Sorcerer
Base Class: Sorcerer

You have always lived with terrifying nightmares, experiencing them every night and day. You eventually learn to use your Nightmares to your advantage, to force them to other beings, you live a normal life but everything you see has a sense of fear that you no longer feel. Your emotions are dull, and you no longer feel fear.

Eyes of the Nightmare

Starting at 1st level, You gain have darkvision with a range of 60 feet. Also, you can use your action to fill your eyes with fear and use your bonus action to turn your eyes back to normal, when a creature looks in your eyes, they make a WIS saving throw against your spell save DC. On a Fail, the creature takes 5(2d4) Psychic Damage, and become Frightened until the end of their next turn. A Frightened creature must take the Dash action and move away from you by the safest available route on each of its turns unless there is nowhere to move

Strength of the Mind

Starting at 1st level, your experiences in the mind of nightmares make you stronger at you heart and the mind. You become immune to becoming Frightened, and you have advantage on saving throws that try to make you unconscious by magical means. And you become resistance to Psychic Damage

Nightmare Spells

Starting at 1st level, you gain the Vicious Mockery cantrip. When you reach 3rd level in this class you learn the Sleep spell. When you reach 6th level you learn the Fear spell. When you reach 14th level you learn the Phantasmal Killer spell. None of these spells count toward your know spells.

True Horror

At 6th level, you gain the ability to fill your foe's head with their deepest fears. As a bonus action, you can spend 3 sorcery points to fill your enemies with their deepest fears You choose 3 creatures you can see, to make a WIS saving throw against your spell save DC. On a Fail, the creature becomes Frightened for 1 minute unless another creature uses its action to shake the creature or you dispel the fear. A Frightened creature must take the Dash action and move away from you by the safest available route on each of its turns unless there is nowhere to move

Bring Nightmares to Life

At 14th level, you gain the ability to materialize your nightmare to fight for you. As a Bonus Action, when are in the Dark or under the moon, you can spend 5 sorcery points to summon a Nightmare Horror in an unoccupied space of your choice within 30 feet of you and roll initiative for the Nightmare Horror. The Nightmare Horror will obey what you say. These nightmares Stay in play until they are Hit with Sun Light or are reduced to 0 HP (You can only have one Nightmare Horror at a time). 

Nightmare Horror
Large aberration, neutral evil
Armor Class 13 (Natural Armor)
Hit Points 68 (8d10 + 24)
Speed 60 ft., fly 90 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
15 (+2)
Damage Immunities Psychic
Condition Immunities Frightened
Senses Darkvision 120 ft, Passive Perception 11
Languages Understands all languages that the creator understands
Challenge 3 (700 XP)

Full of Fear. The Nightmares Horror is immune to psychic Damage and being Frightened

Horrified Touch. When the Nightmares Horror hits on a melee weapon attack, the creature must succeed a DC 17 WIS saving throw or become Frightened for 1 minute unless another creature uses its action to shake the creature or the Nightmare Horror is dispelled or the Nightmares Horror is reduced to 0 HP. A Frightened creature must take the Dash action and move away from the source of fear by the safest available route on each of its turns, unless there is nowhere to move

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.

Eyes of Fear. The Nightmares Horror chooses a creature within 60 ft that it can see, to make a DC 17 WIS saving throw. On a Fail, the creature takes 13 (3d8) Psychic Damage an is Frightened for 1 minute unless another creature uses its action to shake the creature or the Nightmares Horror is dispelled or the Nightmare Horror is reduced to 0 HP. On a Save the Creature takes Half Damage and isn't frightened. A Frightened creature must take the Dash action and move away from the source of fear by the safest available route on each of its turns, unless there is nowhere to move

Nightmare Form

Starting at 18th level,

You can use your Bonus Action to transform yourself into a shadowy form that takes the form of whoever sees its, worst fears. You remain in this form for 30 seconds. While in this form you have advantage on Saving throws against magic, You can't be given any conditions, unless you already had them. And you can't take any action in this form. And you are immune to Slashing Damage, Piercing Damage, and Bludgeoning Damage

In this form, at the beginning of every creature turn that can see you, makes a WIS saving throw against your spell save DC. On a fail, the creature takes 36 (8d8) Psychic Damage and becomes Frightened and stays frightened until another creature uses its action to shake the creature or until the end of your form. On a save, the creature takes half damage and isn't Frightened.

A Frightened Creature must take the Dash action and move away from the source of fear on each of its turns unless there is nowhere to move. A Frightened creature can reroll the saving throw at the end of their turn. On a fail the creature takes 18 (4d8) Psychic Damage, and is still Frightened. On a save, the creature takes half damage and is no longer Frightened. If the Creature is still in line of sight of the Nightmare Form, they fail the saving throw

This Form ends after 30 Seconds or if you become Unconscious, you can become this form once per Longrest.

Previous Versions

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