Base Class: Rogue
Unlike Many other rogues whom wants to kill their target or steal from their traget without them even knowing that it would happen. Rogues whom wanted to become a Nightmare Ripper is not like them, they want to see the terror in the target. They first feel alive when their target is in a deep state of despair to the point were they beg for the sweet embrace of death, before finally grant their request, and ends it. This archtype is for the more sinister type of rogues. They are trained in the ways of fear and tricks of the shades.
Mind Ripper
Starting at your 3rd level your sneak attack deals now psychic damage instead of piercing damage.
When you reach the 12th level your sneak attack is so terrifying that even the most mightiest of foe will tremble. After deal more than 45 damage to a foe which must be in a single sneak attack, the target must make a wisdom saving throw against your DC (8 + Dexterity + Profiency + Weapon bouns) or be frighten until the end of your next turn.
Fleeting body and mind
Starting at your 9th level you can instead of your movement use misty step, if you throw a knife which deal psychic damage you can teleport to the knife.
You gain resistance to psychic damage
Fear's reaper
Starting at your 13th level, if you attack a creature which is frighten you gain advantages and it is an auto critical on a hit.
If you gain a killing blow, its soul will answer one question, it might choose to lie, but it is forced to answer.
Nightmare's vengeance
Starting at your 17th level when you get a critical hit on your sneak attack either by roll or ability your next attack will also be a sneak attack as well, this effect can happen multiple times in a round.
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Posted Jul 18, 2026Uwu wowwie Im so scawy OWO;3
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Posted Jan 15, 2025cool
kinda
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Posted Nov 13, 2024Neat!
Overpowered as hell but neat!
I genuinly kinda like the idea
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Posted Apr 30, 2024Thanks, you made what's wrong with Rogue in terms of balance but much worse.
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Posted Jan 10, 2023This might be the best comment I've ever seen on this site.
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Posted Apr 26, 2022I wonder what sorts of advantages we get. I had several advantaged in live. I ruined many. Oh the bridges I've burned. Oh the turmoil. My god. The turmoil.
PS: TRAGET FO LIFE
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Posted Jun 14, 2021lmao
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Posted Jun 14, 2021You know what's odd? I actually really like this idea. I don't think it was executed as well as it could be, but I think it's still good. I might make a redone version of this to make it a little more.. 5e. And grammatically correct. Also, Nightmare Ripper is a bit of a odd name, what about something more associated with fear, like Dreadscourge or something?
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Posted Feb 25, 2021edgy the hedgy got nothin' on Nightmare Ripper
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Posted Sep 2, 20181) Sneak attack deals whatever kind of damage the weapon used does...it isn't always piercing.
2) The 12th level part of mind ripper is interesting, but not in the spirit of 5th edition at all. To keep it within the spirit of the game it'd make more sense if it was either A) Whenever you sneak attack, or B) Whenever you score a critical hit. I'd suggest A, and make the Wisdom Save DC equal to half the damage dealt that attack, rounded down, with a minimum DC of 10. Deal 45 damage with that attack, the DC to save is 22. Only deal 20 though, and the save DC is 10.
3) Fleeting body and mind is too wordy and odd, plus it doesn't fit into the theme as well as it could. Not only that but Rogues can disengage as a bonus action starting at 2nd level making the ability to cast misty step at will, but only if they forgo movement, sort of a waste of an ability. Also per the wording of the second ability, it wouldn't go off on your sneak attacks since your weapon isn't dealing the sneak attack damage per RAW. So a fix that would keep with the theme would to make it a skill that starts off working with your party members, but at a later level you can capitalize on alone. I'd suggest making it to where you can teleport to any frightened target you can see as a reaction, and can make one weapon attack against the target if you do so. I suggest a reaction because it then becomes a choice of whether you want to do more damage to a specific target, or save it for an OA or Uncanny dodge.
4) Fear's reaper is pretty cool, but on paper seems unbalanced. I'd remove the auto-crit since you are basically giving the class a method to get sneak attacks off reliably, or remove the advantage to frightened targets. Basically it should be one of the two options, not both, for balance reasons. The latter part is interesting and flavorful though.
5) The archetype capstone is way too odd for the theme of the class...if the class is about frightening people, why not just make it another method of frightening things? Flavor wise i'd make it to where whenever you frighten a target with Mind Ripper, any of its allies within 15 feet of the target that can see it must also make the save.
Overall the suggestions I made would probably still leave you with a class that is way too strong damage and control wise, but the flavor of the class would be such that a DM might just allow it because it is thematic enough to justify being a little imbalanced.