Sorcerer
Base Class: Sorcerer

"It's hunting us. It knows what we're afraid of." - Fiddlesticks, League of Legends

A class inspired by Fiddlestick, the Ancient Fear from League of Legends. Enjoy :D

Your innate magic dwells deep in the very fears of the victims you encounter around you. From things as simple as the darkness of night, to the screaming of crows, you were created by a being most powerful to be a force unmatched. Often Constructs similar to humanoids, those of the Ancient Fear Bloodline most often tend to be scarecrows or golems. Ancient Fears hunt for the kill, and know exactly what you are afraid of, using the essence of their victims to create as cruel and enviornment as possible until draining their life from them, further persuing their next feast of essence.

A Harmless Scarecrow

At 1st level, you are able to produce illusionary effigies to be a watchful guard, and trick those who might be trying to locate you. Or even, to locate those you hunt. You gain the following abilities:

Scarecrow Effigy: As an Action, while you are unseen, you create an Effigy within 15 feet, which lasts for 1 Hour. An Effigy does not have stats, is not a physical object, and is an illusion of your physical form at the time of creation. An Effigy will always grant you vision to the space it occupies, with a radius of 15 feet. Anything beyond that radius is shrouded in magical darkness and cannot be seen. If a creature enters the Effigy's 15 foot radius, the Effigy activates, letting out a shrill scream that can be heard by you, regardless of your distance from the Effigy and producing a fake action of your choosing. The Effigy must attack the nearest occupant that entered its radius (if multiple). An Effigy deals no damage, cannot speak, cannot interact with terrain, and only creates the illusion of a melee attack, spell cast, or movement command of your choice. A creature that is attacked must make a WIS Saving Throw with a DC of 8 + your Charisma Modifier. 

On a failed save, the creature becomes startled and is frightened for 1 minute.

On a successful save, the creature does not become frightened.

Upon peforming a fake attack, an Effigy disappears. You may only have 1 Effigy created at a time. When you reach 10th Level, this number increases to 2.

Terrify

At 1st Level, when you are on the hunt, looking for your next harvest, you infest the area around you with a lingering sense of dread.

Dread: All hostile creatures within 300 feet of you become afflicted with Dread when you roll for Initiative. Your next Action that deals damage to an creature affected by Dread consumes it, and compells them to retreat 5 feet in the opposite direction of you. If a creature is incapable of moving 5 feet, they become frightened until the end of their next turn. This effect can trigger against multiple enemies for abilities that hit more than one creature. Enemies who have made any movement or been Frightened by Dread cannot have such done again for 1 hour.

Terrify: As an Action, you shriek at a target within 15 feet. The target creature must make a WIS Saving Throw with a DC of 8 + your Charisma Modifier. On a failed save, they are frightened until the end of their next turn. On a successful save, the target is compelled to retreat 5 feet in the opposite direction of you. If they cannot retreat in that direction, they take the next available space moving away from you.

Bountiful Harvest

Starting at 6th level, you can leech the very essence of others fears right from their body, healing you and fueling you next hunt. The more souls that are around you, the greater the feast.

Bountiful Harvest: As an Action, you Tether to all nearby creatures with a range of 15 feet. Moving out of range of a Tether ends any effects it would have on a creature. Effects of a Tether may only apply as long as the creatures tethered say within range. Creatures within this range must make a DEX Saving Throw against your Charisma Check. 

On a failed save, you deal Necrotic Damage to each Tethered creature equal to it's Level. When a creature is damaged by this ability, you heal for half the damage dealt, breaking the Tether.

On a successful save, the creature must retreat 5 feet in the opposite direction of you. If they cannot retreat in that direction, they take the next available space moving away from you. The Tether breaks in either case.

Reap

At 14th level, your body itself becomes a deadly extension. You find spare parts in your travels, replacing your physical form with weapons and tools much deadlier than a simple limb. Strikes from this vicious limb can take your opponents breath away, quite literally.

Reap: As an Action, you swing a limb crafted from a tool or weapon in an crescent-shaped area on the target location within 15 feet. The area of effect must be 3 consecutive spaces, in a line, perpendicular to you. Creatures in the area of effect undergo the effects of Silence until their next turn. For the duration, the creatures struck can produce no sound. Any creature struck is immune to thunder damage, and are deafened for the duration. Casting a spell that includes a verbal component is impossible.

 You may only use this ability a number of times equal to your Strength Modifier (minumum of 1) per day. These replenish after a Long Rest.

Crowstorm

At 18th level, you learn to channel the very fears of your enemies into a swarm of damaging visions, bombarding creatures around you with hideous depictions to drain them of their life force and wrack their minds of what little you leave them with.

Crowstorm: Just as a crows worst fear is a scarecrow, every creature has at least one deeply rooted fear within them. As an Action, you may blink to a location within 30 feet, spawning a 15 foot radius circle of damage around you. All creatures in this radius must make a WIS Saving Throw against your Spell Save DC. 

On a failed save, the creature is bombarded with hideous visions of their worst nightmare or fear, taking 6d10 Necrotic Damage.

On a successful save, the creature is blinded until the effect ends.

You may only use this ability a number of times equal to your Strength Modifier (minumum of 1) per day. These replenish after a Long Rest.

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