Base Class: Ranger
Doing whatever you can to win, you fight not only to defeat your opponents, but also to crush the resolve of those who remain.
Proficient in Terror
At 3rd level, you are experienced in slyly contorting people's fears to your advantage,
You become proficient in Intimidation and Stealth if you aren't already.
Trepidating Aura
Starting 3rd level, your vengance manifests. You can use your action to release a 15 ft. sphere of trepidating aura out of your body, anyone caught within this sphere must roll a contested wisdom save against your intimidation roll or else be frightened for a minute.
Creatures who are immune to being frightened are unaffected by this ability.
You can use this ability up to a number of times equal to your proficiency bonus, you regain all expended uses after a long rest.
At Higher Levels:
At 7th level, 11th level, and 15th level your sphere of trepidating aura grows another 5 ft. (to 20 ft., 25 ft., and 30 ft. respectively)
Fear of the Unknown
There is fear in which you do not know, and you've learned to tap into that primal dread to make sure your opponents remember your existence.
Starting 3rd level, while hiding, you can use your bonus action to instill your presence onto an enemy creature up to 60 ft. away from you, requiring them to do a charisma save against your spell-save dc.
If the creature fails, all attacks being dealt towards the afformentioned creature except those done by yourself have advantage until the start of your next turn.
Creatures that are immune to being charmed or frightened are unnaffected by this ability.
You can use this ability up to a number of times equal to your wisdom modifier (minimum of once). You regain all expended uses after a long rest.
At Higher Levels:
At 7th, 11th, and 15th level: You can respectively target up to 2, 3, or 4 creatures to instill your presence onto.
Treacherous Gains
To achieve your vengance, you've always been taking note of those who've wronged you, their mannerisms and all. Over the years of doing this, you've gained a general knack of reading and understanding people's behavior after following at them for a while.
Starting 7th level, you can seceretly follow a creature for an hour to gain an insight towards their personality and mannerisms, and more specifically, what makes them afraid. After you finish stalking the creature, you gain advantage on all charisma/wisdom-based ability checks towards the afformentioned creature for a week.
True Dread
Even those who don't know fear, realize dread when they notice your presence.
Starting at 11th level, your fearmongering tactics know no limits. Creatures who are immune to being frightened are no longer immune to your abilities, but instead only having advantage of saving throws against them being frightened by you.
Debilitating Scare
To truly make your enemies remember you and your cause, you must crush them throughly. You will not even give them the satisfaction of attacking you or your allies without feeling true terror first.
If you see an enemy creature attacking another creature up to 30 ft. away from you, you can use your reaction to make them falter in fear.
The enemy creature must roll a wisdom save against your spell-save DC or stop their attack in its track, be frightened, and run as far away from you as possible using the rest of their movement (if any).
They remain frightened until the start of their next turn.
You gain a number of uses of this ability equal to your proficiency bonus. You regain all uses of this ability after a long rest.