God Of Terror Image

Divine Vessel:
Your ascension to Godhood has made drastic changes to your mortal body. You no longer need to eat, breathe, sleep, or drink to survive in the physical realm, and magic can't put you to sleep. Once per 24 hours, you may choose to gain the benefits of a long rest.

Overwhelming Fear:

Your auras become irresistible. You can inject fear into creatures that are incapable of feeling it and even set aside their own feelings to instead feel fright. If a target is subjected to both the "Demoralized" and "Frightened" conditions simultaneously, then they become paralyzed with fear, halting them from attacking, casting, or using their abilities. They can neither target the Dread Lord for an attack nor resist this effect through immunities. Foes that are under this special condition must use their action to make a Wisdom (Insight) check with disadvantage against your Charisma (Intimidation) check to end this effect. Additionally, the DCs for your fear effects increase by 10.

Marked for Death:
When you gain advantage on an attack roll against a creature through Frightening them, you can reroll one of the dice once when attacking, and your crit range is increased by 1. Additionally, you gain expertise with all weapons (Excluding Firearms) and you always know the location of a creature frightened by you until they drop that condition.

Incomprehensible Mind:
Your insane mental faculties are beyond what any creature may comprehend. Peering into your mind is a fruitless effort blocked by your unparalleled character. When making a Wisdom or Intelligence saving throw, you may substitute it with your Charisma saving throw instead. Saves passed in this way allow you to nullify any damage or effect gained through succeeding. Any creature that has forced you to use this ability becomes stunned until the start of their next turn, as they've peered into your unfathomable psyche. If they're immune, they take 10d12 psychic damage.

Shadow Monarch:
Your black smoke can emulate any gear you own. Allowing you to no longer carry them on your person to gain their effects. You may absorb your armor and weapons into yourself through your incorporeal smoke, and bring them out whenever necessary.
Weapons, armor, and belongings encased in smoke in this way become one with your body. You cannot lose them nor can you be stripped of them.

Mortal Origins - Orbis: You are unable to die, and may planar travel back to Orbis once every 148 hours at will. Upon dropping to 0hp, you become stunned and remain that way until your body regenerates its wounds after 4 hours(Short rest), or you are healed.


The God of Terror can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The God of Terror regains spent legendary actions at the start of his turn.

Shadow Step:
You may teleport up to 90ft away to any unoccupied space within range. 

Terrifying Speed:
You may take 2 attacks with both weapons wielded. Once with each weapon. 

Shadow Soldier, N'vaelahr (Costs 3 actions):
You may bestow upon any ally aiding you with 100 temporary hit points as black smoke envelopes them to shield them from attacks.  Allies who have gained this benefit gain advantage on all their attack rolls and are under the effects of the mind blank spell. When covered by this smoke, they cannot be identified in any way. These temporary hit points disappear once combat is over, as the smoke returns to the Dread Lord.

Frightening Resistances (4/day):
If you fail a save you may choose for it to succeed. You can use this 4 times. You regain all expended uses at dawn.

Previous Versions

Name Date Modified Views Adds Version Actions
8/23/2022 6:13:26 AM
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8/24/2022 1:24:06 AM
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8/27/2022 8:24:09 AM
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8/28/2022 8:07:35 AM
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8/28/2022 12:42:46 PM
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God Of Terror Image

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