Warlock
Base Class: Warlock

Upon your patrons instructions you need to take revenge and be fearful. If you choose to be good, you can hunt down evil doers for innocents. If you choose to be evil, you can simply kill someone for "looking you in a weird way" and exact your revenge on them. 

Expanded Spell List

The Fearmonger 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.

Fearmonger Expanded Spells
Spell Level Spells

1st

dissonant whispers, command

2nd

invisibility, silence

3rd

fear, major image

4th

divination, phantasmal killer

5th

dream, rary's telepathic bond

Fearless Heart

Starting at 1st level, your patron grans you immunity against being frightened. 

Sweet Revenge

Starting at 6th level, when you kill an enemy that damaged you in the last 10 rounds, you gain 5 hp. If the killed enemy damaged you in the last 5 rounds gained hp increases to 7. If you kill an enemy right after it damages your, gained hp increases to 10. If gained hp exceeds you maximum hp, the surplus hp becomes temp hp.

For this effect to be used, an enemy needs to damage you at least 10 in one attack.

Might of The Executioner

At 10th level, you learn how to instill fear through execution.  If your attack manages to kill an enemy with a remaining hp of at least 10 out of at least 30 maximum hp, every other enemy in the 5 feet radius of the executed enemy needs to make a CHA saving throw against your Intimidation roll. If your roll is higher, targets get the frightened effect for 2 of their rounds and must try to get away from you by any means necessary. While running away, they will disregard safety and can go into hazardous places. The effect ends if the targets are attacked. Nothing happens if you fail your roll. 

Living Fear

At 14th level, you become the lord of fear. You emit a black aura. Every time you kill an enemy, you get to spread fear as a reaction once per long rest. When you use this ability, every other enemy that sees you, need to make CHA saving throw while you make an intimidation roll. If a CHA saving throw is lower than your intimidation roll + 2 , target is frightened. After being frightened targets must make a WIS saving throw.  Results of this saving throw are as follows.

10-20+: Targets run away from you. Can go into hazardous places. Effects last for 3 rounds or until attacked.

5-10: Targets are shocked so much that, they can't even move away from you. Their speed becomes 0 and can't make any action, bonus action, reaction or opportunity attack. Lasts for 4 rounds or until attacked.

2-5: Targets fall to the ground and trembles in fetal position in fear.  For  the duration they are proned and any attack against them have advantage. Lasts for 4 rounds and attacking won't end the effect

Nat 1 (Critical Failure): Traumatized and frightened by you, targets commit suicide.

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