Terror (5e Class)
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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.
The common darkness in our hearts
But there will alway be the Darkness. And in that darkness, there will always be the Evil, there will always be teeth and claws, murder and blood. ????????? ????????
The emotions of man are a powerfull force, and in more than one sence. How many are the acts of love? How many have been killed in anger? And the supernatural; hatred leads to curses, longing haunts forgotten souls and the miracles of true love are known across the lands. But one emotion dominates all. The most primal of forces; that controlls the very core of all that lives - Fear. And there are those that know how to use that fear. Scolars call them Fovomancers or Feardrainers, but they are commonly known under a simpler term: The Terror.
Creating a Terror
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 Constitution or Dexterity. Second, choose the Haunted One background. Third, choose Leather Armor and a Long Sword
As a Terror you gain the following class features.
- Hit Points
Armor: Light armor, medium armor
Weapons: Simple weapons
Tools: thieves tools
Saving Throws: Constitution, Charisma
Skills: Choose three from acrobatic, athletic, deception, insight, intimidation, stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) -a light crossbow and 20 bolts or (b) any simple meele weapon
- (a) studded leather or (b) scale mail
- (a) burglars pack or (b) dungeoneers pack
- (a) two daggers or (b) a whip
- If you are using starting wealth, you have 4d4*10gp in funds.
|Features||Terror Die||Minor Boons|
|2nd||+2||Wicked Gaze, Boons of Fear||1d4||1|
|4th||+2||Ability Score Improvement||1d4||2|
|8th||+3||Ability Score Improvement||1d6||3|
|9th||+4||Major Boon (1)||1d6||4|
|12th||+4||Ability Score Improvement||1d8||4|
|13th||+5||Major Boon (2)||1d8||5|
|15th||+5||Major Boon (3)||1d8||5|
|16th||+5||Ability Score Improvement||1d8||5|
|17th||+6||Major Boon (4)||1d10||6|
|19th||+6||Ability Score Improvement||1d10||6|
At 1st level, you can replace any of your attacks for an attempt to terrorize a creature that you can see. The target must succeed on a Wisdom saving throw, or take 1d4 + your Charisma modifier psychic damage.
The save DC of this and many other of your Terror class features is calculated as follows: Terror save DC = 8 + your proficiency bonus + your Charisma modifier.
Starting at 1st level, as a bonus action on your turn, you can make an attempt to demoralize one creature you can see within 30 feet of you that can see and hear you. The target must succeed on a Wisdom saving throw against your Terror save DC. On a failure, the target is frightened until the end of your next turn. If it succeeds, the target can’t be frightened by you in this way for 1 hour.
In addition, if you cause damage to a creature frightened by you, you cause additional damage equal to your terror die. If you cause psychic damage, the additional damage equals two terror dice.
At 2nd level, you can lower the resolve of your enemies. Choose one creature able to see you within 30 feet. That creature has disadvantage on any Intelligence, Wisdom and Charisma saving throws against any of your Terror class features for 1 minute.
In addition, you cause additional damage with your attacks or Terrify equal to your Terror die to that creature. You can use this ability a number of times equal to your proficiency bonus, and regain your uses after a long rest.
Boons of Fear
Starting at 2nd level, you gain a deeper control over your ability to generate fear. You gain access to boons of Fear. Some boons require a prerequisite, and you must fulfill that prerequisite to get access to the boon.
- Minor Boons
You gain an amount of minor boons equal to the amount shown on the Minor Boons column on the Terror table. Whenever you gain a level in this class, you can replace one minor boon for another minor boon.
- Major Boons
At 9th, 13th, 15th and 17th levels, you gain a major boons. Whenever you gain a new major boon, you can replace one of your old ones for a new one.
Ability Score Improvement
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 6th level, creatures with immunity to the frightened condition aren't immune to your terror features, having advantage on saving throws made against your features that impose the frightened condition.
In addition, you ignore resistance to psychic damage, and treat immunity as resistance.
At 10th level, any creature frightened by you have its movement speed halved for the duration of the condition.
At 14th level, the creature must succeed the saving throw against your Menacing feature twice before it can't be affected again by it for 1 hour.
When you reach the 20th level, you can cast the antipathy/sympathy spell, but only the antipathy effect, centered on yourself. This version can be cast as an action and without requiring any components, and it lasts for 1 hour.
Once you do so, you can't do it again until you finish a long rest.
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 an Oppressor is likely something resembling a beast, great and clad in claws and teeth, hulking over their opponent.
Starting at 3rd level, you gain proficiency in the Charisma (Intimidation) skill and add twice your proficiency bonus in checks with it. In addition, whenever you make an Intimidation check and roll an 8 or lower, you can choose a 9 instead.
- Additional Boon
Also at 3rd level, you gain one additional boon of fear of your choice. You must have the prerequisites to choose the boon.
- Mark of Fear
At 7th level, when a creature fail a saving throw against your Menacing feature, you can put a mark of fear on that creature, without spending an action. Before the end of your next turn, if you hit that creature with an attack, or if the creature fails a saving throw against your Terrify feature, you cause additional 1d6 psychic damage to it.
You can't have more than one creature marked with a mark of fear at the same time.
- Oppressive Aura
Starting at 11th level, any hostile creature in a 10-foot radius around you have a penalty equal to your Charisma modifier (minimum of -1) to their saving throws against the frightened condition.
The creatures you choose in the area gain a bonus equal to your Charisma modifier on saves against the frightened condition.
The Nightmare is often the last thing you saw as you closed your eyes for the last time, the thing in the dark, the boogey man, the creature that no one ever really knows if they are really there. The Nightmare is the personification of the man hiding in the corner of your eyes.
Starting at 3rd level, you gain a pool of horror points equal to your proficiency bonus. You can use these horror pools to mimic the effects of spells. You start by knowing one such spell: cause fear, which you can cast by spending 1 horror point.
If the target is affected by any spell you cast by spending horror points, it takes damage equal to your Terrify damage. Only one creature takes this damage, and if the spell target multiple creatures, you must choose one to take the damage.
Once you spend a horror point, you can't use it again until you finish a long rest.
- Improved Horror
At 7th level, you increase your control over your horror inducing mind effects. When you spend horror points to cast cause fear, you can do so as a bonus action, and the spell is cast at 2nd level.
In addition, you can spend 1 horror point to cast phantasmal force.
- Crippling Terror
At 11th level, creatures have disadvantage on the first saving throw made against the cause fear spell cast through your horror feature. cause fear is now cast at 3rd level.
In addition, you can spend 1 horror point to cast fear.
- Living Nightmare
At 18th level, you can awaken the nightmares of a creature, by casting mental prison on the target. You can cast this spell once, and you can't do it again until you finish a long rest, unless you spend 6 horror points to do so.
In addition, you can spend 1 horror point to cast phantasmal killer, and when you cast cause fear, the spell is cast at 4th level.
Finally, you can spend 1 horror point to cast dream. When you do so, you can only cause the messenger to appear monstrous and terrifying to the target (as per spell description).
When you choose this archetype at 3rd level, your movement speed increases in 10 feet. This bonus increases to 20 feet at 11th level and 30 feet at 17th level.
In addition, whenever a creature is frightened by you, you can use your bonus action to teleport to an unoccupied space within 5 feet of that creature using your bonus action.
- Strike Terror
Also at 3rd level, when you hit a creature with an attack, you can use your Menacing feature on that creature, without using a bonus action. You can use this feature once, regaining the ability to do so after completing a short or long rest.
- Stalking Haste
At 7th level, you can add your Charisma modifier to your Initiative rolls. In addition, you can teleport with your pursue feature to a place within 5 feet of any hostile creature that haven't taken an action yet.
- Inescapable Pursuer
At 11th level, when a creature fails its saving throw against your Menacing Feature, you can teleport using your Pursue feature as part of the same bonus action.
In addition, whenever a creature frightened by you within 30 feet moves away from you, you can move up to your movement speed towards that creature and make an opportunity attack.
Boons of Fear
- Armor of Antipathy
Your presence make the attacks of your enemies hesitant. While not wearing armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier. In addition, you can add your Charisma, instead of your Dexterity, to your AC while wearing light or medium armor.
- Painful Gaze
Your simple look can make the bodies of your enemies to convulse in terror. As an action, you can force all creatures of choice in a 30-foot cone to make a Wisdom saving throw. On a failed save, each creature takes psychic damage equal to two rolls of your Terror die.
- Frighten Resistant
You have advantage on saving throws against the frightened condition.
- Emotional Manipulation
When you cause a creature to be frightened by your Menacing feature, you can choose to make it charmed instead.
- Sense Fear
You can clearly detect the exact position of any creature frightened by you in a 100 foot radius. That creature can't benefit of being unseen, hidden, invisible or from any other form of concealment while it remains frightened by you.
- Bad Daydream
You can cast phantasmal force once, regaining the ability to do so after finishing a long rest.
You can add your Strength modifier to your (Charisma) Intimidation checks. You can also use your Strength, instead of your Charisma, to calculate your Terror save DC.
You can cast cause fear once, regaining the ability to do so after completing a short or a long rest.
The first time you interact with a hostile creature, that creature must make a Intelligence (History) check against a DC equal 25 minus your Charisma modifier + your proficiency bonus. On a success, you have advantage on Charisma (Intimidation) checks and that creature has disadvantage on saving throws against your Terror save DC.
This effect lasts until that creature or one of its allies cause damage to you or cause you to fail a saving throw.
- Fear Hunter
Whenever you use your Wicked Gaze on a creature, you can now its location for the next hour, as long as that creature is within 1 mile of your position.
- Paralyzing Fear
Whenever your cause psychic damage to a creature affected by your Wicked Gaze, that creature movement speed is reduced to 0.
You have advantage on your Wisdom saving throws.
- Dark Stalker
You can see trough normal and magical darkness up to a range of 120 feet.
You can add your Charisma modifier to your Dexterity (Stealth) and Dexterity (Acrobatics) checks.
- Crawling Terror
prerequisite: Stalker, 9th level
You gain a climbing speed equal to your movement speed, and can stand on walls and ceilings as if it was ground.
- Overwhelming Fear
prerequisite: Oppressor 13th level
Once in each of your turns, when a creature fail a saving throw against your Menacing feature, you can make an attack against that creature as part of the same bonus action.
prerequisite: 9th level
You can use your bonus action to force one creature that is frightened by you of your choice within 30 feet to use its reaction to move up to twice its movement speed away from you. That creature will move using the safest path possible.
Once you use this feature, you can't use it again until you finish a short or a long rest.
- Terror Stride
prerequisite: 9th level
Whenever you start your turn within 30 feet of a frightened creature, you can move towards its direction, without spending additional movement to do so.
- Slithering Shadow
prerequisite: Stalker, 9th level
When you are in an area of dim light or darkness, you can teleport to a place of dim light of darkness in a range equal to your movement speed. Doing so costs an amount of movement speed equal to the range traveled.
- Undying Terror
prerequisite: Oppressor, 13th level
When you start your turn under half your maximum hit points, you regain 1 hit point. You must have at least 1 hit point to benefit from this.
In addition, whenever you are stabilized, you gain 1 hit point.
- Look of Terror
prerequisite: Nightmare, 15th level
You can cast eyebite once, without spending spell slots. When you cast eyebite using this feature, you can only use the Panicked option. You can't do it again until you finish a long rest.
Proficiencies. When you multiclass into the Terror class, you gain the following proficiencies: Light armor, medium armor, simple weapons.