Phobiamancer

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Phobiamancer

There are those who have experienced deep, primal fear. A nameless terror, that carves an abyss within them. Many who suffer this are driven mad by the trauma, and some suppress the memory, choosing to live as though it never happened. But a rare few have learned to harness this experience, and draw power from the abyss created within them. These individuals have the ability to project their own fears onto others, forcing their victims to experience a part of their own harrowing experience. Such people are called Phobiamancers, and have a justified reputation as being among the more disturbing folk to encounter.

Phobiamancer
Level Proficiency Bonus Features
1st +2 Nightmare Domain, Fear Control
2nd +2 Dreadful Stare
3rd +2 Fright Magic
4th +2 ASI
5th +3 Nightmare Domain Feature
6th +3 Unsettling Presence
7th +3 Know Their Fear
8th +3 ASI
9th +4 Nightmare Domain Feature
10th +4 Instill Phobia
11th +4 Falter
12th +4 ASI
13th +5 Nightmare Domain Feature
14th +5 Mental Cracks
15th +5 Shatter Psyche
16th +5 ASI
17th +6 Nightmare Domain Feature
18th +6 Unsettling Aura, Relentless Fear
19th +6 ASI
20th +6 Master of Fear
 

Class Features

As a Phobiamancer, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Phobiamancer level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier for each Phobiamancer level after 1st.

Proficiencies


  • Armor: light and medium armor
  • Weapons: simple weapons, shortswords

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose 2 from Arcana, Deception, History, Insight, Investigation, Nature, Perception, Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) a shortsword
  • (a) leather armor and a shortbow with 20 arrows or (b) a chain shirt
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • a shovel, a lamp, 4 pints of oil, and 2 daggers.

Nightmare Domain

At 1st level, choose a particular phobia to gain dominion over; Arachnophobia, Claustrophobia, or Thanataphobia. Each of these are detailed at the end of this class.

Some of your class features will call for a Fright Save, which is a Wisdom Save made against a DC equal to 8 + your Charisma modifier + your Proficiency bonus.

Fear Control

At 1st level, your experience with manipulating and controlling fear has tempered your reaction to it. You gain Advantage on all saving throws made to resist becoming Frightened. At 7th level, you become immune to the Frightned condition.

Dreadful Stare

Beginning at 2nd level, you become able to instill momentary dread into others. As a bonus action, choose a creature you can see within 30 feet of you that can also see you. That creature must succeed on a Fright Save or else become Frightened by you until the end of their next turn.

Fright Magic

When you reach 3rd level, you've learned to control the primal fear of others through the use of spells. You learn the Phantasmal Force spell. At 7th level, you can cast Fear. At 11th level, you learn Phantasmal Killer. Once you have cast one of these spells twice, you must complete a long rest before being able to cast it again. Charisma is your spellcasting ability for these spells. Charisma is your spellcasting ability for these spells.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Unsettling Presence

At 6th level, you emit an upsetting aura. All creatures that end their turn within 5 feet of you must succeed on a Fright save or become Frightened of you until the end of their next turn. A creature that succeeds on this save becomes immune to Unsettling Presence for 24 hours.

In addition, animals and beasts inherently distrust and dislike you. You have disadvantage on all Animal Handling checks.

Know Their Fear

At 7th level, you gain insight into the fears of others. During a conversation with a creature that is at least 1 minute long, you can steer the conversation to discuss fears and worries. For each creature in the conversation, make a Wisdom (Insight) check opposed by their Charisma (Deception) check.

For each creature against whom you win the contest, you learn one worry or concern on their mind, such as an upcoming opportunity for promotion, or a nearby tribe of hostile orcs. You also learn one deep-seated fear of the target, such as a Phobia or a fear of authority.

Instill Phobia

At 10th level, you can imbue a shard of your corrupted fears into another. Once per day as an action, one creature you can see within 30 feet of you must succeed on Fright Save. A creature that succeeds becomes immune to this feature for one week. On a failure, the target gains one of the following Phobias. A creature with a Phobia gains the Frightened condition as long as they can see an object of their Phobia or are in a situation to which their Phobia applies.

A creature with a Phobia can attempt a Fright Save at the end of each of their turns, supressing the condition until the end of their next turn on a success.


  • Acrophobia. The fear of heights
  • Arachnophobia. The fear of Spiders
  • Astraphobia. The fear of Thunder and/or Lightning
  • Claustrophobia. The fear of tight, enclosed spaces
  • Cynophobia. The fear of dogs
  • Elurophobia. The fear of cats
  • Entomophobia. The fear of insects
  • Glossophobia. The fear of public speaking
  • Herpetaphobia. The fear of reptiles
  • Icthyophobia. The fear of fish
  • Nyctophonia. The fear of darkness
  • Pyrophobia. The fear of fire
  • Ophidiophobia. The fear of snakes
  • Thanatophobia. The fear of death or undeath
  • Trypophobia. The fear of holes

A creature that fails their initial Save is afflicted with the Phobia for one week. At the end of that week, and each week thereafter, the creature can attempt a new Fright Save, ridding themselves of the Phobia on a success. A creature that fails this save a total of four times (including the initial save) is permanently afflcited by the Phobia until you instill a new one in them.

If you attempt to instill a Phobia in a creature that you have already instilled one in, that creature's prior Phobia ends and is replaced by the new one. If you are hidden from the creature when you instill it with a Phobia, it does not know you altered them in any way.

Falter

Beginning at 11th level, creatures that are immune to the Frightened condition can still gain that condition from you and your class features. Such creatures have advantage on Fright Saves.

Mental Cracks

Beginning at 14th level, the weight of the fears you enforce upon others can damage their minds. Whenever you cause a creature to become Frightened, that creature takes 3d6 Psychic damage. A creature that succeeds on a Fright Save takes half this damage.

Shatter Psyche

At 15th level, you can, as an Action, attempt to instill such indescribable horror into a creature you can see within 30 feet that their mind temporarily shatters under the pressure. The target must succeed on a Fright Save or suffer 6d6 Psychic damage and become Paralyzed until the end of their next turn. After the paralysis ends, the creature becomes incapacitated for 1 minute. A creature can make a Fright Save at the end of each of their turns, ending the condition on a success.

A creature that succeeds on their initial save takes half damage, and is incapacitated until the end of their next turn. If you use this ability while a creature is currently under its effects, that creature is freed of the Condition afflicting it.

Unsettling Aura

Beginning at 18th level, as a Bonus Action, you can expand the aura of your Unsettling Presence feature to 15 feet, or reduce it to 5 feet again.

Relentless Fear

Beginning at 18th level, whenever a creature fails a Fright Save, they gain disadvantage on Fright Saves until the end of their next turn.

Master of Fear

By 20th level, you have become an undisputed master of Fear itself, and those afflicted by it. As an action on your turn, you can force a Frightened creature you can see within 30 feet of you to make a Fright Save. On a successful save, they become immune to this feature for 1 minute. On a failed save, they obey your commands until the end of their next turn.

Arachnophobia

Spiders are disliked by most folk, but Arachnaphobes meet the creatures with a cold dread, paralyzed just at the sight of them. At some point in your life, you have experienced a life-changing moment of abject terror at the hands, or rather legs, of a spider, either a natural or supernatural one. This experience awakened a latent ability within you to to impose your nightmare on others, wrapping them in webs as you swarm them with hundreds of tiny legs.

Aspect of the Spider

At 1st level, you can manifest a characteristic of Spiders. Four spider-like legs sprout from your back. These legs are long enough to be able to reach in front of you, but flexible and compact enough to be able to fold up and be hidden by most clothes and armor, but require some sort of exit from whatever garment you're wearing to be effective.

These legs can be used to make a Spider Strike attack, which is a melee weapon attack that does 1d6 piercing damage. If you hit, the target must make a Constitution save vs your Fright DC or take an additional 1d6 Poison damage. At 5th level, this attack does an additional 1d6 Piercing damage and is considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

You can also use these legs to move along shear surfaces while keeping your arms free, gaining a Climb Speed equal to your walk speed. You must have at least three free legs to move in this manner. Finally, you ignore movement restrictions caused by webbing.

Eight-Legged Friend

At 1st level, you learn the Find Familiar spell. When you cast this spell, you must select a Spider as the Familiar's form. This Familiar can use the Attack action as normal for a Spider.

Spider Colony

At 5th level, you invite a Swarm of Spiders (Monster Manual) to live on and about your person. This Swarm obeys your verbal and nonverbal commands as long as it is within 60 feet of you, acting immediately after you in initiative. While the spiders are sharing your space, they are considered to be an object being worn or carried for the purposes of targeting or spells. In addition, while sharing your space, the Spiders cushion blows against you; you gain a +1 bonus to AC.

If your colony is lost or destroyed, you can call a new Swarm to your service when you complete a Long or Short rest. At 5th level, you can have one Swarm at a time. At 9th and 15th levels, you gain a second and third Swarm at a time, respectively.

 

Arachnid Affinity

Starting at 5th level, you are always under the effects of the Speak with Animals spell, and can cast Animal Friendship at-will, but both of theses spells only effect Spiders, Scorpions, or other natural Arachnids.

Broken Swarm

At 9th level, twice between Long Rests, you can break your body down into a swarm of spiders as an action. You become a number of Swarm of Spiders equal to your Proficiency bonus, all of which you control. When you do so, you can choose whether your equipment merges with these new forms, or falls to the ground. You retain all Phobiamancer class features in this form, as long as the Swarms are able to physically perform them. When you move, you can move any number of your Swarms up to their speed, and when you use an Action, all Swarms use an Action simultaneously. You can only use a bonus action once on your turn this way.

You can revert back to your normal form as a Bonus Action, choosing which Swarm's space to reappear in, as the Spiders of other Swarms rapidly scuttle to your position to reform the whole. When the last of these Swarms reaches 0 HP, you reform in that Swarm's space, or an adjacent space if it was occupying another creature's.

When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in Spider form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

You can choose to break only part of your body, such as an arm or a leg, into a Swarm, as a bonus action, creating a Swarm of Spiders under your control that acts on your initiative, but losing that part, and the equipment worn by that body part does not merge with the Swarm. When you transform a body part this way, your current and maximum health are reduced by 22.

If the Swarm created this way ends its turn in your space, you can re-merge with it, increasing your current health by the amount of health the Swarm has, and restoring your maximum by 22. If a Swarm created this way dies, you can regrow the body part during a Short Rest by calling a new Swarm of Spiders, restoring your maximum HP.

You can use this part of Broken Swarm as many times per day as you like, but you cannot create a new Swarm or become new Swarms while a body part is transformed. You cannot use this feature to restore limbs or body parts lost by means other than this feature.

Eight-Legged Freak

At 13th level, you can become the living embodiment of your fear by using an Bonus Action to transform into a Giant Spider. While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form.
  • Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

You can revert back to your normal form as a Bonus Action. You can use this feature a number of times per day equal to your Charisma modifier + 2, after which time you must complete a Long Rest to transform this way again.

 

Domain of Webs

At 17th level, you can conjure webbing around you, pulled from the Shadowfell. As an action, you create fifteen 10-foot cubes of thick spidery webbing, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube, and no cube may be placed further than 60 feet away from you. Each creature in one of these cubes must succeed on a Strength save versus your Fright DC, becoming Restrained on a failure. Any creature that moves into one of these cubes or starts their turn there must make this save or become Restrained. A creature restrained by these webs can use an action on their turn to attempt a Strength (Athletics) check versus your Fright DC to break free.

Regardless of if they make the save or not, the web is difficult terrain for all creatures. The webbing decays into nothingness after 1 minute. Once you have used this ability, you must complete a Short or Long Rest before using it again.

Claustrophobia

Darkness. Pressure. Loneliness. Hopelessness. This is all you knew , trapped in some confined space and unable to escape under your own power. The experience shook you to your core, and now you can force others to experience the same torture you did.

Dark Confinement

As an action on your turn, you can conjure shadowy tendrils to arrest a creature you can see within 30 feet of yourself. These shadows are only partially physically, primarily attacking a subject's mind to constrain their body. The target must succeed on a Fright Save or become Grappled until the end of their next turn. In addition, a creature that fails their save suffers 2d6 Psychic damage, or half as much on a success.

Shadow Slip

You have advantage on checks and saves made to avoid becoming Grappled or Restrained.

Iron Maiden

Beginning at 5th level, you can conjure a shadowy prison around a Large or smaller creature you can see within 60 feet of you. The target must succeed on a Dexterity save against your Fright DC. On a failure, the target suffers 3d6 Piercing damage and is blinded, deafened, and restrained, and has total cover against all attacks and effects while in the prison. On subsequent turns, you can use a bonus action to cause the target to take 2d6 Piercing damage.

The prison lasts for 1 minute, until you dismiss it (no action), or until the creature uses an action to make a Strength(Athletics) check against your Fright DC, breaking out on a success. You can only have one prison conjured at a time; conjuring a new one causes all others to disappear.

Mind Cage

Beginning at 9th level, you can entrap multiple creatures simultaneously in illusory confines. As an action, a number of creatures equal to your Charisma modifier that you can see within 30 feet of you must all make Fright Saves. On a failure, a creature suffers 3d6 Psychic damage and is Incapacitated, or half damage on a success. This effect lasts for one minute, and you must Concentrate on it as if on a spell. The condition ends for a creature if it takes any damage.

 

Chains of Darkness

Begininning at 13th level, you can use an action to surround yourself with spectral chains. These chains last for 1 minute and extend in a 15-foot radius from you. Each creature (other than you) that enters the area or starts their turn there must succeed on a Strength save against your Fright DC or become Restrained until the end of their turn, or until the end of their next turn if they entered on another creature's turn.

In addition, while the chains persist, you may use an action to make a melee spell attack against a creature within 20 feet of you, using Charisma as your modifier. On a hit, the attack does 4d6 Bludgeoning damage. This attack cannot be used to make an Attack of Opportunity.

The chains persist for 1 minute, and once you have used this ability, you must complete a Long Rest until you can conjure them again.

Domain of Closure

At 17th level, you've gained the ability to recreate your worst fear for all to experience. As an action, you create a 20-foot radius dome of impenetrable darkness around you.

Nothing can physically pass through the dome. It is immune to all damage and can’t be dispelled by dispel magic. The dome is filled with magical darkness, but you and any number of creatures you choose can see normally within the Dome. In addition, the interior of the dome is considered difficult terrain for all creatures except for you.

Finally, at the end of each of their turns, all creatures other than you in the dome must make a Fright save. On a failure, a creature takes 6d6 Psychic damage, or half as much as a success. The creatures you initially chose to be unaffected by the darkness have advantage on this save.

The dome lasts for 1 minute, or until you dismiss it on your turn (no action).

Thanataphobia

Decaying hands and rotting corpses pulled you underground. Trapped in their grave, you struggled to breath, to escape, to live. You pulled yourself out of the dirt, free of the dead, but changed forever. Their gnarled claws tore not just your skin, but your very soul. From these wounds, you've gained some measure of control over the dead, and can use your experience against your foes.

Wound Wraith

As an action, you can summon a spectral undead entity to your service in an unoccupied space you can see within 30 feet of you. The Wraith has a number of HP equal to your Charisma modifier + three times your level, and an AC of 10 + your Charisma modifier. When the Wraith appears, you can cause it to make a melee spell attack using your Proficiency and Charisma. On a hit, the target suffers 1d6 Necrotic damage + your Charisma modifier. As an action on your turn, you can direct the Wraith to move up to 60 feet and repeat this attack against a creature you can see. The Wraith can never be more than 60 feet away from you.

Whenever the Wraith suffers damage, the creature that damaged it must succeed on a Fright save or take 1d6 Psychic damage. When you reach 5th level, the Wraith can attack twice, instead of once, when you direct it to attack, and its retaliation damage increases by 1d6.

The Wraith is considered an Undead for the purposes of spells and effects that consider creature types. The Wraith disappears when it reaches 0 HP, when you fall unconscious, when you use an action to dismiss it, or after 1 hour. Each time you summon it, it appears at full health, and once you have summoned it twice, you must complete a Long Rest before summoning it again.

Corpse Control

At 5th level, you can cast the Animate Dead spell. Once you have done so, you must complete a Long Rest before doing so again. At 9th and 13th level, you can cast this spell an additional time between rests.

Undead Ally

Beginning at 5th level, undead have difficulty harming you. If an undead targets you directly with an attack or spell, that creature must make a Fright Save. On a failed save, the creature must choose a new target or forfeit the attack or spell. In a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or harmful spell. (Note that area effects, such as Fireball, do not count as targeting with a harmful spell).

Corpsespeaker

At 9th level, you can cast Speak With Dead. You can cast this spell twice, and regain all uses when you finish a Long Rest.

 

Echoes of the Dead

Starting at 9th level, when you see a creature die within 60 feet of you, you can take control of their dead Spirit as a reaction. A Spirit appears in that creature's space that is of the same size and appearance as the slain creature, but translucent and intangible. The Spirit is an Undead, but has no HP and can't take damage or be the target of attacks. Whenever a creature hostile to you leaves the Spirit's reach, the Spirit can make an Attack of Opportunity against that creature using one of the attack it had in life. On a hit, the attack does Necrotic damage instead of its normal damage type. Additional damage, such as poison applied to a weapon, or fire from a magic sword, are not applied to this attack, but effects such as Grapples or Trips associated with the attack are.

Defy Death

Starting at 13th level, when you fall to 0 HP, instead of falling unconscious, your Spirit separates from you body. You maintain your full suite of actions, bonus actions, and movement, but cannot move more than 30 feet from your body. Your spirit form is immune to damage, but cannot physically interact with anything, though you can be seen and heard. While in this state, you are considered to be an Undead. Your body must still make Death Saving Throws as normal at the end of your turn, and if you reach 3, you die. Likewise, your body can be attacked and take damage, and potentially die. If your body dies while you are in this form, you die, and your souls is cursed to wander the land as a ghost. Once you have used this ability, you must complete a Long Rest before using it again.

Domain of Death

At 17th level, as an Action, you can corrupt the area around you in a 20-foot radius, summoning phantasms of death. The area moves as you move, always centered on you, and within the area, the ground appears to be covered in slowly writhing corpses. The area is considered difficult terrain for all creatures other than you and your Wraith. All creatures that enter the area or start their turn there must make a Strength save against your Fright DC. On a failure, a creature suffers 2d6 Bludgeoning damage and 2d6 Necrotic damage and is Restrained by the corpses. On a a success, a creature takes half damage and is not restrained.

When you create the area, you can choose any number of creatures to be immune to its effects.

While in the area, you and all Undead controlled by you have advantage on all attacks, and gain temporary hit points equal to twice your Charisma modifier at the start of each of their turns.

This effect lasts for 1 minute or until you end it as an action, and you must complete a Long Rest before using it again.



Swarm of Spiders

Medium Swarm of tiny beasts, unaligned


  • Armor Class 12 (Natural Armor)
  • Hit Points 22 (5d8)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)

  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses Blindsight 10 Ft., passive Perception 8
  • Languages -
  • Challenge 1/2 (100)

  • Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
  • Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Web Sense. While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web.
  • Web Walker. The swarm ignores movement restrictions caused by webbing.

Actions

Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: (4d4) piercing damage plus (2d4)piercing damage. Or if the swarm has half of its hit points or fewer



Giant Spider

Large Beast, unaligned


  • Armor Class 14 (Natural Armor)
  • Hit Points 26 (4d10+4)
  • Speed 30 ft., Climb 30ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)

  • Skills Stealth +7
  • Senses Blindsight 10 Ft., Darkvision 60 Ft., passive Perception 10
  • Languages -
  • Challenge 1 (200)

  • Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
  • Web Walker. The spider ignores movement restrictions caused by webbing.

Actions


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way
  • Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, reach 30/60 ft., one creature. The target is restrained by webbing As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)
 

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