Sorcerer
Base Class: Sorcerer

Whether by intention or accident, your soul has been fused with a fragment of a god such as Vara, Bane or H’ rar. You are now a creature of fear, it satiates you and encompasses your thoughts.

 

Embracing Fear

1st-level Crane Scarecrow feature

Starting at 1st level, you have immunity to the frightened condition due to copious self experimentation with your own magic.

When you reach 3rd level in this class, you have learned how to control and stop another creature from being frightened. You have the ability to end the frightened condition on any target within 5ft by spending 2 sorcery points or expending a spell slot.

You may use intelligence instead of charisma for your spell casting and any other class based features that require charisma.

Agent of Terror


1st-level Crane Scarecrow feature

You learn additional spells when you reach certain levels in this class, as shown on the Scarecrow Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an Illusion or Necromancy spell from the sorcerer, warlock, or wizard spell list.

Scarecrow Spells
Sorcerer Level Spells
1st cause fear, silent image
3rd blindness/deafness, phantasmal force
5th fear, major image
7th

hallucinatory terrain, phantasmal killer

9th

enervation, seeming

Murderous Crows

At 6th level, you gain the ability to call forth screeching creatures of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon 2 swarms of murderous shadow crows to both target a single creature or a different creature each that you can see within 120 feet of you. The crows use the swarm of ravens statistics, with the following changes:

  • The crows count as fey, not beasts.
  • They appear with a number of temporary hit points equal to half your sorcerer level.
  • They can move through other creatures and objects as if they were difficult terrain. The crows take 5 force damage if they end their turn inside an object.
  • At the start of their turn, the crows automatically know their target’s location. If the target was hidden, it is no longer hidden from the crows.

The crows appear in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the 2 swarm of crows. They share this single initiative roll. On their turn, they can move only towards their target by the most direct route, and can use their action only to attack this target. The crows can make opportunity attacks, but only against their target. Additionally, while the crows are within 5 feet of their target, the target has disadvantage on saving throws against any spell you cast. The crows disappear if reduced to 0 hit points, if their target is reduced to 0 hit points, or after 5 minutes.

Violent dance

At 14th level, you learn a type of martial arts, making you a magical and physical being of dread dismay. You gain proficiency in sickles and scythes, as well as expertise (double proficiency) in intimidation.

You may use Violent Dance as an action once per turn to attack enemies twice with a melee attack if holding a sickle or scythe. You may use your intelligence modifier for these two attacks when using Violent Dance.

Phobia

Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a form of pure distress. In this form, you have resistance to all damage except radiant damage. You emit a fear gas in a 20 ft cube around yourself. Targets of your choice caught within this area must succeed on a wisdom saving throw or drop what they are holding and become frightened. Targets that become frightened remain so until exiting the area of your fear gas. They may then make a new wisdom saving throw at the beginning of each turn to end the condition or until 1 minute has passed after leaving your fear gas.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

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