Terror, Variant (5e Class)

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Terror[edit]

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.

Creating a Terror[edit]

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 Dexterity. Second, choose the Criminal background.

Class Features

As a Terror you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, Medium armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Charisma
Skills: Choose 3 from Acrobatics, Deception, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth

Equipment

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

Table: The Terror

Level Proficiency
Bonus
Features Sneak Attack
1st +2 Fear me, Sneak Attack 1d6
2nd +2 Aspects of Fear, Feeding on Fear 1d6
3rd +2 Aspects of Fear feature, Nowhere to Hide 1d6
4th +2 Ability Score Improvement 1d6
5th +3 Aspects of Fear feature, extra attack 2d6
6th +3 Overwhelming Terror 2d6
7th +3 Frightening Strike 2d6
8th +3 Ability Score Improvement 3d6
9th +4 Shadow Step 3d6
10th +4 Aspects of Fear feature 3d6
11th +4 Reliable Talent, 4d6
12th +4 Ability Score Improvement 4d6
13th +5 Imperial Vision 4d6
14th +5 5d6
15th +5 Unseen 5d6
16th +5 Ability Score Improvement 5d6
17th +6 Aspects of Fear feature 6d6
18th +6 Shadow Shift 6d6
19th +6 Ability Score Improvement 6d6
20th +6 Terror Incarnate 7d6

Terror Save[edit]

Whenever the text refers to a Terror DC, the DC equals 8 + your proficiency bonus + Charisma modifier

Fear me[edit]

Enemies who are frightened of you are right to feel this way and their fear will be their undoing. Any time you hit a creature under the frightened condition you deal bonus damage equal to your Charisma modifier.

Sneak Attack[edit]

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn You can deal an extra 1d6 damage to one creature you hit with an attack if you have an advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of you and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Terror table.

Feeding on Fear[edit]

At 1st level, you feast upon the woes of your victims. When you slay a creature you gain temporary hit points equal to your Charisma modifier, this effect is doubled if the target was frightened.

Aspects of Fear[edit]

At 2nd level, you chose an Aspect of Fear that you represent. Choose between The Bloodshed or The Nightmare. Your choice grants you features at later Levels.

Ability Score Increase[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.

Extra Attack[edit]

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 when taking the attack action.

Overwhelming Terror[edit]

Starting at level 6, the terror you exude has reached new levels, you strike harder and your foes fear you for it.

The damage of any finesse or ranged weapon you wield increases 1 step(d4-d6,d6-d8,d8-d10 ect)

Any time you kill a creature all enemies within 15ft of that creature must make a Wisdom saving throw vs your terror save dc or become frightened for 1 minute(creatures can repeat the save at the end of their turns).

Frightening Strike[edit]

Starting at 7th level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any Sneak Attack crits on an 18-20.

Shadow Step[edit]

Starting at 9th level, you have figured out how to travel distance using the Shadowfell, and the shadows that smudge the barrier between the two planes. As a bonus action, you can teleport up to 30 feet, so long as you are in dim light or darkness, and your selected space is unoccupied, and in dim light or darkness. You then have an advantage on the first melee attack you make before the end of your turn.

Reliable Talent[edit]

By 11th level, you can take the dash, disengage or hide action as a bonus action.

Imperial Vision[edit]

Starting at 13th level, you can see through regular and magical darkness up to a range of 120 feet.

Untouchable shadow[edit]

Starting at 15th level, When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Shadow Shift[edit]

At 18th level, you have become so attuned to the shadows, that you can extend small pools of shadows within 100ft. around yourself at will. You can now use Shadow Step in any lighting conditions, not just darkness.

Terror incarnate[edit]

Upon reaching the 20th level you are fear itself, the world trembles at the mere whisper of your name and even the bravest souls fear you.

  • Creature who are Normally immune to the fear condition are not when the effect comes from you.
  • Creature who are Normally affected by the fear condition now have disadvantage on terror save DCs from you.
  • Every attack on a frightened target is a critical hit.

The Bloodshed[edit]

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 a Bloodshed 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 Intimidation checks.

Fear Given Form, Form of the Beast

Starting at 3rd level, your powers finally start affecting your body. As a bonus action, you can take on a frightening form that would normally only appear in nightmares, called Beast Form. While in this form, you gain the following benefits:

  • Your weapons and armor melt into this new form, so you can no longer be disarmed. Due to your horrid shape, only creatures with truesight will be able to recognize you.
  • In this form, you add your Charisma modifier to your AC.
  • From 7th level, you also add your Charisma modifier to your attack rolls and from 11th level you also add your Charisma modifier to all your saves while in this form.
  • Your attacks are replaced with natural weapons (claws and bite) which you can use to multi attack(claw,claw,bite)your natural weapons have the finesse property.
    • Claw:2d4
    • Bite:2d6
  • 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 causes level of exhaustion for each round after the first.
  • If you hit level 5 exhaustion your form automatically ends.
Nowhere to Hide

The worst thing that can happen to them is getting noticed by you. And you sense their fear.

At 5th level, you gain 60ft darkvision or an additional 30ft if you already posses darkvision.

At 7th level, you base speed increases by 10 ft while moving towards or around an enemy(doubled if frightened or Bloodied, tripled if both.) your natural weapons are considered magical. Creatures who can see you have disadvantage on fear saves. At 11th level, your natural weapons gain strength and the damage is changed too 3d4 for claws and 3d6 for your bite

Focus of bloodlust

If there are wounded enemies in combat you cannot stop fighting till they're all dead. At level 10, Your feeding on fear ability is now double for any death and 3 times for frightened targets.

Aspect of Terror

It's time for everyone to know who... or what you are for real.

At 17th level you gain the ability to turn into your Fear Given Form for free, it no longer gives exhaustion and any creature who can see your form must make a Wisdom saving throw(against your terror save) every turn or become frightened if the creature is already frightened the cannot perform actions or bonus actions(except to move away from you).

The Nightmare[edit]

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 Stealth checks.

Fear given Form, Form of the Shadow

Starting at 3rd level, your powers finally start affecting your body. As a bonus action, you can take on a frightening form that would normally only appear in nightmares, called Shadow Form. You wreath yourself in shadow a globe of the spell darkness extends 15 feet from you for the duration of the form even the daylight spell can't get through it you and a number of allies equal up to your Charisma modifier (chosen upon activation) can see and act in this darkness as normal. Normal darkvision cannot see through it. Any creature attempting to hit you has disadvantage on attacks against you. 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 gives levels of exhaustion for each turn past the first spent in it. If you have 5 levels of exhaustion, your form automatically ends.

Hide and Seek

The worst thing that can happen to them is getting noticed by you. And you sense their fear.

At 5th level, you gain 60ft darkvision or an additional 30ft if you already posses darkvision. You know the exact location of creatures who fear you. At 7th level, you gain 10ft blindsight. You can gain one additional sneak attack in a round if its against a frightened target(once per short rest). At 11th level, you gain 30ft truesight.

Fear the Dark.

They fear you so they try to ignore you. Ignoring your fear makes it go away... right?... right?!

Starting at 10th level, you can use an action to target a number of creatures you can see within 100ft who have shadows equal to your Charisma modifier to make a Dexterity saving throw(against you terror save DC), on a failed save their shadows attack them dealing 8d6 necrotic damage, half as much on a success. You can do this once per long rest. At level 20 you can do this twice per long rest and the damage die goes up from d6 to d8.

Death Comes.

At 17th level striking from the shadowsends all but the toughest of prey, you double all sneak attack base dice per the sneak attack table.(ex 3d6-6d6)

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