Wizard
Base Class: Wizard

The practice and research into fear is one few pursue, and fewer less see to completion. Throughout your education in this practice you learn to bend fear to your will and instill it in others. Should you attain mastery, you may even see yourself become immune to the effects of fear while ensuring no others experience such luxury. Through the sheer might of your mind are you able to dominate those that you wish to lay waste upon and only with your mercy are they allowed to pursue a fearless life at all.

Student of Fear

Beginning when you select this school at 2nd level, you may add your intelligence modifier to INTIMIDATION rolls and gain proficiency with INTIMIDATION.

Arcane Fright

Starting at 2nd level, you have learned to protect yourself by inducing fear in an attacker. When attacked, you may use your reaction to show a display of power, scaring the attacker and granting yourself resistance to all attacks from the attacker until the end of their next turn. You also force the attacker to use their reaction to move 5 feet away from you. Once this effect ends on a creature, you can't use this feature on that creature again until you finish a long rest.

You may use this ability a number of times per day equal to twice your proficiency bonus. All expended uses are regained on a long rest.

Doom-laden

Starting at 6th level, you have learned to embody fear itself. Once per long rest, you may use an action to fully embrace fear, enshrouding yourself with it. While enshrouded you gain the following effects:

  • Creatures are less likely to approach you. As such, you gain disadvantage on PERSUASION checks, but advantage on INTIMIDATION checks.
  • You gain temporary HP equal to 2 times your caster level.
  • Any time an enemy is affected by a spell you cast of at least level 1, they must make an INT saving throw against your spellcasting save or be FRIGHTENED of you. This effect persists as long as the effects of the initial spell. At the beginning of each turn the affected enemy may attempt the save again. You may only affect up to 1+INT modifier creatures at a given time.

This effect lasts for 1 hour and may be cancelled early if so desired. The number of uses you get with this ability increases by 1 and the temporary HP gained per caster level increases by 1 at levels 10 and 14.

Embodiment of Fear

Beginning at 10th level, when casting a spell, you may choose to add the FRIGHTENED condition as an effect to the spell at the cost of using an additional spell slot of level 1 or higher. When used this way the FRIGHTENED condition lasts for (1*Spell Slot Level expended for cost) minute(s). Target(s) may choose to attempt a DC (16 + 2*Spell Slot Level expended for cost) INT save at the end of each of their turns.

Master of Terror

Starting at 14th level, you have mastered the study of fear. You gain the following passive effects:

  • You are immune to the FRIGHTENED condition.
  • Any enemy creature under the effects of your spells of first level or higher must subtract 2d6 from all saving throws while under the effects of that spell. This lasts for at least one turn of combat. You may only affect a number of creatures up to 1+INT modifier at any given time with this effect. 
  • Your spells and attacks ignore immunity to the FRIGHTENED condition.
  • Any enemy that attempts to attack you must first succeed a DC 18 INT save. On a success they take 2d6 psychic damage and are immune to this effect until the end of their next turn. On a failure they take 3d6 psychic damage and suffer disadvantage on the attack. On a failure, the damage also ignores resistance and immunity.

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