Fighter
Base Class: Fighter

You have a massive health pool with a lot of armor, your allies are inspired by your presence and your enemies are afraid of your wrath.

Known Threat

When an enemy attacks any member of your party that is within 20 feet of you, you may use a reaction to force the enemy must make a charisma saving throw. If the enemy saving throw is less than your character level, the enemy will attack you instead.

Fear Incarnate

The Fear condition makes a creature have disadvantage on all rolls as long as its source of fear is in sight. The creature may throw a DC (14) charisma saving throw to be cured of Fear on their turn. If a Fear Feeder kills a creature with Fear they will heal 1d4. A Fear feeder deals extra damage equal to their charisma modifier to all creatures with Fear.

The True Fear condition makes a creature have disadvantage on all rolls as long as its source of fear is in sight. This Creature cannot willingly move toward the source of its fear. The creature may throw a DC (16) charisma saving throw to be cured of True Fear on their turn. If a Fear Feeder kills a creature with True Fear they will heal 1d8. A Fear feeder deals extra damage equal to 1d4 + their charisma modifier to all creatures with True Fear.

As a bonus action you can remove any level of Fear from all targets of your choosing within 20 feet and heal 1d4 for every stack of Fear you remove and heal 1d8 for every stack of True Fear you remove.

As a bonus action you can remove Fear from all enemies within 20 feet, give yourself heroic inspiration and 3 times your fighter level as over-health.

Powerful Presence

Gain double proficiency in both intimidation and persuasion.

Prophet of Fear

As an action you can target a number of enemies equal to your fighter level within 20 feet must succeed at a DC (16) charisma saving throw or gain True Fear.

As an action you can use 1 charge to target all enemies with any level of Fear. Targeted enemies lose their level of Fear after taking 1d12 + charisma mod + fighter level as psychic damage. All targets may make a DC (16) charisma saving throw to take half the damage.

 

Spreader of Fear

As an action you can use 1 charge of to make all "weak enemies" enemies (DM's discretion) within 20 feet gain the Fear condition. All other enemies within 20 feet must succeed at a DC (14) charisma saving throw or gain Fear.

 As an action you can use 1 charge to target all enemies with any level of Fear. Targeted enemies lose their level of Fear after taking 1d8 + charisma mod + fighter level as psychic damage. All targets may make a DC (14) charisma saving throw to take half the damage.

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Primal Fear

Costs 1 charge of Primal Fear for every creature you target. Targeted creatures roll 1d4. If they roll a 1 they will immediately take an action to charge towards and attack you, this attack is done with disadvantage and you may take a reaction with advantage against this enemy while they charge you. If they roll a 2 they will flee as fast as possible. If they roll a 3 they will freeze in place. If they roll a 4 they will hide in any way possible, if they have a spell to help with stealth they will attempt to cast it.

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