Rogue
Base Class: Rogue

 

Dread Dice

You gain a set of Dread Dice, which are d6’s, equal to double your proficiency bonus. You regain all Dread dice when you finish a short or long rest. The die increases to d8 at 9 level, d10 at 13 level and d12 at 17 level.

 

Level 3: Terrifying Reflexes

 

Your fear-inducing prowess extends to your quick reactions. When you roll for initiative, you can expend one Dread Dice and add the result to your initiative score.

Level 3: Terrifying Presence

You gain the ability to manipulate fear in yourself and those around you. Your connection to the dark energy infuses your weapon strikes with dark power. Whenever you hit a creature with a weapon attack, you can choose to expend one or more Dark Dice and add the roll to the damage dealt. If 2 or more dark dice where used the creature that was attacked must make a constitution saving throw (DC of 8 + your proficiency bonus + your Dexterity modifier) or be frightened of you until the end of its next turn.

Level 9: Nightmarish Strikes

 You can use a bonus action to expend one or more Dread Dice to make an attack against a creature within 5 feet. Roll the expended dice and add the total to the damage of the attack. Additionally, the target must make a Wisdom saving throw (DC 8 + your Dexterity modifier + your proficiency bonus) or be frightened until the end of its next turn.

Level 13: Evasive Dread

As a reaction when you are hit by an attack you can expend one Dread Dice and add the result to your AC. Additionally the attacking creature must make a Wisdom saving throw (DC 8 + your Dexterity modifier + your proficiency bonus) or be frightened until the end of its next turn.

Level 13: Dreadful Pursuit

Your mastery over fear allows you to relentlessly pursue your prey. When you hit a frightened creature with a melee attack, you can expend one dread die and deal extra damage equal to the result. Additionally, the target’s speed is reduced to 0 until the start of your next turn.

Level 17: Dread step

As a bonus action, you can teleport up to 60 feet to an unoccupied space that you can see. When you use this feature, you leave behind an illusory double in your original location that appears terrifying and imposing. Creatures within a 20-foot radius of the illusion must make a Wisdom saving throw (DC 8 + your Dexterity modifier + your proficiency bonus) or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the frightened condition on a success. Additionally, after you teleport, you can expend a dread dice to make a bonus attack against a nearby enemy within 5 feet of your new location. Roll one of your dread dice and add the damage to the total. This attack benefits from advantage, as the sudden and unsettling appearance of your illusory double momentarily distracts your foe.

Fear Blade Image