, you remain at 1 hit point and do not fall unconscious instead. you can use this feature a number of times equal to your spellcasting

Breaking Resilience

your horrors manage to break even the strongest minds. At 6th level, You ignore the immunity to the frightened status of creatures with a CR equal to or less than twice your level.

corrupted magic

at 10th the nightmare quest has irreversibly corrupted your magic, making spells and magical effects to deny or cancel your magic have no effect (example: counterspell, shield, dispel magic). Also, your corrupted magic becomes so dense that it alters those who are your enemies, causing each enemy within 30 feet of you or who has been affected by a spell, attack or ability of yours, to suffer a penalty to all their rolls equal to your spellcasting.

Sadism

Your malevolence led you to enjoy the suffering of your enemies, I even empowered you. At 10th level, any creature that fails a saving throw for any effect that imposes frightened enters the horrified state. You gain temporary hit points equal to the damage dealt to creatures that are horrified, plus if you use your More Terrible Than Fear feature, all creatures you choose within 30 feet of the target suffer the same effects.

Lord of Nightmare

Your control over the spread of horrors reaches its peak. Now you can choose the specific special effect you want to happen in the horrified state, without having to roll the dice. You impose disadvantage on saving throws that impose the frightened or horrified status, and targets with disadvantage on these rolls must roll three dice instead of two and choose the lowest result. Your damage against creatures with the frightened and horrified status is doubled, your critical chance with your spells becomes 19-20, and if the target fails a saving throw against your spells while frightened or horrified on a 5 or higher, this counts as a critical failure, taking double damage. Finally, creatures cannot use legendary action to negate your frightened or horrified effects.

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