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# Fear Magic You focus your studies on the nature of fear, the emotion produced from the vulnerable minds of people and animals alike. Students of this outlandish magic learn to harness and shape this intangible energy, manipulating the primal force of dread to bend their victim's actions to their will. By weaving fear into their spells, these mages can induce paralyzing terror, shattering the resolve of their foes, or stand as a horrific figure that drive adversaries into madness. In mastering the shadows of the mind, they command a power as ancient and formidable as the fears that lurk within every heart. ___ ### Frightful Stance Beginning at 2nd level, you've begun to harness the raw power of fear. Whenever you make Charisma (Intimidation) checks, you can use your Intelligence rather than your Charisma. Also, you have advantage on saving throws and ability checks against the frightened condition. ___ ### Fearbringer Also at 2nd level, the raw power of fear leaches onto your spells. Whenever you hit a creature with a spell that deals damage, you can use this feature to force it to make a Wisdom saving throw using your spell save DC. On a failed save, the creature becomes frightened of you for 1 minute. The creature can make subsequent saves at the end of each of its turns. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses after a short rest. ___ ### Distressful Fortitude At 6th level, you've begun to reshape the fear of others to benefit you. Whenever a creature that is frightened of you that you can see is within 60 feet, you can use a bonus action to enact one of the following: - ***Bend.*** You end the frightened condition on said creature and force the creature to attack the closest creature to it within reach. - ***Consume.*** You end the frightened condition on said creature and immediately gain 2d10 temporary hit points which are removed after an hour. You can use this feature up to a number of times equal to your Intelligence modifier per short rest. \columnbreak ### Rooted Nightmare At 10th level, you've learned how to fabricate creature's fears against themselves. Whenever a creature you attempted to fear either failed to be feared or is immune to the frightened condition, you can use your reaction to force the creature to make an Intelligence saving throw using your spell save DC. Upon failure, the creature has disadvantage on rolls against the frightened condition and is no longer immune to the frightened condition if it already is for 1 minute. You can use this feature up to two times per long rest. ___ ### Haunting At 14th level, you have become the incarnation of fear. As an action, all creatures of your choice that you can see within 90 feet of you must make a Wisdom saving throw using your spell save DC or become frightened of you for 1 minute. The creatures can make subsequent saves at the end of each of their turns. If a creature already has the frightened condition, whether or not because of you, they instead take 8d8 psychic damage upon a failed save, or half as much on a success. Once you use this feature, you cannot do so again until you finish a long rest.