Fighter
Base Class: Fighter

For a dreadnought, fear itself is a weapon that rivals a blade in power. An opponent's terror is to be wielded for a dreadnoughts advantage. Whether it is to prime their target for death, or to allow their opponents the chance to flee before they are killed, a dreadnought knows how potent the fear or death or worse is, as well as how to use that fear.

Fear-Wielder

When you choose this archetype at level 3, you learn how to use fear against your opponents. You gain proficiency in Intimidation if you don't already have it and have advantage on saving throws against being frightened, or ending the frightened condition on yourself.

In addition, while a creature is frightened by you, you gain a bonus to attack rolls made with a melee weapon against that creature equal to your Charisma modifier (minimum of 1 point).

Savage Blows

You are able to strike a creature with savage ferocity, to the point of breaking their mind. Once on each of your turns, when you hit a creature with a melee weapon attack, you can choose to deal an additional 1d12 psychic damage. When you do this, you may make a Charisma (Intimidation) check, forcing the target to make a Wisdom saving throw. If the creature fails, they are frightened by you for one minute. A creature frightened in this way may repeat the saving throw at the end of their turn, ending the effect on a success.

You may use this feature four times. You regain all expended uses at the end of a long rest.

Paralyzing Horror

Starting at 7th level, creatures freeze in fear when terrified of you. When you frighten a creature, you may choose to reduce its walking speed to 0 for the duration that it's frightened, or until it takes damage. This does not affect a creature that would knowingly be in mortal danger. For example, a creature that is in the path of flowing lava will still move out of the way of that lava before being effected. If a creature is flying it must instead use all of its flying movement to safely land before being effected.

Threatening Presence

Beginning at 10th level, your presence can evoke a sense of fear in attackers. As a reaction, when a creature makes a melee weapon attack against you, you make a Charisma (Intimidation) check and the target must make a Wisdom saving throw. On a fail, the creature is frightened by you until the end of your next turn. A creature frightened in this way automatically misses the triggering attack.

After a success or failure, a creature is immune to being frightened by you in this way for 24 hours.

In addition, you are immune to being frightened.

Master of Intimidation

Beginning at 15th level, you master the intricacies of causing fear. You gain expertise in Intimidation, if you didn't already have it.

In addition, when you roll for initiative and have no uses of your Savage Blows left, you regain one use.

Terrifying Recovery

By 18th level, returning from a near-death experience shoots fear through your enemies' hearts. When you use your second wind feature, or when you recover 1 hit point after being at 0 during combat, you may choose a number of creatures that you can see within 60 feet that can see you equal to your Charisma modifier + your Proficiency modifier. Make a (Charisma) Intimidation check against these creatures, and they must make a Wisdom saving throw. On a fail they are frightened of you until the end of your next turn, unless you are brought to 0 hit points.

As long as you frighten one creature, you gain temporary hit points equal to your Intimidation modifier (minimum of 12 temporary hit points).

You may use this feature once per long rest.

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