After weighing in on Kaboom's thread about his Conquest Paladin, I've been mulling over the different ways a character could be build to optimize Fear effects. I think a Terrormancer is a very effective way to build a control tank/caster, the "Terrormancer".... but the first part of that, I suppose, would be doing a comprehensive index of what's out there for us to use.
Races
Dragonborn don't have a default Fear effect, but do have a +1 Bonus to Charisma, and are eligible to select Dragon Fear to provide a once/short rest action Charisma-based 30-foot-radius Wisdom save for one-minute of Fear, with new save attempts granted each time they are dealt damage. A one-minute no-concentration Fear effecting such a huge AOE is one of the better Fear abilities I can think of.
Aasimar (Fallen) have a +2 Bonus to Charisma, and from 3rd level have a once/long rest action Charisma-based 10-foot-radius Wisdom save for one turn of Fear. Note that it is all creatures within the radius, making it awkward to use, but the one minute of bonus damage is nice for melee characters.
Elf (Eladrin, Winter) have a +1 Bonus to Charisma, and from 3rd level have a once/short rest bonus action Charisma-based single-target-within-5-feet Wisdom save for one turn. Very niche, but the Bonus Action (and the teleport that comes with it) somewhat redeems it.
Leonin start with a once/short rest bonus action Constitution-based 10-foot-radius Wisdom save for one turn. It's not a very potent Fear ability, and few builds will maximize Con, but as a Bonus Action it's very usable and a 10 foot radius can be a decent area.
Feats
The aforementioned Dragon Fear, a very effective Charisma-based Fear AOE that lasts a whole minute. Requires Dragonborn.
Magic Initiate (Wizard) or (Warlock) can provide access to Cause Fear, for an Intelligence or Charisma-based action spell requiring concentration, vs. one target within 60 feet, for one minute, with repeat saves each round. As a verbal-only spell, it is easy enough for characters of all sorts to cast without worrying about equipment.
Martial Adept can provide access to a Strength- or Dexterity-based Menacing Attack once/short rest on any sort of weapon attack, which inflicts fear for one round on a failed Wisdom save. Great for any melee character, but sadly Hexblades are the least likely to have the right stats for it, despite having a ton of stat synergy with most other Fear-inducing abilities.
Spells
Cause Fear (1st level, Warlock and Wizard) (one target withing 60 feet + one more target/slot level, Fear up to 1 minute while concentration with saves each round)
Wrathful Smite (1st level, Paladin and (Hexblade) Warlock) (one target, damage and Fear up to 1 minute while concentration with saves each round)
Fear (3rd level, Bard and Sorcerer and Warlock and Wizard and (Conquest) Paladin) (all creatures in 30-foot cone, Fear up to 1 minute while concentration, possibility for subsequent saves)
Phantasmal Killer (4th level, Wizard an (Hexblade) Warlock) one target within 120 feet, damage and Fear up to 1 minute while concentration with saves each round)
Eyebite (6th level, Bard and Sorcerer and Warlock and Wizard) (one target within 60 feet per action, Fear up to 1 minute while concentration, possibility for subsequent saves)
Illusory Dragon (8th level, Wizard) (all chosen targets that can see dragon, damage and Fear up to 1 minute while concentration, possibility for subsequent saves)
Weird (9th level, Wizard) (all creatures in a 30-foot-radius within 120 feet, damage and Fear up to 1 minute while concentration with saves each round)
Class Features
Barbarian (Berserker) 10 Intimidating Presence: While raging, as an action, vs. one target within 30 feet, Charisma-based save or Fear for one turn (can be extended another turn with no new save by using action on subsequent rounds). No subsequent saves, though enemy can break effect by fleeing far enough. Very useless to slap a Charisma-based ability on a Barbarian, and require it to waste its actions while raging...
Bard (Whispers) 3 Words of Terror: a non-combat way to inflict Fear with a conversation. Not really relevant for combat.
Bard (Eloquence) 3 Unsettling Words: doesn't inflict fear, but does let you inflict a malus on an enemy's next save using a Bonus Action. Very helpful for setting up a Fear, or ensuring that they don't pass a subsequent save to break out of it.
Bard (Lore) 6, or any Bard 10/14/18 Magical Secrets: Just a way to pick up some of the above Fear spells as Charisma-based, in case you needed that
Fighter (Battlemaster) 3+ Maneuvers: Menacing Attack up to four/short rest on any weapon attacks, Strength- or Dexterity-based for one turn of fear
Rogue (Arcane Trickster) 3+ Spellcasting: See EK above.
Monk (Long Death) 6 Hour of Reaping: As an action, vs all creatures within 30 feet, Wisdom-based save or Fear for one turn
Paladin (Conquest) 3 Channel Divinity-Conquering Presence: Once/short rest, creatures of your choice within 30 feet, Charisma-based Wisdom save or Fear for one minute, can repeat saves each round.
Paladin (Conquest) 7 Aura of Conquest: Frightened creatures with 10 (or 30, at Paladin 18) have 0 speed and take paladin level-based damage each round.
Paladin (Vengeance) 3 Channel Divinity-Abjure Enemy: Once/short rest, one creature of your choice within 60 feet, Charisma-based Wisdom save or Fear and zero speed for one minute, no subsequent saves, ends if damaged.
Paladin (Vengeance) 20 Avenging Angel: Once/long rest, for 1 hour, all enemies within 30 feet, Charisma-based Wisdom save or Fear for one minute, no subsequent saves, ends if damaged
Paladin (Oathbreaker) 3 Channel Divinity - Dreadful Aspect: Once/short rest, creatures of choice within 30 feet, Charisma-based Wisdom save or Fear for one minute, possibility for subsequent saves with distance
Paladin (Oathbreaker) 20 Dread Lord: Once/long rest, for 1 hour, all enemies with 30 feet take damage if Frightened.
Sorcerer (Draconic) 18 Draconic Presence: For 5 sorcery points, as an action, for 1 minute while concentrating, creatures of choice within 60 foot aura, Charisma-based Wisdom save or Fear for duration, no subsequent save
Warlock (Fey) 1 Fey Presence: Once/short rest, creatures of choice within 10 feet, Charisma-based Wisdom save or Fear for one turn
Warlock (Fey) 14 Dark Delerium: Once/short rest, one creature within 60 feet, Charisma-based Wisdom save or Fear for one minute while concentrating, no subsequent save, ends if damaged
(Some) Magic Items that arent' Artifacts or Legendary
Pipes of Haunting (Uncommon, no attunement): Requires wind instrument proficiency. Action for a DC 15 Wisdom Save for all creatures within 30 feet (though you can pick allies to auto pass), Fear for one minute, subsequent saves each round to end
Wand of Fear (Rare, Attunement): Action for DC 15 Wisdom Save for all creatures in a 60 foot cone. Fear for one minute, subsequent saves each round to end.
Mace of Terror (Rare, Attunement): Action for DC 15 Wisdom Save for creatures of choice within 30 foot radius. Fear for one minute, subsequent saves each round to end.
WHEW, well that's a lot isn't it? I was a little surprised, typing it out, to realize that Paladin truly is the class with the most Fear effects on the table, and that there were so few Fear combat spells (there's a couple other 1-hour cast ones I didn't mention though).
Just to summarize my own build for a Terrormancer, I find a Dragonborn Conquest Paladin 10/Hexblade 7/Fighter 3 with Dragon Fear and maxed Charisma to be a very effective combination of the above options. 4th level Pact Slots and 3rd level Spell Slots to cast Cause Fear, Wrathful Smite, Fear, and Phantasmal Killer. Dragon Fear, the best Fear AOE in the game. Menacing Strike four times/short rest, an easy and flexible mini-Fear even if its DC is a little low, along with Action Surge to get more Fear spells and abilities out there quickly. Conquering Presence once/short rest, another great Fear AOE. Aura of Conquest, to turn all this Fear into hard control with 0 speed within 10 feet of you. And enough invocations to optimize Eldritch Blast pull/push/slow shennanigans, to further control the battlefield and maneuver Feared enemies wherever you want them. If you can manage to get your hands on some or all of a Mace of Terror, Wand of Fear, and Pipes of Haunting too.... *chef's kiss*, you're going to have the juice to keep at least one form of Fear up every round in ever combat, if not even multiples at once, ensuring that any enemy that isn't immune to the condition ends up hard-locked in melee (or just outside of melee?) range with you and attacking your party at disadvantage. Nice.
It would be interesting to play a game with a party designed to maximize that. It would almost certainly be an antagonistic party (though it could simply be a sort of Judge Dredd type enforcer group). Being able to control the movement of the (majority of) enemy troops could have multiple fascinating tactical sub options enabling characters without the fear options to simply capitalize on the herding. "Oh look, lots of enemies now bunched... I wonder what Fireball would look like there!" Or since kind of CC plus damage effect that doesn't conflict with the fear... or.... hmm time to do some research.
that is quite a lot of fear effects. I’ve never dabbled with any of them, but am now very interested in their use thanks to your explanations.
one note for wrathful smite though. The initial hit forces a save, but on failure the creature has to spend its entire action to attempt to overcome the spells effect. A key wording detail is that the subsequent actions spend do not cause a save, but cause a check. This has 2 potent benefits.
Benefit 1, since it’s a straight wisdom check, no creatures I can think of can add their proficiency bonus to it. Benefit 2, since the creature is already under the effects of the frightened condition, the wisdom check is made at disadvantage. This further reduces the likelihood of the creature ending the fear effect on itself.
Good catch, Bobby! I missed that it was an action on each of their subsequent rounds, and that it was a check and not a save! That makes Wrathful Smitemuch better than I thought it was!!
And to be clear, it's already pretty good on a Paladin, since when they cast it on themselves they can also cast it on their Steed at the same time if mounted. Paladin Steeds can rampage around as uncontrolled independent mounts while you ride them (doing their own attacks) while still pretty much taking you where you want to go, so that's two smitten enemies for the price of one concentration.
I made one a couple years ago that used Fallen Aasimar and a Conquest Paladin. But if I were to do it now I would splash 2-3 levels of Warlock for the new UA Undead subclass that just came out.
Form of Dread 1st-level Undead feature You manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed: • You gain temporary hit points equal to 1d10 + your warlock level. • Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn. • You are immune to the frightened condition. You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your face might transform into bat-like features due to your vampire patron.
Yeah, I was avoiding listing any UA since it’s so temporary. I can’t think of a single UA that’s made it to being published without significant reworks, and often they aren’t well balanced... but if you’re using UA, that’s a strong alternative to Hexblade or Archfey!
After weighing in on Kaboom's thread about his Conquest Paladin, I've been mulling over the different ways a character could be build to optimize Fear effects. I think a Terrormancer is a very effective way to build a control tank/caster, the "Terrormancer".... but the first part of that, I suppose, would be doing a comprehensive index of what's out there for us to use.
Races
Feats
Spells
Class Features
(Some) Magic Items that arent' Artifacts or Legendary
WHEW, well that's a lot isn't it? I was a little surprised, typing it out, to realize that Paladin truly is the class with the most Fear effects on the table, and that there were so few Fear combat spells (there's a couple other 1-hour cast ones I didn't mention though).
Just to summarize my own build for a Terrormancer, I find a Dragonborn Conquest Paladin 10/Hexblade 7/Fighter 3 with Dragon Fear and maxed Charisma to be a very effective combination of the above options. 4th level Pact Slots and 3rd level Spell Slots to cast Cause Fear, Wrathful Smite, Fear, and Phantasmal Killer. Dragon Fear, the best Fear AOE in the game. Menacing Strike four times/short rest, an easy and flexible mini-Fear even if its DC is a little low, along with Action Surge to get more Fear spells and abilities out there quickly. Conquering Presence once/short rest, another great Fear AOE. Aura of Conquest, to turn all this Fear into hard control with 0 speed within 10 feet of you. And enough invocations to optimize Eldritch Blast pull/push/slow shennanigans, to further control the battlefield and maneuver Feared enemies wherever you want them. If you can manage to get your hands on some or all of a Mace of Terror, Wand of Fear, and Pipes of Haunting too.... *chef's kiss*, you're going to have the juice to keep at least one form of Fear up every round in ever combat, if not even multiples at once, ensuring that any enemy that isn't immune to the condition ends up hard-locked in melee (or just outside of melee?) range with you and attacking your party at disadvantage. Nice.
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
It would be interesting to play a game with a party designed to maximize that. It would almost certainly be an antagonistic party (though it could simply be a sort of Judge Dredd type enforcer group). Being able to control the movement of the (majority of) enemy troops could have multiple fascinating tactical sub options enabling characters without the fear options to simply capitalize on the herding. "Oh look, lots of enemies now bunched... I wonder what Fireball would look like there!" Or since kind of CC plus damage effect that doesn't conflict with the fear... or.... hmm time to do some research.
that is quite a lot of fear effects. I’ve never dabbled with any of them, but am now very interested in their use thanks to your explanations.
one note for wrathful smite though. The initial hit forces a save, but on failure the creature has to spend its entire action to attempt to overcome the spells effect.
A key wording detail is that the subsequent actions spend do not cause a save, but cause a check. This has 2 potent benefits.
Benefit 1, since it’s a straight wisdom check, no creatures I can think of can add their proficiency bonus to it.
Benefit 2, since the creature is already under the effects of the frightened condition, the wisdom check is made at disadvantage. This further reduces the likelihood of the creature ending the fear effect on itself.
Good catch, Bobby! I missed that it was an action on each of their subsequent rounds, and that it was a check and not a save! That makes Wrathful Smite much better than I thought it was!!
And to be clear, it's already pretty good on a Paladin, since when they cast it on themselves they can also cast it on their Steed at the same time if mounted. Paladin Steeds can rampage around as uncontrolled independent mounts while you ride them (doing their own attacks) while still pretty much taking you where you want to go, so that's two smitten enemies for the price of one concentration.
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
I made one a couple years ago that used Fallen Aasimar and a Conquest Paladin. But if I were to do it now I would splash 2-3 levels of Warlock for the new UA Undead subclass that just came out.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Yeah, I was avoiding listing any UA since it’s so temporary. I can’t think of a single UA that’s made it to being published without significant reworks, and often they aren’t well balanced... but if you’re using UA, that’s a strong alternative to Hexblade or Archfey!
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.