The Harbinger
There is power in fear not in its absence, but in its mastery.
Class Overview
| Level | Proficiency Bonus | Features | Fear Dice | Dice Size |
|---|---|---|---|---|
| 1 | +2 | Fear Manifestation, Avatar's Mark | — | — |
| 2 | +2 | Fear Dice, Dread Presence | 2 | d6 |
| 3 | +2 | Avatar Domain, Domain Feature | 2 | d6 |
| 4 | +2 | Ability Score Improvement | 2 | d6 |
| 5 | +3 | Terror Tactics | 3 | d6 |
| 6 | +3 | Domain Feature | 3 | d6 |
| 7 | +3 | Flicker Between | 3 | d6 |
| 8 | +3 | Ability Score Improvement | 3 | d6 |
| 9 | +4 | Piercing the Veil | 4 | d8 |
| 10 | +4 | Dread Presence Improved | 4 | d8 |
| 11 | +4 | Domain Feature | 4 | d8 |
| 12 | +4 | Ability Score Improvement | 4 | d8 |
| 13 | +5 | Hidden Terror | 5 | d8 |
| 14 | +5 | Domain Feature | 5 | d8 |
| 15 | +5 | Improved Avatar's Mark | 5 | d8 |
| 16 | +5 | Ability Score Improvement | 5 | d8 |
| 17 | +6 | Domain Feature | 5 | d10 |
| 18 | +6 | Fear Made Flesh | 5 | d10 |
| 19 | +6 | Ability Score Improvement | 5 | d10 |
| 20 | +6 | Living Dread | 6 | d12 |
Hit Points
- Hit Dice: 1d8 per Harbinger level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Harbinger level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons
- Tools: None
- Saving Throws: Wisdom, Charisma
- Skills: Choose two from Deception, Intimidation, Insight, Investigation, Arcana, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) a sickle
- (a) a scholar’s pack or (b) an explorer’s pack
- Leather armor, and a spellcasting focus (orb, crystal, or amulet)
Class Features
Fear Manifestation
Harbinger Save DC = 8 + your proficiency bonus + your Charisma modifier
As an action, choose one creature within 30 feet that can see or hear you. It must succeed on a Wisdom saving throw or be Frightened until the end of your next turn.
Starting at 5th level, this duration increases to 1 minute, and the creature may repeat the save at the end of each of its turns.
You can use this feature a number of times equal to Charisma modifier (Minimum of 1). You regain all expended uses on a short or long rest.
Avatar’s Mark
Also at 1st level you bear the signature of fear incarnate. At 1st level, you gain:
- Proficiency in Arcana, Religion, or Insight (your choice).
- The Stillness cantrip and one cantrip of your choice from the Warlock, Bard, or Sorcerer list.
- You can cast Detect Magic as a ritual.
- You gain proficiency in Intimidation if you do not have it already.
Fear Dice
Starting at 2nd level, you gain Fear Dice, a pool of energy you use to manipulate fate and fear. These are d6s that you can spend in the following ways:
- Dread Twist (Bonus Action): Subtract a Fear Die from an enemy's next ability check, attack roll, or saving throw.
- Ill Omen (Reaction): Force a creature within 30 feet to reroll a successful save. They must use the lower result.
You regain all expended Fear Dice on a short or long rest. You gain additional dice and their size improves at higher levels.
Dread Presence
At 2nd level, your aura spreads dread in subtle ways. While you’re not incapacitated, creatures of your choice within 10 feet of you have disadvantage on saving throws to resist being frightened or charmed.
Avatar Domain
At 3rd level, you choose one of the 14 Avatars of Fear (subclasses). Each grants you unique fear-themed powers at levels 3, 6, 11, 14, and 17.
Terror Tactics
Starting at 5th level, your mastery of fear lets you seize openings and move like a shadow.
When a creature fails a saving throw against one of your Harbinger features, you can immediately do one of the following as a reaction:
- Shadow Step: Teleport up to 15 feet to an unoccupied space you can see.
- Haunting Echo: Choose an ally within 30 feet. They can immediately move up to 10 feet without provoking opportunity attacks.
- Crack the Veil: Deal additional psychic damage to the target equal to your Fear Die.
Flicker Between
At 7th level, you begin to move like something not entirely real. You can choose to leave behind a phantasmal afterimage as a bonus action for 1 minute. If you move more than 10 feet away from the afterimage it disappears. The afterimage:
- Has 1 hit point and an AC of 10.
- Sheds dim light in a 5-foot radius.
- All attacks against you are at disadvantage.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Nothing has Changed
At 9th level, your mastery of perception and presence lets you subtly rewrite moments, leaving your enemies unsure whether they ever acted at all.
When a creature you can see within 60 feet succeeds on an attack roll, ability check, or saving throw, you can use your reaction to force them to repeat the roll.
They make the new roll with no awareness that they already succeeded. They must use the second result.
You can use this feature once per short or long rest. Starting at 15th level, you may use it twice per short or long rest.
Grim Boon
At 10th level, your connection to the fear that feeds you begins to fortify your form in subtle, unnatural ways. You learn to anchor yourself in dread and to share that anchoring with others.
You gain the following benefits:
- You may use Charisma instead of Strength or Dexterity for attack and damage rolls with simple weapons.
- When you hit a creature with a simple weapon attack, you can expend 1 Fear Die to deal extra psychic damage equal to the die roll, and grant temporary hit points to yourself or a creature within 30 feet equal to your Charisma modifier.
- Allies within 10 feet of you cannot be frightened while you are frightened.
Improved Avatar's Mark
At 15th level your presence is no longer just unsettling, it is undeniable. The world around you bends under the weight of your influence.
- You can cast Detect Magic at will.
- You can cast Stillness as a bonus action and you may target up to two creatures.
- You gain proficiency in Intelligence saving throws
Living Omen
Starting at 18th level, when you roll initiative, choose up to three creatures that can see you. Each must succeed on a Wisdom saving throw (DC = 10 + proficiency bonus + Charisma Modifier) or become frightened of you until the end of their next turn.
This fear ignores immunity, but affected creatures have advantage on the save if they are normally immune.
You Are Fear
At 20th level, you become the living shape of fear. Your Charisma score increases by 4, and its maximum becomes 24.
In addition, Fear Die increase to d12, you can never be surprised, and initiative is always rolled with advantage.
Avatar Domains
The Buried
Also called The Centre, Choke, Too Close I Cannot Breathe, Forever Deep Below Creation.
The fear of small spaces, of being buried alive, of suffocating and drowning in the dark. The Buried presses inward, silent and unmoving. It doesn’t chase you it waits for the collapse. It manifests as dirt, coffins, heavy debts, crumbling ceilings, or the slow press of inevitable collapse.
Smothering Aura
At 3rd level, your presence weighs on the environment like a collapsing tunnel. While you are not incapacitated, the area within 10 feet of you is considered difficult terrain for hostile creatures. As a reaction you can make any hostile creature within this range make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be knocked prone and takes 1d6 bludgeoning damage and half as much on a successful save.
Earthen Grasp
At 6th level, you can summon the crushing weight of the deep earth to hold your foes.
When you hit a creature with a weapon attack or damaging cantrip, you can expend a Fear Die to cause shifting ground or crushing pressure to rise beneath them. The creature must make a Strength saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creature is Restrained until the end of your next turn.
Entomb
At 11th level, you can speak a word of weight that cannot be denied.
As an action, choose one creature you can see within 60 feet. That creature must make a Wisdom saving throw. On a failure:
- It is restrained as it is buried beneath metaphysical pressure for 1 minute.
- It may repeat the save at the end of each of its turns, ending the effect on a success.
You can do this once per long rest.
The Pit
At 14th level, you carry the weight of the earth wherever you go.
- While a hostile creature is within 30 feet of you and cannot see the sky, it has disadvantage on Wisdom (Perception) checks and Charisma ability checks.
- The first time each round a hostile creature enters this area or starts its turn there, it takes 1d8 psychic damage.
Swallowed Whole
At 17th level, you call upon the weight of the world to still the living.
As an action, you choose one creature you can see within 60 feet. The ground seems to collapse beneath them, pulling their body and mind into stasis. The creature must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or become petrified until the end of your next turn.
At the end of your next turn, it immediately takes 6d10 psychic damage as its awareness snaps back mid-entombment. The petrification then ends. On a successful save they take half damage.
Once you use this feature, you can’t use it again until you finish a short or long rest.
The Corruption
Also called Filth, The Crawling Rot, Flesh Hive.
The fear of rot and sickness, of things that fester. It is not death, but what comes before: the oozing, crawling, unnatural thing that spreads in quiet corners. The Corruption disgusts and invades, clinging to skin and soul alike. It manifests as insects, decay, parasitic bonds, and toxic devotion.
Hive Within
At 3rd level, your body becomes a vessel for something vile and teeming.
You gain resistance to poison damage and advantage on saving throws against disease. Additionally, when you expend a Fear Die, you can choose to exude a faint aura of buzzing and infection for 1 minute. While this aura is active:
- The first creature that hits you with a melee attack each round takes poison damage equal to your Charisma modifier.
- If that creature is frightened, they also have disadvantage on their next attack roll.
Skin-Crawling Presence
At 6th level, you exude a presence that makes the flesh of others crawl with unseen filth.
When a creature starts its turn within 10 feet of you, you can use your reaction to force it to choose: it must either move at least 10 feet away from you or become unable to take reactions until the start of its next turn.
This has no effect on creatures that are immune to the frightened condition. You can use this feature a number of times equal to your Charisma modifier per long rest.
Bloom of Rot
At 11th level, you can infect the battlefield with grotesque manifestations.
As an action, you may expend a Fear Die to cause a 10-foot radius area within 60 feet of you to erupt in spiritual rot and vermin. The area becomes difficult terrain until the end of your next turn. Hostile creatures that begin their turn in the area or move through it must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or take poison damage equal to the Fear Die and have disadvantage on Dexterity saving throws until the start of their next turn.
You may also cast stinking cloud once per long rest without components.
One of Us
At 17th level, your corruption spreads not only through flesh, but through loyalty.
When a creature that is frightened by you is reduced to 0 hit points, you can use your reaction to infect another creature within 30 feet of you that saw it happen.
The target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or become Charmed by you for 1 minute, compelled by the false belief that you are safe, familiar, or kin.
While charmed this way, they will not willingly harm you, and you have advantage on Charisma checks made to influence them. The effect ends early if you or your allies attack them.
You can use this feature once per long rest.
The Dark
Also called Mr. Pitch, The Forever Blind.
The primal fear of darkness, of the unseen things just out of reach, of the eyes that watch but are never watched in return. The Dark is cold, ancient, and unknowable. It manifests in shadowy corners, in monsters that vanish the moment light touches them, and in the creeping dread of blindness.
Cloak of Night
At 3rd level, you learn to embrace the comfort of shadow.
You can see normally in darkness, both magical and nonmagical, out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet and functions in magical darkness as well.
Eyes Never Met
Also at 3rd level, you learn to distort the senses of others.
As a reaction when a creature hits you with an attack roll, you can expend a Fear Die to create an illusory afterimage. The attacker must subtract the result from their attack damage.
Fade Into the Black
At 6th level, your form becomes harder to hold in memory.
When you roll initiative and are in dim light or darkness, you can become invisible until the end of your next turn. You may use this feature once per long rest.
Additionally, while you are in dim light or darkness, you have advantage on saving throws against being grappled or restrained.
Lightless Grasp
At 11th level, your presence darkens the hearts of others.
As an action, you can unleash a wave of shadowy tendrils from your form. You must expend a number of fear die for number of creatures targetted. Each creature must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or take psychic damage equal to two Fear Dice and be unable to take reactions until the end of their next turn.
If they are in dim light or darkness, they also have disadvantage on the save.
You can use this feature once per long rest.
Eternal Eclipse
At 17th level, you can turn a space into a sanctuary of darkness.
As an action, you summon a 30-foot radius sphere of magical darkness centered on yourself that lasts for 1 minute. This darkness moves with you and does not hinder your sight.
While in this darkness:
- You and allies have advantage on Dexterity saving throws and Stealth checks.
- Hostile creatures have disadvantage on Wisdom (Perception) checks and ranged attacks.
- When a frightened creature starts its turn in the darkness, it takes psychic damage equal to your Charisma modifier.
You can use this feature once per long rest.
The Desolation
Also called The Lightless Flame, The Torturing Flame, The Devastation, The Blackened Earth, The Ravening Burn, Asag.
The Desolation is not just fire — it is the fear of pain, of sudden and senseless loss. It is watching something precious burn before it has time to become what it was meant to be. The fear of never getting to say goodbye. It manifests as heat, wax, ruin, and irreversible damage.
Scorch the Hope
At 3rd level, you gain the ability to mar a creature’s potential in the moment of opportunity.
When a creature within 30 feet of you regains hit points, casts a spell, or succeeds on a saving throw, you can use your reaction to expend a Fear Die. Roll the die and reduce the healing received, spell’s effective level (minimum 1), or subtract it from the save result retroactively.
This can only affect one creature per turn, and a spell reduced this way does not lose its slot but has reduced effect as determined by the DM (e.g. range halved, targets reduced, etc.).
Waxen Brand
Also at 3rd level, you mark others with your own pain.
When you take damage from a source you can see, you can choose to brand a creature within 30 feet. Until the end of your next turn, whenever that creature deals damage, it also takes psychic damage equal to your Charisma modifier.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Collapse the Foundation
At 6th level, you can cause physical or emotional structures to crumble under your presence.
As an action, you target a structure, magical effect (such as wall of force or telekinetic barrier), or a creature concentrating on a spell within 60 feet. That target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier).
- On a failure, the structure takes double damage from the next source to affect it.
- A creature rolls concentration as if it took damage (roll as normal), and if it fails, it takes psychic damage equal to your Fear Die.
You can use this feature once per long rest, or expend 2 Fear Dice to use it again.
Burn the Future
At 11th level, when a creature within 30 feet, benefits from a critical hit, or succeeds on an attack roll, you may use your reaction to expend a Fear Die and instead impose despair:
- The creature becomes frightened of you until the end of its next turn.
- The creature takes psychic damage equal to the Fear Die rolled.
You can use this feature a number of times equal to your Charisma modifier per long rest.
The Black Flame Hungers
At 17th level, you can summon the desolation within and let it devour hope directly.
As an action, you unleash a pillar of heatless black flame in a 20-foot radius centered on yourself that lasts for 1 minute. While this flame is active:
- Creatures of your choice in the area cannot benefit from healing or temporary hit points.
- Whenever a creature takes fire or psychic damage from you or an ally, you may roll a Fear Die and deal additional psychic damage equal to the die.
- Allies in the flame gain immunity to fear but take 1 psychic damage at the start of their turns.
You can use this feature once per long rest.
The End
Also called Death, Terminus, the Termination of All Life, The Coming End That Waits For All And Cannot Be Ignored.
The End waits for everything, unhurried and unfeeling. It is the chill at the end of a warm memory. The silence after a life is over. It does not revel in pain—it simply watches, waits, and closes the door. It manifests through bones, corpses, silence, and the dreams that come before death.
Omen of Closure
At 3rd level, you can sense when an end draws near.
When a creature within 60 feet of you is below half its maximum hit points, you have advantage on Intimidation checks and Wisdom (Insight) checks against it.
Additionally, when a creature within 30 feet of you is reduced to 0 hit points, you may expend a Fear Die. If you do, another creature of your choice within 30 feet must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of its next turn.
Dream of Dying
Also at 3rd level, you can cast sleep once per long rest without expending a spell slot or components. Charisma is your spellcasting modifier for this spell.
Echoes of the Last Breath
At 6th level, you can reach into the fading memory of life.
As a bonus action, you may target a corpse or undead creature within 60 feet. Until the end of your next turn, you can ask it one question as if under the effect of speak with dead. It answers mentally, and only to you—no one else can hear it.
You can use this feature a number of times equal to your Charisma modifier per long rest.
Death’s Patience
At 11th level, you become a still figure in the chaos of battle.
When you take the Dodge action, you can expend a Fear Die to do one of the following at the end of your turn:
- Deal psychic damage equal to the Fear Die to each creature within 10 feet of you that missed you with an attack.
- Cause one creature within 60 feet to have disadvantage on its next attack roll.
Additionally, when you reduce a creature to 0 hit points, you may choose to have them fall unconscious and stable instead of dying. Their dreams are filled with visions of you.
The Door Closes
At 17th level, you can invoke the weight of finality itself.
As an action, you call upon the inevitability of death. Each creature of your choice within 30 feet that is frightened, below half hit points, or unconscious must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier).
On a failure, the creature takes 5d10 psychic damage and is unable to regain hit points until the end of its next turn.
On a success, it takes half damage with no additional effect.
You can use this feature once per long rest.
The Eye
Also called Beholding, The Ceaseless Watcher, It Knows You, The Great Eye that watches all who linger in terror and gorges itself on the sufferings of those under its unrelenting stuporous gaze.
The fear of being observed, of every secret laid bare. The Eye sees what you’d rather forget. It is the terror of exposure, the paranoia of unseen surveillance, and the madness of knowing too much. It often manifests as libraries, clusters of eyes, security systems, and truths too heavy to carry.
Unblinking Sight
At 3rd level, your gaze pierces lies and illusions.
You gain proficiency in either Investigation or Insight (your choice). If you're already proficient, your proficiency bonus is doubled for that skill.
Additionally, you can see normally through lightly obscured areas and magical darkness. You have advantage on Intelligence (Investigation) checks to uncover hidden doors, traps, or written secrets.
Force the Gaze
Also at 3rd level, you gain proficiency in two languages of your choice.
Additionally, whenever you attempt to learn a new language, skill proficiency, or tool proficiency through downtime, the required time is reduced by half. If the DM requires a check to learn the skill, you may add your Charisma modifier to the roll.
Stolen Knowledge
At 6th level, you can pluck surface knowledge from others like a page from a book.
When a creature you can see within 60 feet fails a saving throw, or when you deal psychic damage to a creature, you may use your reaction to learn one of the following:
- The creature's current hit point total
- One language, tool, or skill proficiency it possesses (you retain this for 1 hour)
- The answer to a yes/no question the DM must answer truthfully (the creature must know the answer)
You can use this feature a number of times equal to your proficiency bonus per long rest.
Compel the Statement
At 11th level, you can speak with the same force as a Watcher’s gaze, drawing the truth from the unwilling.
As a bonus action, you target one creature within 60 feet that can hear you. The creature must succeed on a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be compelled to answer a single question you ask aloud on your turn.
The answer must be no more than a sentence, must be truthful (as if under zone of truth), and must be something the creature knows. If it doesn't know the answer, it must say so.
Whether the save succeeds or fails, the target is aware of the attempt. On a success, it resists the compulsion and feels an intrusive pressure pass.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Ceaseless Revelation
At 17th level, you can unmake the walls people build around their secrets.
As an action, you target one creature you can see within 60 feet. The target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failure, they involuntarily reveal a deep, personal truth aloud and clearly.
This revelation:
- Must be something the creature has concealed or denied, and
- Must significantly affect how others view them if heard (such as a betrayal, secret deal, fear, hidden desire, or lie)
Additionally:
- The creature is frightened of you for 1 minute
- You and your allies have advantage on Insight and Persuasion checks against the creature for the duration
If the creature has no significant secrets or you don't speak any language the creature does they instead take 2d10 psychic damage.
The creature remembers the experience clearly and cannot lie about what it revealed.
Once you use this feature, you can’t use it again until you finish a long rest.
The Flesh
Also called Viscera.
Born from the fear held by animals bred for slaughter, and the human realization that beneath skin and thought we are only meat. The Flesh twists, reshapes, repurposes. It does not destroy — it repurposes. It manifests as meat hooks, mangled forms, skin turned inside out, or the machinery of butchers.
Twisting Grasp
At 3rd level, your power over the physical form begins to show.
When you expend a Fear Die to affect a creature, you may also cause its body to momentarily betray it. Choose one:
- It is knocked prone.
- It cannot take reactions until the start of its next turn.
- It has disadvantage on its next Strength or Dexterity saving throw.
Additionally, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity, and you may use your Charisma modifier in place of Strength for unarmed strikes.
Made of Meat
Also at 3rd level, you understand flesh so intimately that your own resists change.
When you take bludgeoning, piercing, or slashing damage, you can use your reaction to expend a Fear Die and reduce the damage by the result + your Charisma modifier.
Reshape the Body
At 6th level, you can twist your own flesh into unnatural configurations for brief surges of strength, speed, or durability.
As a bonus action, you may expend a Fear Die to mutate your body for 1 minute. Choose one of the following effects:
- Spinal Bloom – You sprout additional limbs, tendrils, or shifting bones. You gain advantage on Strength (Athletics) checks and can make an unarmed strike as a bonus action each turn.
- Meatcoil Legs – Your muscles twist unnaturally. Your movement speed increases by 10 feet, and opportunity attacks against you have disadvantage.
- Split Ribs, Hardened Skin – Bone and flesh rise to shield you. You gain temporary hit points equal to the Fear Die roll + your Charisma modifier.
You may change the mutation to another option as a bonus action on your turn, but doing so costs another Fear Die.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Living Butchery
At 11th level, your strikes begin to carve others apart with supernatural efficiency.
Once per turn when you deal psychic or slashing damage to a creature, you may choose to expose their inner workings. Until the end of your next turn, attacks against that creature have advantage, and it cannot benefit from invisibility, blur, or mirror image-like effects.
Additionally, when you score a critical hit with a melee or spell attack, you may expend a Fear Die to deal extra necrotic damage equal to the result + your Charisma modifier.
Flesh Remembers
At 17th level, you gain the ability to shape flesh into memory and purpose.
As an action, choose up to three creatures (yourself may be included) within 30 feet. Until the end of your next short rest, they gain one of the following benefits of your choice:
- Elastic Form – They can move through spaces as narrow as 1 inch wide without squeezing, and have advantage on Dexterity (Acrobatics) checks.
- Hardened Tissue – They gain resistance to bludgeoning, piercing, and slashing damage once (they choose when to apply it).
- Meat Memory – They may reroll one failed saving throw of your choice (Dex, Con, or Cha) during that time.
Once you use this feature, you must finish a long rest to use it again.
The Hunt
Also called Blood.
The fear of being hunted, of unseen claws and teeth that find you when you’re weak and alone. The Hunt is instinct without mercy — a need to chase, to catch, and to kill. It manifests as predators, monsters, and the violent awareness that you are prey. It takes hold of those who think themselves above the wild, reminding them they are meat.
Mark the Prey
At 3rd level, you can instinctively choose a target to stalk.
As a bonus action, choose one creature you can see within 60 feet. Until the end of your next long rest or until you mark a different creature, you gain the following benefits against your prey:
- You know its direction as long as you’re on the same plane of existence.
- You have advantage on Wisdom (Survival) checks to track it.
- The first time you deal damage to it on your turn, you may add your Fear Die to the damage once per round.
You may have only one marked prey at a time.
Predator's Step
Also at 3rd level, your body adapts to the thrill of the hunt.
When you take the Dash or Disengage action, you may move through the space of creatures larger than you, and your movement does not provoke opportunity attacks from creatures you've damaged this turn.
Additionally, you gain proficiency in the Survival skill. If you are already proficient, your proficiency bonus is doubled for checks made to track or follow a target.
Stalk the Pulse
At 6th level, you can sense the heartbeat of prey.
While you have a creature marked with Mark the Prey, you gain the following:
- You have blindsight out to 10 feet.
- You can hear the breathing and heart rate of your prey — granting you advantage on Insight checks against them, and on attack rolls if they are frightened or below half hit points.
- If your marked prey becomes invisible, you may still see their faint outline as if under see invisibility.
Thrill of the Pursuit
At 11th level, when a creature you can see within 60 feet takes the Dash, Disengage, or Hide action, you may use your reaction to move up to your speed toward them or make a single weapon or unarmed attack against them (your choice).
If this attack hits your marked prey, you may expend a Fear Die to deal additional damage equal to the die + your Charisma modifier.
Apex Reflection
At 17th level, you become a nightmare of primal instinct not just a hunter, but the archetype of the hunt.
As a bonus action, you may activate this feature. For 1 minute:
- Creatures you mark become frightened of you if they are below half hit points at the start of their turn.
- You ignore all difficult terrain and can move across vertical surfaces as if under the effects of spider climb.
- If your marked prey dies during this effect, you may immediately mark another creature as a free action.
Once you use this feature, you cannot use it again until you finish a long rest.
The Lonely
Also called Forsaken, The One Alone.
The fear of disconnection, of empty rooms and unread messages, of being forgotten. The Lonely doesn't scream it removes. It erases. It manifests as fog, silence, vastness without presence, and faces that forget you moments after you speak.
No One to Call
At 3rd level, you begin to shed connections — intentionally or not.
You learn the message cantrip, and can cast it without verbal or somatic components. When you use it, the voice sounds distant, distorted, or familiar in the wrong ways.
Additionally, you gain proficiency in one of the following: Insight, Stealth, or Deception. If you are already proficient in all three, choose one to gain expertise in instead.
Drifting Step
Also at 3rd level, your movement becomes unsettling, like a figure just barely missed in the fog.
When you start your turn and no allies are within 10 feet of you, you gain one of the following benefits until the end of your turn (your choice):
- Your movement speed increases by 10 feet.
- You can move through hostile creatures’ spaces without provoking opportunity attacks.
- You can Dash as a bonus action.
This feature does not function if you are within range of a bonded familiar, mount, or ally creature you consider emotionally close.
Hollow Presence
At 6th level, you are there, but not quite.
When a creature tries to recall your face, name, or voice after seeing or hearing you for the first time in a scene, it must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or their memory of you becomes hazy and indistinct.
Additionally:
- You have advantage on Charisma (Deception) and Dexterity (Stealth) checks when you are not standing adjacent to any allies.
- You can sleep in armor and cannot be surprised while sleeping, as even dreams stay quiet around you.
Fog Between Us
At 11th level, you can summon a subtle emotional fog not just of sight, but of presence.
As an action, you create a 20-foot radius fog centered on yourself. The fog lasts for 1 minute, is lightly obscured, and moves with you.
While within the fog:
- Attack rolls made against you or any creature of your choice are made with disadvantage.
- You may cast silence (centered on yourself) once during this fog’s duration without expending a spell slot.
You can use this feature once per long rest.
I Was Never Here
At 17th level, you may vanish in a moment of quiet.
When you are reduced to 0 hit points, you may instead drop to 1 hit point and become invisible, intangible, and inaudible until the end of your next turn. During this time, you cannot be targeted, seen, heard, or affected by any effect, nor can you take the attack action, or cast spells. You leave behind no trace.
You can use this feature once per long rest.
The Slaughter
The fear of sudden, meaningless violence — a knife in the dark, a scream in the crowd, the thunder of boots before everything goes quiet. Slaughter can be a riot or a firing squad, a mad laugh or a silent stare before the killing starts. It manifests in chaos and discipline alike — in brutality, frenzy, and war without cause.
Sudden Red
At 3rd level, violence answers your presence like a trigger pulled.
When you roll initiative, you may add your Strength modifier to the roll.
Additionally, you gain proficiency in martial weapons. If you already have it, you may choose proficiency in medium armor or one musical instrument (The Slaughter often hums its own tune).
Mark of Violence
Also at 3rd level, you can curse someone with the promise of pain.
As a bonus action, choose one creature you can see within 60 feet. For the next minute or until you mark another creature:
- The first time the marked creature takes damage each turn, it takes additional psychic damage equal to your Charisma modifier.
- If the marked creature dies, you regain 1 expended Fear Die.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Blood Follows Noise
At 6th level, battle calls to you and through you.
Once per turn when you deal psychic or weapon damage to a creature, you may choose to create one of the following effects:
- An ally within 30 feet gains advantage on their next melee attack roll against the target.
- The sound of your strike echoes forcing all hostile creatures within 10 feet of you to make a Dexterity saving throw or have disadvantage on attacks until the start of their next turn.
You may use this feature a number of times equal to your Charisma modifier per long rest.
Beautiful Ruin
At 11th level, your violence is mesmerizing even artistic.
When you deal damage that reduces a creature to 0 hit points, you may choose to make an impression.
- You gain temporary hit points equal to the damage dealt.
- One creature of your choice within 30 feet that can see you must make a Charisma saving throw or be charmed or frightened by you (your choice) until the end of their next turn.
This can affect a creature only once per round.
When It Starts, It Doesn’t Stop
At 17th level, you become a vessel of perfect carnage.
When you reduce a creature to 0 hit points, you may immediately make another melee weapon or unarmed attack as a reaction.
In addition, once per long rest, when you roll initiative, you may enter a state of Slaughter for 1 minute. While in this state:
- You have resistance to bludgeoning, piercing, and slashing damage.
- You may Dash or make a single weapon attack as a bonus action on each of your turns.
- You cannot be charmed or frightened.
You may end this state early as a bonus action. When it ends, you gain 1 level of exhaustion.
The Spiral
Also called Es Mentiras (It Is Lies), The Twisting Deceit, It Is Not What It Is.
The fear that what you see isn’t real. That the truth is a trick. That your own mind is spiraling out of control. The Spiral spins stories, hallucinations, contradictions. It manifests in fractals, mirages, impossible geometry — and leaves you wondering if it was ever there at all.
Fractal Trick
At 3rd level, your presence bends understanding.
When a creature within 60 feet of you fails a saving throw against an charm spell or effect, you may expend a Fear Die to cause one of the following:
- The creature believes it is somewhere else, it cannot take reactions until the end of its next turn.
- The creature becomes disoriented — it falls prone.
- The creature sees a twisted reflection of someone it trusts — it is frightened of you until the end of its next turn.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Nothing Is What It Is
Also at 3rd level, your body shifts in minor, uncanny ways.
You learn the charm person spell if you don’t already know it. Charisma is your spellcasting modifier for this spell.
Additionally, as an action, you may change one visual or audible detail about your body — your voice, your height, your clothing’s color, the pattern of your eyes, etc. These changes last until you dismiss them or finish a short or long rest.
You gain advantage on Charisma (Deception) checks made to maintain your false appearance or identity.
Reality Splinters
At 6th level, your presence begins to fracture space.
As a bonus action, you may expend a Fear Die to create an illusory copy of yourself in a space within 30 feet. This copy lasts for 1 minute, mimics your gestures, but cannot move. Moving more than 30 feet away from this copy will destroy it. It has 1 hit point and AC of 10.
- The copy cannot attack, speak, or interact.
- You can cast spells or Harbinger features from its space as if you were there.
- Attacks made by hostile creatures within 5 feet of the copy are made at disadvantage.
You may have only one copy active at a time. Creating a new one dismisses the old.
Truth Rejected
At 11th level, your lies become protective.
When a creature targets you with an attack or attack spell, you may use your reaction to expend a Fear Die and project an illusion of yourself twisting away.
The attacker must make an Intelligence saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failure, it must choose a new target or lose the attack or spell entirely.
You can use this feature a number of times equal to your Charisma modifier per long rest.
Spiral Bloom
At 17th level, your illusions bloom into paradoxical unreality.
As an action, you create a 20-foot radius field of spiraling illusions, impossible geometry, and contradictions centered on a point within 60 feet. For 1 minute:
- Hostile creatures in the area have disadvantage on Wisdom and Intelligence saving throws.
- Allies gain resistance to psychic damage and advantage on saving throws against charm and fear.
- Any illusion or enchantment effect you create in the area cannot be automatically disbelieved a creature must physically interact with it or succeed a saving throw to even question it.
You may use this feature once per long rest.
The Stranger
Also called I Do Not Know You.
The fear of the unfamiliar in familiar skin. A face you recognize, but the eyes are empty. A mannequin that moves when no one watches. The Stranger is not a monster — it's a copy, a reflection, a mask. It manifests in wax, mannequins, theatre masks, mimicry, and the hollowed-out echoes of what was once a person.
Face That Wasn’t Yours
At 3rd level, you learn to wear familiarity like a disguise.
As an action, you may take on the visage and voice of a humanoid creature you’ve seen within the past 24 hours. This functions like disguise self, but can mimic clothing, gestures, and voice with perfect precision.
While disguised, you gain advantage on Charisma (Deception) and Charisma (Performance) checks to impersonate that creature, and creatures must succeed on an Intelligence (Investigation) check (DC = 8 + your proficiency bonus + your Charisma modifier) to detect the illusion.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Maskwork
Also at 3rd level, you may create a tangible mask of strangeness.
As a bonus action, you summon or touch a simple mask porcelain, wood, wax, etc. While wearing it:
- You are have advantage on saving throws or checks for effects that read thoughts, detect alignment, or discern your true identity.
- You have advantage on saving throws against the charmed condition.
- Your voice sounds wrong, distorted, or artificial.
Removing the mask ends these effects. You may conjure or destroy this mask at will with a bonus action.
Echo Skin
At 6th level, you can mirror your enemy's presence even if imperfectly.
When a creature within 60 feet of you makes an attack roll or casts a spell that targets only you, you may use your reaction to mimic part of its form. Until the end of your next turn:
- You gain resistance to the type of damage dealt by that attack or spell (if applicable).
- You may use your next attack roll or spell to imitate the flavor or posture of that creature if you do, roll a Fear Die and add it to the attack roll or spell’s saving throw DC.
You can use this feature a number of times equal to your Charisma modifier per long rest.
Wrong in All the Right Ways
At 11th level, something about you becomes fundamentally unsettling.
Whenever you make a Deception, Insight, or Intimidation check against a humanoid creature, you may roll a Fear Die and add it to the result.
I Know You Now
At 17th level, you can strip identity like peeling off skin.
As an action, choose one creature within 30 feet. You unravel its sense of self. The creature must make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failure:
- You take on its appearance and voice, as if under a perfect illusion, for 1 hour.
- You know its name, one major memory, and one secret (chosen by the DM).
- Until the end of your next short rest, creatures who know the original target must succeed on a Wisdom saving throw to realize you’re not them.
- The original creature becomes frightened of you and cannot willingly speak your name.
You can use this feature once per long rest.
The Vast
Also called The Falling Titan.
The fear of the infinite sky with no bottom, sea with no shore, and a fall that never ends. The Vast is not freedom. It is the truth that you are nothing. It manifests in vertigo, crushing insignificance, and the terror of drifting alone in endless space.
Call of the Open Sky
At 3rd level, the sensation of falling creeps into your presence.
You gain resistance to falling damage.
Additionally, as an action, you may cause a creature within 30 feet to feel the sensation of plummeting. The creature must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or have disadvantage on the next attack roll or saving throw it makes before the end of its next turn, as its balance and perspective lurch out of place.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Vertigo
Also at 3rd level, you can create a sense of unmooring in others.
You gain proficiency in Acrobatics. When you make an ability check or saving throw to resist being moved or knocked prone, you may roll a Fear Die and add it to the roll.
Drop Them
At 6th level, you can cause the world to vanish beneath a target’s feet.
As an action, choose a creature within 60 feet. You may expend a Fear Die to force the creature to make a Strength saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failure:
- The creature is launched 10 feet into the air and then falls, taking bludgeoning damage equal to the Fear Die and landing prone.
- If the creature was already prone, it instead takes double the Fear Die in damage.
On a successful save, the creature takes no damage and is not moved.
Weightless Dread
At 11th level, you can shed gravity like a thought and impose that absence on others.
As a bonus action, you can float 3 feet off the ground for 1 minute. While floating:
- You are immune to effects that rely on being grounded (such as spike growth or difficult terrain).
- You can hover over water, gaps, or thin air.
- Once per round, you may choose one creature within 30 feet they must succeed on a Constitution saving throw or suffer disadvantage on Strength and Dexterity checks until the end of their next turn.
You may use this feature once per short or long rest.
The Space Between Stars
At 17th level, you can open the infinite a glimpse of the sky that never ends.
As an action, you tear open a rift into The Vast. Choose a point within 120 feet. A 20-foot radius, 100-foot deep vertical shaft of open sky or void tears open.
When you activate this effect:
- Each creature of your choice within the shaft must make a Strength saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failure, the creature is banished as if affected by the banishment spell, but instead of another plane, it vanishes into endless space weightless and alone until the end of its next turn.
- When the creature returns, it takes 15d6 force damage as it crashes back into reality.
You can use this feature once per long rest.
The Web
Also called The Spider, The Great Spider, Mother of Puppets, The Mother, The Spinner of Schemes, The Hidden Machination.
The fear of being a puppet in someone else’s scheme. The dread of subtle control, of threads pulling at your limbs from the shadows. The Web does not break you it convinces you that you chose to kneel. It manifests in spiders, strings, traps, and the illusion of autonomy.
Silken Threads
At 3rd level, you can weave a thin psychic thread between yourself and another.
As a bonus action, choose one creature within 60 feet. Until the end of your next long rest or until you choose a different creature, that target becomes thread-bound. You can only have one thread-bound creature at a time.
While a creature is thread-bound:
- You always know its direction and distance while on the same plane.
- You have advantage on Insight checks against it.
- When it takes damage, you may use your reaction to expend a Fear Die and reduce the damage by that amount. The target is unaware of your protection.
Whispered Pull
Also at 3rd level, you may subtly tug the thread.
When your thread-bound creature makes an attack roll, ability check, or saving throw, you may use your reaction to roll a Fear Die and add or subtract the result (your choice) from their roll.
You can use this feature a number of times equal to your Charisma modifier per long rest.
Tangle Their Will
At 6th level, your influence spreads through speech and silence alike.
You learn the suggestion spell and may cast it once per long rest without expending a spell slot or components. When casting it, your voice sounds like someone the target trusts.
Additionally, creatures charmed by you:
- Are also considered thread-bound.
- Have disadvantage on saving throws against your suggestion, command, or similar influence effects.
Strands Between Us
At 11th level, you can stretch your control between multiple figures.
As a bonus action, you can link yourself to up to two creatures you can see within 60 feet. They remain thread-bound for 1 hour or until you link again. You must maintain concentration (as if concentrating on a spell) to maintain the link. All other threadbound creatures are released.
While linked:
- The creatures can telepathically communicate with each other and with you.
- When one of the linked creatures hits with an attack, the other may use their reaction to immediately move up to half their speed toward the target or make a weapon attack against it.
- Once per turn, when one linked creature succeeds on a saving throw, the other may add your Charisma modifier to their next saving throw before the start of their next turn.
You can use this feature once per long rest.
Dance on My Strings
At 17th level, you seize control with finality.
As an action, choose up to 3 hostile creatures within 60 feet that are either thread-bound, charmed, or frightened. Each must succeed on a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or become your puppet until the end of your next turn.
While a creature is your puppet:
- You may control their movement.
- They cannot target you with attacks or spells.
- You may speak through them in your own voice or theirs.
Once the effect ends, the target has no memory of being controlled unless told.
You may use this feature once per long rest.
Spells
Stillness
Transmutation Cantrip (Harbinger, Warlock)
- Casting Time: 1 Action
- Range: 30 feet
- Components: S
- Duration: One round
You reach toward a nearby creature, conjuring a fragment of still, smothering fear. Choose one creature within range. That creature must succeed on a Constitution saving throw on a fail:
- The creature’s speed is reduced by 10 feet.
- It takes 1d6 psychic damage.
On a success nothing happens.