Base Class: Sorcerer
Your magic embodies the Harbinger of Horror itself, a being so terrifying that none dare speak of its existence. The very mention of the being's name is enough to instill fear in the hearts of even the bravest warriors.
Fear of the Unseen
Fear of the Unseen
When you deal damage with a spell to a target that can't see you, that target must roll a WIS save equal to your spell save DC or be frightened of you for the duration equal to the Terrify spell's duration.
Anguish
You gain the ability to cast the Terrify and Life Drain spells.
Petrifying Fright
Petrifying Fright
Gain proficiency with the Intimidation skill. Additionally, any creature that is frightened of you must make a WIS save with a DC equal to your Intimidation modifier. If they fail, they are additionally paralyzed for the duration they are frightened of you. If they succeed, they are not paralyzed.
Dread
You gain the ability to cast the Restraint and Impending Terror spells.
Master of Illusions
You gain the ability to create an effigy of yourself. Additionally, any Intelligence (Investigation) check made to discern the true identity of an illusion created by you is made with disadvantage. If a creature comes within 10 feet of the effigy, you can choose one of the harmless actions from the listed Effigy Actions below for the effigy to take before it crumbles to pieces after 5 seconds.
Effigy Actions List:
1.) The effigy moves 5 feet in the chosen direction before it crumbles to pieces.
2.) The effigy dashes 10 feet in the chosen direction before it crumbles to pieces.
3.) The effigy blinks to an unoccupied space up to 30 feet away, making a somewhat loud sound before it crumbles to pieces.
4.) The effigy jerks suddenly in an unnatural way before it crumbles to pieces.
5.) The effigy performs the motions to phantom cast Impending Terror before it crumbles to pieces.
6.) The effigy starts to slowly rise 10 feet into the air before it crumbles to pieces.
You can manually choose one of these actions or roll a d6 to determine which action the effigy takes. You can also choose for the effigy to do nothing at all and simply crumble to pieces after 5 seconds. The effigy can also make a sound or even speak as long as the speech does not exceed 5 seconds and it is a sound that you can naturally make. If your DM allows, you can choose to make the effigy perform any action that is not present on this list, as long as the action is harmless and does not exceed 5 seconds.
Upon reaching Level 18, you can have up to 5 effigies active at any given time and they last for 30 minutes. Additionally, the effigies can perform actions over a period of 10 seconds and their movement goes twice as far (excluding blinks). Effigies can take actions whenever a creature is within 20 feet of them instead of within 10 feet of them.
Avatar of Fear
Aura of Fear
Your aura of fear is so immense that all creatures that roll a WIS save to avoid being frightened of you or one of your effigies roll at disadvantage. If a creature is immune to being frightened, ignore that immunity and they instead roll with advantage. Additionally, creatures that are frightened of you or one of your effigies maintain having disadvantage on ability checks even while you or your effigies are not in their line of sight.
Fear Incarnate
When a creature looks at you or a unique effigy for the first time, they must succeed on a DC 15 WIS save or be frightened of you and your effigies for 1 minute. On a successful save, that target is not frightened of you or the corresponding effigy and the next WIS save they roll against being frightened of you or one of your effigies by this effect is made with advantage.
Previous Versions
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8/25/2023 9:02:26 PM
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Coming Soon
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