Dreadbringer - A Martial Class that uses Fear as it's best Weapon for 5e D&D

by JackVoltaire

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Dreadbringer

Dreadbringer

In the deepening shadows of an alleyway, a young woman emerged, her presence tinged with an otherworldly aura. Her village, long haunted by a malevolent spirit, now faced her, a Dreadbringer born with an innate connection to the ethereal realm of fear. As the spirit materialized, it met her gaze, only to recoil in terror from the supernatural chill that enveloped her. With a swift movement, she drew forth a blade that shimmered with spectral energy, the spirit's terror intensifying at her advance.

In the crypt's eerie silence, the chants of an old man resonated, a lineage bearer of secrets and guardian against the dark forces from beyond. His innate affinity with the supernatural allowed him to confront an ancient wraith with a mere glance, his runic markings pulsating with otherworldly power. The wraith, sensing his dread-inspiring aura, faltered in its malevolence.

In the heart of an abandoned mansion, a masked figure, a Dreadbringer, stood motionless. Her targets, oblivious thieves, soon faced her terrifying visage. Born with a supernatural gift to harness fear, she emerged from the shadows, her presence alone unleashing panic and chaos, turning the mansion into a cacophony of screams.

Masters of Terror

Within the echelons of adventurers and heroes, few can claim the title of a true Dreadbringer. These unique individuals are bonded to the very essence of fear, a connection woven into their souls from birth or through fateful encounters with entities from the shadowy realms beyond. Whether arising from cursed bloodlines that whisper of ancient horrors, haunted pasts that echo with the screams of spectral entities, or direct confrontations with the enigmatic denizens of the Shadowfell, Dreadbringers are imbued with a potent, otherworldly power. This power allows them to shape the raw essense of dread from Ravenloft, a chilling energy of fear, often manifesting as a creeping mist or a pitch-black bile that seeps into the very fabric of reality. Their lives are not just a series of battles but a journey through the darkest tales of horror and dread. A Dreadbringer's mastery over the tangible substance of fear blurs the line between the hunter and the haunted.

The Arsenal of Fear

Beyond mere martial prowess, a Dreadbringer wields an arsenal born from the depths of the Shadowfell, a dominion where fear is as real as steel. This innate power over terror is a gift, or perhaps a curse, from realms that mortals dare not tread. Their mere presence can unravel the bravest souls, turning courage to ashes and resolve to dust. Each Dreadbringer channels this dark gift uniquely; some materialize it into tangible forms, crafting weapons from the shadowy essence of fear itself. These items, be they swords wreathed in nightmarish mist or black ichor clubs that crush hope, become living embodiments of terror. Others employ a more subtle, insidious approach, weaving an invisible web of dread that erodes the will of their foes, an unseen force that leaves enemies paralyzed with fear before the battle even begins. This spectral manipulation of fear makes the Dreadbringer a formidable foe, one whose power extends beyond the physical realm into the chilling depths of the psyche.




















Creating your Dreadbringer

In crafting a Dreadbringer, consider the origin of your character's supernatural power over fear. Were you marked by the shadows from birth, or did a brush with the unknown leaving you forever changed, attuned to the whispers of fear? Perhaps your knowledge was imparted by a patron, or maybe you come from a Domain of Dread yourself.

Reflect on how your Dreadbringer wields this otherworldly power. Do you revel in confronting and breaking your foes with the sheer force of your presence? Are you the unseen terror, a specter that haunts before striking? Or do you prefer to be the unseen architect of fear, weaving a tapestry of dread that unnerves and paralyzes?

Multiclassing into a Dreadbringer

If your group uses the optional multiclassing rules, here are the requirements and proficiencies for multiclassing into or out of the Dreadbringer class:
   Ability Score Minimum To multiclass into the Dreadbringer class, or to take a level in another class if you are already a Dreadbringer, you must have a minimum Charisma score of 13. This requirement reflects the Dreadbringer's reliance on force of personality and mastery over fear.
   Proficiencies If Dreadbringer isn't your initial class, here are the proficiencies you gain when you take your first Dreadbringer level: Armor: Light armor, medium armor Weapons: Simple weapons, martial weapons Tools: Disguise kit These proficiencies allow you to adopt some of the essential skills of a Dreadbringer, preparing you for a path that intertwines martial prowess with the manipulation of terror.

Dreadbringer Class Table


Level     PB     Features
1 +2 Terror Factor, Menacing Presence
2 +2 Frighting Style, Whisper of Dread
3 +2 Scare Tactics
4 +2 Ability Score Improvement, Stalker’s Stride
5 +3 Extra Attack
6 +3 Baleful Strike
7 +3 Scare Tactic Feature
8 +3 Ability Score Improvement
9 +4 Don’t Blink
10 +4 Heart of Terror
11 +4 Scare Tactic Feature
12 +4 Ability Score Improvement
13 +5 Scare Tactic Feature
14 +5 You are Next
15 +5 Terror Factor Improvement
16 +5 Ability Score Improvement
17 +6 Scare Tactic Feature
18 +6 Fear Me
19 +6 Ability Score Improvement
20 +6 Terror Incarnate

Class Features

Hit Points

Hit Dice: 1d10 per Dreadbringer level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Dreadbringer level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: Disguise kit, one type of artisan's tools
Saving Throws: Strength, Wisdom
Skills: Choose two from Intimidation, Stealth, Insight, Perception, Survival, Deception

Terror Save DC= 8 + your proficiency bonus + your Charisma modifier

Equipment

As a Dreadbringer, you start with the following equipment:

  • (a) studded leather armor or (b) scale mail
  • (a) a martial two-handed weapon or (b) two martial one-handed weapons
  • (a) a light crossbow and 20 bolts or (b) two daggers
  • (a) a disguise kit or (b) a dungeoneer’s pack
  • An item of significance to your dread powers, such as a cryptic talisman or a book of unsettling fables

Quick Build

To quickly build a Dreadbringer, follow these suggestions. First, make Charisma your highest ability score, as it fuels your Terror Factor and other fear-based abilities. Your next highest score should be Strength or Dexterity, depending on whether you prefer melee or ranged combat. Constitution should also be a priority to enhance your resilience. Second, choose a background that reflects your mysterious or intimidating nature, such as Haunted One, Outlander, or Urban Bounty Hunter.

Terror Factor

From 1st level as a master of fear, you direct the essence of Dread in your control towards your victim. As an action, target a creature within 60 feet that you can see. If unaware of you, it becomes aware, and must make a Wisdom saving throw against your Terror DC. On a failed save, it becomes frightened of you for 1 minute. The frightened creature can make a saving throw at the end of each of its turns to end this effect. Upon recovering from the condition, it becomes Spooked for 10 minutes and immune to your Terror Factor for the duration of the condition. You can use this feature a number of times equal to your Charisma modifier (minimum once), regaining all uses after a long rest. Starting at 15th level, you can target all creatures of your choice within 30 feet.

Spooked

This is a new condition used to give Dreadbringers a cooldown on Terror Factor while also giving them access to new features based on this condition in their subclass. A spooked character has no mechanical debuff, it is the high adrenaline, on your toes, sensation you get after being jump scared when watching a horror movie.




















Menacing Presence

Starting from 1st level, your very presence instills unease. You gain proficiency in the Intimidation skill, or expertise if already proficient, allowing you to double your proficiency bonus for these checks.

Frighting Style

At 2nd level, you choose a combat style that enhances your menacing presence on the battlefield. Each style is associated with a different weapon type and offers unique benefits:

I Axept (One-Handed Slashing)

When you hit a creature with a melee weapon attack using a one-handed weapon that deals slashing damage, you reduce the target’s movement by 10 feet until the start of your next turn. Additionally, you can change the weapon’s damage dice as follows: 1d6 -> 2d3; 1d8 -> 2d4 (To roll a 1d3 you can use a 1d6 and consider 4, 5 and 6 respectively as 1, 2 and 3).

The Knife that Keeps on Giving (One-Handed Piercing)

When you hit a creature with a melee weapon attack using a one-handed weapon that deals piercing damage, you gain a bonus to hit equal to your Charisma modifier on the next attack you make with that weapon before the end of your next turn.

Brutal Bludgeon (One-Handed Bludgeoning)

When you hit a creature with a one-handed bludgeoning weapon, you deal an additional 1d4 bludgeoning damage. If you have advantage on the attack roll, the target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or be knocked prone.

Mighty Mauler (Two-Handed Weapons)

When you hit a creature no more than two sizes bigger with a two-handed weapon, you can push the target up to 5 feet away. Furthermore if you move at least 5 feet towards a creature before making a melee attack with a two-handed weapon, treat any total roll lower than 6 on the weapon’s damage dice as a 6.

Sinister Shot (Ranged Weapons)

Once on each of your turns you can choose to aim to cripple your target when making a ranged weapon attack. On a hit, the target has disadvantage on the first attack roll it makes before the start of your next turn. You do not suffer disadvantage on ranged attack rolls due to being within 5 feet of a hostile creature.

Piercing Retrieval (Thrown Weapons)

When you hit a creature with a thrown weapon, it embeds in the target. As an action, you can attempt to retrieve any number of weapons currently embedded in a target within your arm's reach by making an Athletics or Acrobatics check (your choice) against the target's AC. On a success, deal 2d4 damage per embedded weapon (up to a maximum of 8d4) plus your Strength or Dexterity modifier. You recover the weapons regardless of success. The target can also use an action to remove the embedded weapons without taking damage.

Disorienting Strike (Unarmed & Improvised Weapons)

When you gain this frighting style your unarmed attacks now deal 1d4 + your Strength or Dexterity modifier on a hit, this damage increases to 1d6 at 5th level, 1d8 at 11th and 1d10 at 17th. When you hit a creature with an unarmed strike, with a natural weapon or an improvised weapon while having advantage on the attack roll, the target must make a Constitution Saving Throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, the target suffers a -2 penalty to AC until the start of your next turn.

Whisper of Dread

Starting from 2nd level, your connection to the essence of fear has deepened, granting you an eerie ability to unearth the deepest terrors that lurk in the hearts of others. With a mere conversation or careful observation, you can uncover what truly haunts a person's soul. You can discern a creature's deepest fear by conversing with it for at least 1 minute or observing it for 10 minutes. The target remains unaware of your probing, feeling nothing more than an inexplicable chill.

Scare Tactics

At 3rd level, choose the Scare Tactic from the options below that best represents your approach at frightening and hunting: Bloodied Reaver, Spectral Stalker or Eldritch Harrower.

Your Scare Tactic grants you features at 3rd level and again at levels 7th, 11th, 13th, 17th.

Ability Score Improvement

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

Stalker’s Stride

At 4th level, your movement speed increases by 10 feet. Additionally, moving through non magical difficult terrain costs you no extra movement.

Baleful Strike

Starting from 6th level, the first time on your turn you damage a target with an attack while they are frightened of you deal 2d8 bonus Psychic damage to the target.





























Genres of Horror

Each subclass (which are called Scare Tactics) embodies a different genre of horror: the Bloodied Reaver is associated with Gore, the Spectral Stalker is associated with Supernatural and Ghost Stories, the Eldritch Harrower is associated with Cosmic Horror and the Cthulhu Mythos, keep this in mind when choosing it, maybe not every type of horror is suitable for your table, your campaign or your playstyle, have a chat with your DM about it.

Terror Incarnate

At 20th level your mastery over terror is now complete. Upon inflicting Terror Factor on a creature you can choose to become the incarnation of terror itself, all creatures under the effect of your Terror Factor perceive the world around them as terrifying and hopeless, and you as the beating heart of that twisted dimension.

For 1 minute or until you decide to end this effect, affected creatures can’t make the saving throw to recover from Terror Factor, take 13 psychic damage at the start of their turn, and if they end their turn while they are within 15 feet of you they must make a Wisdom Saving Throw against your Terror Save DC (this counts as a save against frightened for immunities) or become paralyzed until the end of their next turn. You regain the ability to use this feature after completing a long rest.

Scare Tactics

Choose the Scare Tactic from the options below that best represents your approach at frightening and hunting: Bloodied Reaver, Spectral Stalker or Eldritch Harrower.

Bloodied Reaver

Bloodied Reavers infuse their martial prowess with the essence of terror and savagery. Unlike traditional warriors who rely solely on physical strength or skill, Bloodied Reavers harness the power of fear to augment their combat abilities. Their fighting style is brutal and relentless, often employing weapons and tactics that instill dread in their enemies. Bloodied Reavers can manipulate the battlefield by exploiting the terror they sow, turning their foes' fear into a weapon as lethal as any blade. Mechanically, this subclass specializes in dealing extra damage to frightened opponents, using fear effects to gain advantages in combat, and recovering from near-defeat through sheer force of terror. Their unique abilities allow them to turn the tide of battle, not just with their weapons, but with the palpable aura of dread they command.

Sweet Misery

At 3rd level gain unarmored defense equal to 10 + constitution modifier + charisma modifier when not wearing any armor or shield. When you reduce a creature to 0 hit points gain temporary hit points equal to your Charisma Modifier.

Spooky Carnage

Starting from 7th level, as an action you can brutalize a Spooked creature within range of the weapon you are wielding (or within range of your unarmed attack), make a weapon attack with that weapon, on a hit deal 2d12 additional damage of the same type as
the weapon and remove the Spooked condition.
Furthermore when you successfully hit with Spooky
Carnage gain the temporary hit points from Sweet Misery, if Spooky Carnage reduces a creature to 0 hit points, gain double the temporary hit points.

Cleaver and Leave her

Starting from 11th level, when using your Terror Factor feature you can make a single weapon attack right before that as part of the same Action.

Why won’t It Die

From 13th level, when reduced to 0 hit points you become stable, at the start of your turn you can spend up to half your hit dice to regain hit points, you may also stand up without expending movement.

Kill Them

At 17th level, you gain an imprecise scent with a 60 feet range, allowing you to detect and know the general location that are not Constructs, Elementals or Oozes. You can use your Terror Factor on these creatures even if you only perceive them through this scent and even if they can’t see you.
When creatures fail the saving throw against Terror
Factor you now know their precise location and you
gain advantage on attack against them for the duration of
the Frightened Condition.

Spectral Stalker

Spectral Stalkers embody the essence of ghostly terror, merging stealth and dread in a haunting dance. Unlike other warriors who confront their enemies head-on, Spectral Stalkers use their connection to the spectral realm to strike from the shadows and instill fear from a distance. Their abilities allow them to become ethereal, pass unnoticed, or use ghostly apparitions to disorient and terrify their opponents. On a mechanical level, this subclass excels in ambush tactics and battlefield control, using their ghostly powers to gain strategic advantages. Spectral Stalkers are ideal for players who enjoy a playstyle focused on subtlety, misdirection, and the psychological aspects of combat, leveraging the unseen and the uncanny to dominate the battlefield.








































Let’s Play a Game

Beginning at 3rd level, using your Terror Factor doesn't reveal your presence, only leaving a lingering unease. Additionally, you gain the Shadow Cloak ability.

Shadow Cloak; As a bonus action when in dim light or darkness, become invisible until you attack, cast a spell, become incapacitated or end your turn outside of darkness.

Spooky Ghostvisage

Starting from 7rd level you can communicate telepathically with any creature you Spooked while within 1 mile of them, when you do so you can choose to extend the condition by an hour. When hidden from a Spooked creature or when surprising a Spooked creature you can as an action summon your Ghostly Implement and make a special attack with it on that creature, on a hit deals a bonus 4d6 psychic damage, after the attack the Ghostly Implement fades away and the creature is no longer Spooked. Your Ghostly Implement is a ghostly manifestation of your malice, you can choose what shape it takes among the weapons in your Frighting Style, it is considered magical and deals psychic damage.

They're Coming Outta the Walls

At 11th level, when using your Terror Factor you can become ethereal (as per the Etherealness spell) and move up to your movement in any direction as part of the same action, at the end of which you become corporeal again and if you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. You can now also use Terror Factor without targeting any creature.

You don’t Recognize the Bodies in the Water

At 13th level you have learned to capture and bind the spirits of those you defeat, holding them in a ghostly form. This ability allows you to store and utilize the ghosts of creatures you have killed.

Storing a Ghost; When you reduce a creature to 0 hit points, you can choose to bind its spirit. This choice must be made immediately upon the creature's death. The maximum number of ghosts you can bind at any time is equal to your Charisma modifier (minimum of one).

Manifesting a Ghost; As a bonus action, you can summon the apparition of a stored ghost, which appears in an unoccupied space within 30 feet of you. This apparition can be made to resemble the living creature it once was, though a successful Investigation check against your spell save DC reveals its true nature as a ghost. The apparition remains until you dismiss it as a bonus action, or until it is destroyed.

Apparition Abilities; An apparition has 1 hit point and is immune to all conditions. It can't attack, but it can perform simple tasks and communicate as it did in life. The apparition is considered an object for the purpose of targeting.

Controlling the Apparition; While the apparition is within 60 feet of you, you can telepathically command it as a bonus action on your turn, causing it to move up to 30 feet, pass through objects as though they were difficult terrain, or carry out a simple task or objective you assign. If you command the apparition to move through an object or terrain, its movement for that turn is halved.

We are all Ghostvisage

From 17th level, your Ghostly Implement now doesn’t fade away upon hitting a Spooked creature, you can also manifest it in your hands as an action but it still fades away if you let go of it. You can attack with your Ghostly Implement as if you were in the space of your Apparitions and you can use your Terror Factor as if you were in the Apparations’s Space.

Eldritch Harrower

Eldritch Harrowers blend the art of fear with arcane mysteries, channeling otherworldly powers to unnerving effect. While they may not possess the extensive spellcasting repertoire of full-fledged mages, Eldritch Harrowers focus on a curated selection of spells that amplify their ability to manipulate and instill fear. Their magic often takes on a haunting and eldritch aspect, with spells that warp the minds of their foes or summon spectral horrors. Mechanically, this subclass offers a blend of spellcasting and fear-based tactics, allowing players to cast spells alongside using their Terror Factor. Eldritch Harrowers are adept at using their spells to augment their frightening presence, making them versatile in both combat and psychological warfare.

Spellcasting

When you reach 3rd level, you gain access to your otherworldly powers to cast spells. Cantrips You learn two cantrips of your choice from the list provided at the end of the subclass. You learn an additional cantrip of your choice at 10th level.

Spell Slots. The Eldritch Harrower Spellcasting table shows how many spell slots you have to cast your Harrower spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Arms of Hadar and have a 1st-level and a 2nd-level spell slot available, you can cast Arms of Hadar using either slot.

Spells Known of 1st Level and Higher. You know three 1st-level Harrower spells of your choice. The Spells Known column of the Eldritch Harrower Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the Harrower spells you know with another spell of your choice from the Harrower spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your Harrower spells, since your ability to cast them is innate in your nature. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Harrower spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Eldritch Harrower Spellcasting

Dreadbringer Level Spells Known 1st Level 2nd Level 3rd Level 4th Level
3rd 3 2
4th 4 3
5th 5 3
6th 5 3
7th 6 4 2
8th 6 4 2
9th 7 4 2
10th 7 4 3
11th 8 4 3
12th 8 4 3
13th 9 4 3 2
14th 9 4 3 2
15th 10 4 3 2
16th 10 4 3 3
17th 11 4 3 3
18th 11 4 3 3 2
19th 12 4 3 3 2
20th 12 4 3 3 2

Spooky yet Unfathomable

Starting from 7th level you gain advantage on spell attack rolls against Spooked creatures, after benefiting from this feature the Spooked condition is removed from said creatures. Similarly, Spooked creatures have disadvantage on saves against your spells, and after being targeted by this feature the Spooked condition is removed from them.

Scholar of Nyarlathotep

From 11th level, when using your Terror Factor feature you can cast a cantrip right before that as part of the same Action.

Signed by the Elder

Starting from 13th level your spells now carry a fragment of otherworldly essence. When you cast a Harrower spell that deals damage, you deal additional damage equal to your spellcasting ability modifier as psychic damage.

Star Spawn

Starting from 17th level, even a glimpse of the beyond is now enough to drive your enemies mad, when a creature fails a saving throw against your Terror Factor or a spell that gives the frightened condition they gain a short-term madness. Creatures afflicted by Star Spawn are immune to it for 24 hours. A creature that has gained a short-term madness from your Star Spawn feature in the past, gains instead a long-term madness if subjected to it. Creatures of CR 1 or lower gain instead a long-term madness on the first time and an indefinite madness on the second.



















































Eldritch Harrower Spell List

Cantrips (0 Level)
  • Blade Ward
  • Booming Blade
  • Chill Touch
  • Eldritch Blast
  • Green-Flame Blade
  • Lightning Lure
  • Mage Hand
  • Minor Illusion
  • Thunderclap
  • Toll the Dead



















































1st Level
  • Arms of Hadar
  • Cause Fear
  • Charm Person
  • Color Spray
  • Comprehend Languages
  • Detect Magic
  • Disguise Self
  • Find Familiar
  • Expeditious Retreat
  • Ice Knife
  • Illusory Script
  • Jump
  • Longstrider
  • Magnify Gravity
  • Silent Image
  • Sleep
  • Tasha's Hideous Laughter
  • Witch Bolt
2nd Level
  • Alter Self
  • Blindness/Deafness
  • Blur
  • Borrowed Knowledge
  • Crown of Madness
  • Darkness
  • Detect Thoughts
  • Flock of Familiars
  • Invisibility
  • Levitate
  • Misty Step
  • Shadow Blade
  • Suggestion
  • Tasha's Mind Whip
  • Wither and Bloom
3rd Level
  • Animate Dead
  • Bestow Curse
  • Clairvoyance
  • Counterspell
  • Dispel Magic
  • Enemies Abound
  • Fear
  • Fly
  • Hunger of Hadar
  • Hypnotic Pattern
  • Intellect Fortress
  • Major Image
  • Nondetection
  • Sending
  • Slow
  • Speak with Dead
  • Tongues
4th Level
  • Arcane Eye
  • Banishment
  • Blight
  • Dimension Door
  • Divination
  • Evard's Black Tentacles
  • Gravity Sinkhole
  • Hallucinatory Terrain
  • Shadow of Moil
  • Sickening Radiance
  • Spirit of Death
  • Summon Aberration

The

Dreadbringer

Class

Scare the ever living crap out of your enemies and your DM with the Dreadbringer!

Version 1.4

Concept and writing by /u/JackAVoltaire

All Art: DALL·E

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