Base Class: Wizard
Fear can be a powerful ally. Wizards who focus their magic on igniting fear in their enemies are known as Horrors.
Horror Savant
Beginning when you select this school at 2nd level, you are especially able to read into people's fears. You can add your Intelligence modifier to the Insight and Intimidation skills.
Extract Terror
At 2nd level, you can magically force a creature to experience their true fears. As a bonus action, you target one creature you can see within 60 feet of you. The target must make a Wisdom saving throw against your spell save DC. On a successful save, you discern that this magic failed. On a failed save, the target is frightened by you until the end of your next turn, and you mentally learn one of the frightened target’s fears.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Nightmare Reader
Starting at 6th level, you add the fear to your spell book if you don't have it already. When you cast this spell, you have some added effects to it:
- The spell has a range of 60 ft and a radius of 20 ft.
- When you or an ally does damage to a creature affected by this spell, it takes an extra 1d6 psychic damage.
- Creatures frightened by this spell have disadvantage on saving throws to maintain concentration.
In addition to this, creatures cannot gain advantage on saving throws against your magic to be frightened unless they are immune to the frightened condition. In that instance, immunity is treated as advantage.
Frightening Secrets
At 10th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.
As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make an Intelligence saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.
If the target fails its saving throw, it is frightened of you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret.
You gain knowledge of one of the targets worst secrets (via DM discretion). While frightened in this way, the creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.
When the effect ends, the creature has no understanding of why it held you in such fear.
Once you use this feature, you can’t use it again until you finish a long rest.
Master of Fear
At 14th level, your mastery over fear grows stronger. You gain the following benefits:
- You no longer need to concentrate on the fear spell.
- You gain immunity to the frightened.
- As a bonus action, you can incite a frightened target's fear. They must make a Charisma saving throw or be stunned until the end your next turn. You can do this a number of times equal to your Intelligence modifier.
- When you reduce a creature to 0 hit points, each creature of your choice within a 10 ft. radius of it must make a wisdom saving throw or be frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Previous Versions
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9/6/2022 8:26:13 PM
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