Base Class: Warlock
There are those who seek to harness the cursed power of fear, to control those around them with it. Those who do seeks to make a pact with The Grim, a sentient manifestation of fear. Your Pact with the Grim has allows you to incite and even manifest fear into the world around you. You have much to gain from your patron, but only as long as you cultivate the fear it needs to survive. If you fail your sacred task the consequences are... deadly. Warlocks who make a pact with the horrors of the dark gain a deep understanding on how the sentient mind attempts to rationalize fear and find that fear is the most powerful weapon against their enemies.
Expanded Spell List
The Horror lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Fiend Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
|
|
2nd |
|
|
3rd |
|
|
4th |
|
|
5th |
|
Wretched Stare
Pure terror fills your gaze. You gain proficiency in Intimidation when trying to scare another creature if you don't already have it. You also gain the cantrip thaumaturgy to assist you in bringing fears to others.
Fear Eater
You may feed off of the fears of others to strengthen yourself. Starting at first level, whenever you frighten* a creature you gain temporary hit points equal to 1d10 + your character level.
*to frighten a creature means you have inflicted the frightened condition on them OR to succeed on an Intimidation check against them
Nightmare Scrying
At 6th level your mastery of fear allows you to know exactly what to invoke to scare your enemy. When casting a fear spell*, you may add 1d10 + your character level in this class to the attack roll or to your spell save DC (if added to the DC this lasts only until the spell succeeds/fails). You may use this ability once per long or short rest.
*A fear spell is one that inflicts the frightened condition
Grim Resilience
Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. Additionally, you have advantage on saving throws against Intimidation checks.
Rites of Fear
Your patron demands a Rite of Fear to appease its eternal hunger for the fears of the Physical Plane. Preform one Rite from the below list every fortnight (13 days) and continue to gain the benefits from your Patron. Fail to do so and the consequences are dreadful. To appease your Patron, choose one of the Fear Rites below and preform it (you may also roll a d7 for random chance if you so choose) The Rite must be intentionally preformed as the Rite.
If you Preform a Rite after your thirteen days and take a penalty. The moment you perform a rite the pain is eased. It takes a short rest to remove the effects completely.
|
Fear Rites |
Sacrifice |
Roll |
|
|
|
Rite of Pain |
Take at least 7 damage of any type of your choice. |
1 |
|
|
|
Rite of Betrayal |
Cast Cause Fear on a creature who you know |
2 |
|
|
|
Rite of Watching |
Use the Wretched Stare ability to insight fear in a creature |
3 |
|
|
|
Rite of Corruption |
Deal Necrotic damage to a creature |
4 |
|
|
|
Rite of The Lost |
Use any spellwork necessary to lead a creature astray in a forest or other hostile environment |
5 |
|
|
|
Rite of the Blinded |
Blind a creature with the Blindness/Deafness spell or Darkness spell, use an intimidation check to frighten them |
6 |
|
|
|
|
|
|
|
|
|
|
|
|
|
If you fail to perform a Rite, you patron's wrath pours down upon you. Refer to the penalty table below for the specific consequences of your disobedience.
|
Penalties |
|
Effect |
|
|
|
Week One: |
The first week of your disobedience is punished. your patron plagues you with nightmares. Your lack of sleep becomes a detriment to your activities. |
1 level Exhaustion (is not removed with a short rest, only with preforming a Rite) |
|
|
|
Week Two: |
Your Patron plagues you with horrible headaches. Each morning they rack you with pain. |
You take 1d6+Your Character Level of damage each morning. This continues as the weeks progress.
|
|
|
|
Week Three: |
On the Third week of your disobedience your patron weakens your spellwork. |
Ranged spells have -2 to hit, and enemies who must make a saving throw from one of your spells has +2 |
|
|
|
Week Four: |
Your Patron grows weary of your mortal games, your patron revokes your spell craft and leaves you severely weakened. |
Another 1d6 is added to your morning damage. Additionally, you cannot cast any spell that is not a Cantrip. |
|
|
|
Week Five: |
Your Patron has had enough. Your Maximum health is immediately dropped to 3 HP and all spell work or abilities you gain from this subclass are temporarily withheld. |
Max Health is now at 9+ Your character level hp and spellwork/abilities are withheld. |
|
|
Horror Manifestation
Once every long rest you gain the ability to manifest an embodiment of fear into the world. Each manifestation has a unique ability in the way it warps the world. You may choose on of the following manifestations to slightly alter reality to better feed your patron. You may not use any of these abilities if you have not preformed your Fear Rite.
Manifest the Alone: Have a creature make a dexterity check against your spell save, if they fail you transport them to an unoccupied space up to 30' away and tale 2d10 pyschic damage. On a successful save they only take half damage and are not moved.
Manifest the Dark: Cast darkness, any creature who starts their turn in the magical darkness takes 3d10 psychic damage
Manifest the Buried: Each creature within 25ft of you must make a strength save against your spell save. If they fail, they take 5d10 bludgeoning damage and are prone for a turn. On a success they take half as much damage.
Manifest the Strange: You become unrecognizable for 1 hour, you unnerve those around you and have disadvantage when charming or persuading them, but advantage when attempting to intimidate them
Manifest the Destroyed: Break an object no larger than 5ft by 5ft that is no longer than 15ft away. If you attempt to break a person's bones, they make a strength save against your spell save. On a failure they take 3d10 bludgeoning damage and have a reduced movement speed of -10ft until they regain hitpoints.
Manifest the Rotten: Target creature within 15ft is instantly swarmed by maggots, mites, ticks and other parasitic creatures. They must make a constitution save or take 3d10 poison damage and must use their reaction to move15ft away from you if possible. They do not tread on obviously deadly terrain. On a successful save they take half as much damage and do not move.
Manifest the End: Target creature within 10ft instantly feels the weight of their own mortality. They take 10d10 in damage. If they die from the damage, you regain a used spell slot. This manifestation can only be used if you failed to perform a rite for five weeks, then preformed one.
Comments