Rogue
Base Class: Rogue

Dreadskulls are often individuals who have formed a symbolic relationship with a vengeful spirit.The spirit uses the host to further its own ends, while the host ganis a suite of horrifying powers. They appear as normal mortals, made of flesh and bone; but in an instant, they can transform into a nightmarish creature that strikes fear into the hearts of even the bravest of warriors.

Dreadful Form

When you choose this archetype at 3rd level you walk the line between the living and dead. AS a bonus action you may enter a dread form . While in this form you gain resistance to necrotic damage and you don't need air to breath. Dread form lasts 1 minute. you can use this feature an amount of times  equal to your proficiency modifier . you regain expended  uses when you finish a short or long rest .Upon reaching 13th level, enemy creatures have disadvanteg on the saving throw to resist Gaze of Terror.

Gaze of Terror

At 3rd level your ghostly visage strikes mortal fear in your enemies. While in dread form, you can use a bonus action to force a creature you can see within 60 feet of you to make a Wisdom saving throw (DC equal to 8+ you proficiency bonus + your Charisma modifier). On a failed save, they are frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another saving throw to end the effect on it. After succeeding on the savde, the creature is immune to this feature for 24 hours.

You can use this feature an amount of times equal to your Charisma modifier (minimum 1).

Ethereal Stalker

At 9th Level, you learn to borrow your bound spirit's ghastly form.  While in your dread form, you can use an acton to become ethereal, treating solid objects and walls as difficult terrain until your the end  of your turn. You must end your movement in an open space, otherwise you take 1d10 force damage and are pushed out to the closest available space. Once the duration ends ends, you become invisible while remaining still.

You may use this feature once a day, regaining the use at dawn.

Fear Itself

At 13th level, you become an avatar of fear. Your Gaze of Terror now ignores immunity to being frightened, unless the creature is a construct. Whenever you deal Sneak Attack damage to a creature that is frightened of you, you deal an extra 3d6 Psychic damage.

Additionally, your mastery of terror grants you immunity to being frightened. You gain advantage on Intimidation (Charisma) checks.

Terrifying Execution

At 17th level, the fear of death you instill in others becomes a literal weapon for you. Whenever you reduce a creature that is frightened by you to 0 hit points with a weapon attack, you can use your Gaze of Terror feature on a different creature within 60 feet that you can see you. On a failure, in addition to the regular effects of Gaze of Terror, roll your sneak attack dice. Deal half the damage you rolled as Psychic damage to the targeted creature.

This use of Gaze of Terror does not count against your total uses.

 

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