Cleric
Base Class: Cleric

The terror domain uses a creatures fear to it's own weakness - deities of the terror domain revel in fear and destruction. Gods of the terror domain are deities of dread and terror, and include Loviatar, Shar, Erythnul, Incabulos, Ralishaz, Vecna, and Takhisis.

Incite Fear

Starting when you choose this domain at 1st level, a number of times after a Long or Short rest equal to your Wisdom modifier, you may use a bonus action to cause one creature within 60 feet of you to make a Constitution save against your spell save DC, being frightened of you on a fail, the creature remains frightened until succeeding the save, which it can make at the start of each of its turns.

All expended uses are regained upon taking a Long or Short rest.

Terror Domain Spells

Cleric Level Spells

1st

command, silent image 

3rd

alter self, silence 

5th

fear, major image

7th

giant insect, phantasmal killer

9th

dream, seeming

Bonus Proficiencies

You have proficiency in martial weapons and your choice of the following skills; Deception, Insight, Performance, Intimidation. 

Channel Divinity: Aura of Terror

Starting at 2nd level, you can use your channel divinity to terrorize creatures within 60 feet of

As an action, you present your holy symbol and invoke the terror of your god, for five rounds, all creatures that start their turn within 60 feet of you must make a Wisdom save against your spell save DC. On a failed save the creature is frightened of you until leaving the radius, creatures already frightened that start or end their turn within 60 feet of you during this instead take 2d8 psychic damage.

The damage of this feature increases by 1d8 at 5th(3d8), 11th(4d8), and 17th(5d8) level each.

Icon of Horror

Also at 6th level, you god enhances your ability to frighten, while decreasing the potency of fear against you. You are immune to being frightened, and when you cast a spell or use a feature that frightens creatures, you may choose one additional target. 

Channel Divinity: Avatar of Fear

Starting at 6th level, you can use your channel divinity to project an avatar of terror. 

Within an unoccupied space within 60 feet of you, you summon an avatar of fear. This avatar is your choice of a fiend, undead, or construct, has hit points equal to your Wisdom modifier + your cleric level, and appears as you choose. 

The avatar takes initiative order directly after you, and may take any basic action on its turn. To take non basic actions takes you to use your bonus action to telepathically command it to do so. The avatar follows your commands only, and attacks only creatures you designate.

Avatar of Fear
Medium Undead, Fiend, or Construct (your choice)
Armor Class 15 (Natural Armor)
Hit Points Wisdom modifier + your cleric level
Speed 30 ft.
STR
14 (+2)
DEX
13 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
19 (+4)
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Damage Immunities Necrotic
Condition Immunities Blinded, Charmed, Exhaustion, Frightened
Senses Blindsight 100ft, Darkvision 120ft, Passive Perception 14
Languages All languages you know and Telepathy 60ft.

Dread Master. For each Frightened creature within 60 feet of the avatar, all saving throw DC's the avatar causes increases by 2.

Spellcasting. The avatar of fear is a 5-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15). The avatar of fear has following spells it may cast innately, requiring no material components: 

Cantrips (at will): chill touch, dancing lights, infestation,, minor illusion, thaumaturgy 

1st level (4/day): bane, cause fear

2nd level (3/day): alter self, barkskin, blindness/deafness

3rd level (2/day): blink, counter spell, fear, gaseous form

Actions

Frightful Stare. The avatar glares menacingly at a creature within 60 feet of it, the target must make a Constitution saving throw, on a fail the target is Frightened of the avatar for 3 rounds.

Bite/Claws. Melee Weapon Attack: +6 to hit, reach 5 to 10 ft., one target. Hit: 18 (2d8 + 2) slashing damage. 

Fear Needle. RangedWeapon Attack: +3 to hit, range 50/60 ft., one target. Hit: 27 (2d12 + 3) piercing damage and the creature must make a Constitution saving throw, on a failed save the creature is Frightened or Paralyzed (your choice) of the avatar for two rounds.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Horror Savant

Starting at 17th level, you are the purest embodiment of fear. Creatures have disadvantage on saving throws while within 60 feet of you, and any number of creatures within 60 feet of you are immune to being frightened, charmed, or deafened.

Previous Versions

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