a really flavorful feat that never got used. originally I wanted to keep the phantasmal killer 4d10, because thats simpler. But this way is more balanced and scales better. It'll go live when moderation is complete
Prerequisite: 13 Intelligence or 13 Wisdom
Those who magically pry into your mind become privy to your most frightening dreams.
Once per long rest
Whenever a creature successfully targets you with a Divination, Illusion, or Enchantment spell or effect, that would cause you to roll a saving throw, you can as a reaction send that caster a nightmarish vision, an illusory manifestation of your deepest fears, visible only to that creature. This vision functions as a Phantasmal Killer spell. The target must make a Wisdom saving throw at disadvantage. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw at disadvantage, or take psychic damage equal to 1d10 plus 1d10 per the spell level it cast on you, to a maximum of 6d10. On a successful save, the spell ends.
a really flavorful feat that never got used. originally I wanted to keep the phantasmal killer 4d10, because thats simpler. But this way is more balanced and scales better. It'll go live when moderation is complete
Prerequisite: 13 Intelligence or 13 Wisdom
Those who magically pry into your mind become privy to your most frightening dreams.
Once per long rest
Whenever a creature successfully targets you with a Divination, Illusion, or Enchantment spell or effect, that would cause you to roll a saving throw, you can as a reaction send that caster a nightmarish vision, an illusory manifestation of your deepest fears, visible only to that creature. This vision functions as a Phantasmal Killer spell. The target must make a Wisdom saving throw at disadvantage. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw at disadvantage, or take psychic damage equal to 1d10 plus 1d10 per the spell level it cast on you, to a maximum of 6d10. On a successful save, the spell ends.