Base Class: Fighter
Terror knight
Terror knight Saves
If a feature requires a saving throw, your Terror knight save DC equals 8 + your proficiency bonus + your strength modifier.
Pupil of fear
When you choose this archetype at 3rd level, You gain proficiency and expertise in intimidation as well as the cantrip Thaumaturgy
Fear bomb
Starting at 3rd level, as a action you learn to channel and manifest fear into your hands makeing fear bombs you can throw as part of the same action
you can throw a bomb at a point up to 60 feet away and explodes on impact in a 10-feet-radius. When the bomb explodes each enemy creature in a 10-foot-radius sphere centered on that point must make wisdom throw or be frightened for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. You are free to take any additional attacks you would normally be able to make on your turn, such as from an Extra Attack class feature, a bonus action attack when you thow the fear bomb
You can use this feature equel to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Fearmonger
Starting at 7th level, you learn Murderous Movement, Brutal slash and become immune to fear
Murderous Movement: when you are within 5 feet of a creatures frightened of you, you are able to move around them without spending any movement and you don't provoke opportunity attacks from creatures that are frightened of you.
Brutal slash: when you kill a creature or make a critical hit you make a Brutal slash all enemies within 15 ft. feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Death scream
Starting at 10th level, you can 2 times per long rest when you roll for initiative you can use Death Scream a powerfull deafening scream that strike fear into all your enemies and make them hesitant to take action. All opponents with in 30feet must make a wisdom save before combat if they fail, they lose something in their initiative equal to your proficiency bonus. You can't Death scream if you are surprised and you regain all expended uses of it when you finish a long rest
Stalker on the weak mind
Starting at 15th level, your fear now stalks on the weak mind of your enemies. If an enemy starts it turn frightened of you the enemy takes 3d6 psychic damage
Reaper of fear
Starting at 18th level, all enemies afflected by your Death scream also now becomes frightened for 1 minute . The frightened creature can make a wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.
in addition If a creature is frightened of you, its speed is reduced to 0 on their first round frightened and As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 10 feet of the target frightened by you. To teleport in this way you dont need to see the target to teleport to them
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