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Terror

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

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. Charisma should be your highest ability score, followed by Constitution or Dexterity/Strength, depending on which aspect you wish to choose.

Class Features

As a Terror you gain the following class features.

Hit Points

Hit Dice: 1d10 per Terror level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Terror level after 1st

Proficiencies

Armor: Light armor, Shields
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose 3 from Acrobatics, Athletics, Insight, 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 Carnage Pool, Fighting Style
2nd +2 Feeding on Fear
3rd +2 Aspects of Fear, Aspects of Fear feature 1d6
4th +2 Ability Score Improvement 1d6
5th +3 Aspects of Fear feature 2d6
6th +3 Aspects of Fear feature 2d6
7th +3 Imperial Vision 2d6
8th +3 Ability Score Improvement 3d6
9th +4 3d6
10th +4 Ability Score Improvement 3d6
11th +4 Aspects of Fear feature 4d6
12th +4 Ability Score Improvement 4d6
13th +5 Frightening Strike 4d6
14th +5 5d6
15th +5 Reliable Talent 5d6
16th +5 Ability Score Improvement 5d6
17th +6 Aspects of Fear feature 6d6
18th +6 6d6
19th +6 Ability Score Improvement 6d6
20th +6 Rooted in their Souls 7d6

Terror Save

Whenever the text refers to a Terror DC, the DC equals 8 + proficiency + charisma modifier

Carnage Pool

You have a pool of carnage points (CP) that represent the fear that is directed towards you. You can hold a number of CP up to the number of levels you have in this class. You gain CP whenever you hit an other creature(action), frighten (condition) or intimidate (check) a creature.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

- Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

- Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

- Defense. While you are wearing armor, you gain a +1 bonus to AC.

- Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

- Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

- Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

- Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

- Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

- Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

- Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

- Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.

- Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Feeding on Fear

At 2nd level, you get the ability to spend your CP to regenerate yourself in the midst of battle after you successfully hit an enemy. After every CP spent, you regain 3 hit points.

Aspects of Fear

At 3rd level, you chose an Aspect of Fear that you represent. Choose between The Bloodshed or The Shadow. Your choice grants you features at later Levels.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 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.

Imperial Vision

Starting at 7th level, you can see through regular and magical darkness up to a range of 120 feet.

Frightening Strike

Starting at 13th level, you are at your deadliest when your enemies fear you. You have advantage on attack rolls against any creature that that is frightened by you. In addition, any Sneak Attack you score against a creature is a critical hit.

Reliable Talent

By 15th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Rooted in their Souls

Upon reaching the 20th level, youre powers reach their climax. Youre presence is the shared nightmare that lingers in the shadows of everyones mind. As an action, you focus on a sleeping creature within 10ft that you can see. The creature must pass a wisdom save against your Terror DC. On a success they wake up and are hostile towards you if they can see you. If they fail, you implant a seed into their soul, taking shape in their nightmares. The creature is not aware of the change. The seed can only be removed by a remove curse or a wish spell. You can have up to six such seeds. You can destroy any one of your seeds at any time. If you die, you can remain in the nightmare of all creatures affected by your seeds. You can, as an action, choose to draw an image (not the real body) of any one or multible affected creatures into your domain. The domains appearance and structure is up to your decision. They will appear equipped as they are, while you will appear in the state you have died in, albeit with fully restored hitpoints. If any creature dies in this nightmare, they immediatly die in the real world and you take over controll of their body. You can disband the domain as an action, any creature however, that has been summoned, may attempt another wisdom save against your Terror DC, destroying your seed on a success.

The Bloodshed

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.

Choosing the Aspect you gain medium armor and heavy armor proficiency

Ominous Presence

Starting at 3rd level, you can let the base of your power seep through to amplify your presence and gain advantage on Intimidation checks.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 9th level in this class and to four when you reach 18th level in this class.

Fear Given Form, Form of the Beast

Starting at 6th level, your powers finally start affecting your body. As a bonus action, you can expend 3 CP to take on a frightening form that would normally only appear in nightmares, called Shadow Form. Your weapons and armor melt into this new form, so you can no longer be disarmed. Due to your horrid shape, only creaturs with truesight will be able to recognise you. In this form, you add half your proficiency bonus rounded up, to your armor class. From 10th level, you also add your charisma modifier to your attack rolls and from 14th level you also add your charisma modifier to all your saves while in this form. 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 also costs CP which are subtracted at the end of your turn, starting with 0 CP and increasing by 1 every turn. If you do not have enough CP, your form ends. Reaching 8th level, the cost of this form increases to 5 CP, and the upkeep to 2 CP, increasing by 2 every turn. Upon reaching 16th level the cost increases to 7 CP and the upkeep to 4, increasig by 4 every turn.

Focus of Attention

With you right on them, pressing the attack, they can't focus on anything else.

Starting at 11th level, you can use an action to expend 2 CP and have all creatures you choose within 15ft of you to have disadvantage when trying to attack creatures other than you.

True Form

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 and stay in it as long as you chooste to turn back or fall unconcious.

The Shadow

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 Shadow is often slender, but with great reach, the thing that watches you from within the darkness.

Choosing this Aspect you gain proficiency with Thieves' tools, and learn to understand Thieves' Cant.

Sneak Attack

Beginning at 3rd level, you know how to strike subtly and exploit a foe’s distraction. 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.

Fleeting Presence

Starting at 5nd level, you can let the base of your power seep out to diminish your presence and gain advantage on Stealth checks. After you reach 9th level, when you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. Reaching 18th level, after teleporting you have advantage on all your attacks until the end of your next turn.

Fear given Form, Form of the Shadow

Starting at 6th level, your powers finally start affecting your body. As a bonus action, you can expend 3 CP to take on a frightening form that would normally only appear in nightmares, called Terror Form. Your weapons and armor melt into this new form, so you can no longer be disarmed. Due to your horrid shape, only creaturs with truesight will be able to recognise you. In this form, you add your charisma modifier to your weapon damage on your first hit in the turn. From 10th level, you also add your charisma modifier to your attack rolls and from 14th level on you also add your charisma modifier to all your saves while in this form. 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 also costs CP which are subtracted at the end of your turn, starting with 0 CP and increasing by 1 every turn. If you do not have enough CP, your form ends.

Hide and Seek

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

At 11th level, you can cast nondetection without components, targeting only yourself at will.

True Form

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 and stay in it as long as you chooste to turn back or fall unconcious.


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