Base Class: Rogue
Nightmare subclass for DnD 5E Rogue Class
Horror Tactics
At 3rd level, you begin to learn and understand how to implement fears and nightmares of your enemies against themselves, to deal most damage imaginable. You learn Horror Tactics, that are fuelled by special tokens known as horror tokens.
Horror Tactics. You master techniques known as Horror Tactics. These tactics, enchance your abilities and make you stronger in some way. You can use only one tactic per turn. You learn additional tactics at 9th, 13th and 17th level.
Horror Tokens. You have collected 3 Horror Tokens. Token is expended after using it on your turn. At 3rd level, you have 3 Horror Tokens, with additional 1 tokens recieved at 9th, 13th and 17th level. You regain 1 Horror Token after putting creature at 0 hp, and you regain all Horror Tokens after long rest.
Saving Throws. Some of your tactics, require your target you make a saving throw to resist the effects of the horrific tactics used against them. DC for these saving throws is : DC = 8 + your proficiency modifier + your Dexterity modifier.
Hallow Simulacrum
Hallow Simulacrum (Costs 3 Horror Tokens). As a reaction, when you are reduced to 0 hit points, you can expend 3 Horror Tokens 1 to bring yourself back to life with 1 hp. Aftet this, all hostile creatures must succeed on Wisdom saving throw against your DC. If failed, all creatures with 30 ft radius become frightened for 1 minute.
Nightmare's Mantle
Nightmare's Mantle (Costs 1 Token). As an bonus action, you can place a magical curse known as Nightmare's Mantle upon a creature that you can see within 60 feet of you. Creature is unaware of this curse, unless it can sense it's magical effect. You can have 2 active mantles at the same time.
When you make an attack on target affected by Nightmare's Mantle, that attack has advantage. If attack hits, target takes additional 1d6 psychic damage from the affect of this Horror Tactic.
This feature lasts until you either use it for the third time, and your target loses this effect, and after long rest.
Omens of Creeping Terror
Omens of Creeping Terror (Costs 1 Token). As a bonus action, you can expend one of the Horror Tokens to make a Charisma(Intimidation) and Charisma(Persuasion) checks with advantage for 10 minutes. While this effect is active, with no additional action, you can within 30 ft area of you, cause eerie omens such as flickering lights, doors and windows being quickly shut and ghastly whispers appear.
Psychic Torment
Your ability to penetrate one's mind to sow fear in your enemies is awakened.
Psychic Torment. You can form a telepathic connection between your prey and you. As a bonus action, choose one creature within 30 feet of you. Target has to make a Wisdom saving throw equal to your Horror Tactics DC. If failed, your targets mind is penetrated, and it's thoughts are known to you. You also are able to sow thoughts of fear, fright and terror into your enemy. Enemy must make another Wisdom saving throw to make your enemy Frightened.
While this effect is active, you can communicate with your target telepathically as long as you are within a number of miles of one another, equal to the amount of Horror Tokens you have at the moment.
Sundering Incision
Sundering Incision(Costs 1 Horror Token). While hidden, you are able to land a precise blow to your target out of thin air, announcing the presence of their worst nightmares to come. Expending 1 Horror Token, roll for a weapon attack. If attack lands, target instantly takes weapon damage, plus Sneak Attack damage which is turned into psychic damage.
After this tactic, creature must make a Wisdom saving throw equal to your Horror Tactics DC. If failed, creature is frightened for 1 minute. At the end of it's turn, creature can repeat the saving throw only if it can see you.
Tethered Vitality
You've learned to manifest vitality from your foes to cause them more damage.
Tethered Vitality. As a bonus action, you are able to place a tether onto a creature you can see within 60 ft. This creature has to make a Constitution saving throw equal to your Horror Tactics DC. If failed, target and you begin to share same vitality between both of you. Any damage done to you, will also happen to tethered creature and vice versa. This feature can be used only once per long rest.
Umbral Embrace
Starting at 3rd level, you learn how to fully exploit the shadows and all manner of dark crooks and nooks to your best ability to conceal your movements.
While in dim light or darkness, you have advantage on Dexterity(Stealth) checks.
Duality of Calamity
At 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Depart into Shadows
At 13th level, you gain the ability to vanish into shadows, and depart from one shadow to another. As an bonus action, while you are in dim light or darkness, you can teleport up to 30 feet to an unoccupied space that you can see is surounded by dim light or darkness. You also take Hide action before or after you dissappear from thin air.
Chained Discharge
At 17th level, you master the ability to cause fear into your prey and unleash lethal dose of pain to your enemies. You unlock Chained Discharge ability.
Chained Discharge. At 17th level, once per the combat turn, when you take Attack action with a melee weapon, you can make an offhand second strike to another target which is within 10 ft of initial target and is within your reach. If your first attack was Sneak Attack, you are able to split the Sneak Attack damage between your targets, equaling in 5d6 Sneak Attack damage to both targets.
Previous Versions
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