View Full Version : Contest D&D 5e Base Class Contest II: expect a low Margin of Terror

2018-05-30, 11:59 PM
Welcome to the 2nd competition between playgrounders to create a homebrewed base class for Dungeons and Dragons Fifth Edition. This concept was heavily based around the Base Class Contests for 3.5e on this forum, but they are by no means officially related and this competition runs on slightly a slightly different ruleset. Please only place the your class submissions in this thread and leave other comments for the chat thread. The rules for the contest are as follows.
1) The class you homebrew should follow the theme of fear/horror. This is by nature a very vague subject, but as long as you can justify that your class reinforces the theme it is okay. Subjects can range anywhere from the Psychological torments of Lovecraft and Poe, to the gothic elements of Frankenstein and Dracula, to the gory details of modern slasher movies. As to whether you class is bent on creating horror, fighting it, or even monetizing it is up to you.
2) You may only create one base class. If you create more than one class then you must choose which one to enter and remove all the others from this thread and the contest (making them invalid) . If you do not specify which one you favor by the time voting begins, all of your content is invalid.
3) When you submit your class you must create a post on this thread which either has the content or holds a link to it. You may also optionally create one other individual thread for your class on the homebrew design sub-forum. If it is found that you have revealed your class on another site or on another thread then one on the homebrew design sub-forum, you will be disqualified. If you do make a specific thread for you class, please mention its involvement to the competition in that thread.
4) You may use other homebrew content (such as feats, spells, magical items and monsters) or even features which you have created elsewhere to supplement your class, but these must be written at least partially by you. Taking a concept from someone else’s homebrew is acceptable, but the exact mechanics cannot be the same. Failure to comply to either of the previous two rules will result in disqualification.
5) Your class must have fully completed mechanics and descriptions for it to be valid. Entries are due at 11:59 pm on July 23rd Eastern Standard Time. Any submissions after this point are invalid. No changes can be made to your class while voting is taking place. Failure to comply with the previous rule will result in disqualification.
6) Any content which has been declared invalid by the rules above cannot be voted for, but you may decide to remove it from the contest and create another class instead. If you are disqualified then you are not allowed to enter any more homebrew for this competition, though you may still vote and later enter the next competition.
7) Please note that misunderstandings occur, if you break a rule which results in disqualification it might be excused if you can convince the group that it was a result of confusion over the rules.

Chat Thread: http://www.giantitp.com/forums/showthread.php?560209-D-amp-D-5e-Base-Class-Contest-II-Chat-Thread&p=23113705#post23113705
Voting Thread: http://www.giantitp.com/forums/showthread.php?564749-D-amp-D-5e-Base-Class-Contest-II-Voting-Thread&p=23246678#post23246678

Keep in mind that this contest is entirely for recreational purposes and there is no reward (aside from bragging rights) for someone who succeeds. Let us begin!

2018-06-03, 01:39 AM
Ugh! This one was particularly hard. Normally, I can see how a class would fit in my own campaign and thus have a better feel for the direction. This time, not the case.

My initial inspiration was something from watching the Showtime series Dexter way back in the day… the concept of the Dark Passenger. An entity that shares the consciousness and directs/delights in/observes the host doing frightful things. I built from there.

Very much a first draft so feature names and descriptive text (and features /sigh) may change. So please, feedback!

EDIT 1: Expanded the spell list and completed the class specific traits. Planned for an additional Primeval Fear Nightmare (the fear of murder).
EDIT 2: Major overhaul...
EDIT 3: Some minor changes. Added an additional nightmare origin.
EDIT 4: More changes
EDIT 5: Last minute scramble to add more nightmare origins

“Hope not ever to see Heaven. I have come to lead you to the other shore; into eternal darkness; into terror and into madness.”

Proficiency Bonus
Spells Known
Spell Level
Spell Slots

Dark Passenger, Ominous Presence

Spellcasting, Unsleeping Vigil

Nightmare Origin, Reflect Terror

Ability Score Improvement

Dread Revelation

Origin Feature

Tormented Offering or Crippling Panic

Ability Score Improvement, Needful Things


Origin Feature

Enter Sandman, Night Terror

Ability Score Improvement


Origin Feature

Manifest Passenger

Ability Score Improvement


Sleep Walker

Ability Score Improvement

Darkest Dreams

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

Weapons: Simple weapons
Armor: Light armor, shields
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Intimidation, Insight, Perception, Persuasion, Religion, and Survival

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

(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a scholar’s pack or (b) a dungeoneer’s pack
(a) leather armor and a quarterstaff

Feature Ability
As a sleepwalker, unless otherwise noted, the saving throw difficulty check (DC) for your class features and special abilities is as follows:

Saving Throw DC: 8 + your proficiency bonus + your Charisma modifier

Personality Trait
As a sleepwalker, you have a unique trait that is a result of the presence of your dark passenger and exposure to the Realm of Nightmare.

Roll a d8:

1. I am always on edge, constantly looking over my shoulder and peering into dimly lit areas. Something is stalking me.
2. I can only sleep in the light. The light is dangerous, the darkness is worse.
3. Dreams are a language of symbols. I often paint (or tattoo) these characters, runes, and images of dreaming on my skin.
4. I avoid looking into reflective surfaces. Mirrors are not a simple vanity tool, but a portal to realms of nightmare and madness.
5. The world is but a dream and not a very pleasant one. I treat those around me as if they are but figments of this dream.
6. I am obsessed with the act of sleeping and often intently watch those around me while they sleep.
7. My dreams (and nightmares) are portents of something important. I will pay any amount to those who say they can decipher these portents.
8. I have a collection of artifacts (trinkets) that I’m sure ward my dreams and protect me. I display all these relics and feel naked without them.

To multi-class as a sleepwalker, you must have both a Charisma of 13 and meet the prerequisite(s) for your current class (as per the PHB, p163).

Class Features
As a sleepwalker, you gain the following class features.

Dark Passenger
You have attracted the attention of an entity known as a dark passenger, a being from the Realm of Nightmares. This relationship is usually forged after a particularly terrifying nightmare or vivid dream, as the result of a curse, or through ritually inviting the being into your mind for whatever reason. Regardless, the entity is yours for life, forever harbored in the recesses of your consciousness, drawing upon your vitality as sustenance and subtly using you to spread horror and dark temptations into the minds of mortals.

This relation is not without rewards, as the entity provides you with a permanent conduit to the twisted powers of its realm. As an action, you can draw upon the core essence of the Realm of Nightmare and project visions of terror and nightmare into a target that you select within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, it takes 1d8 psychic damage and cannot willingly move closer to you. On a successful save, the target takes half as much damage and its movement is not restricted.

This damage increases by 1d8 when you reach 4th level (2d8), 8th level (3d8), 12th level (4d8), 16th level (5d8), and 20th level (6d8).

DM Note: Not all afflicted with a dark passenger are even aware of the woe that they cause, often thinking that they are trapped within a nightmare and that nothing is real – simply believing that everything they see and encounter has evil intent.

Ominous Presence
While your dark passenger cannot be seen, its presence projects an aura of palpable dread that can be directed at those around you. When using the Help action to aid a friendly creature in combat, you can do so from a distance of up to 30 feet.

When you reach 2nd level, you are able to draw some of the arcane secrets of the Realm of Nightmare from your dark passenger giving you the ability to cast spells.

Spell Slots. The Sleepwalker class table shows how many spell slots you have to cast your 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 charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level sleepwalker spells of your choice.

The Spells Known column of the Sleepwalker class table shows when you learn more sleepwalker spells of 1st level or higher. Spells learned 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 sleepwalker spells you know with another spell of your choice from the sleepwalker spell list. The new spell must be of a level for which you have spell slots.

Spellcasting. All spells that you cast only require a vocal component which is actually voiced by your dark passenger. This vocalization can take many forms such as that of a small child, the deep guttural growling of a beast, or the insidious whispers of a madman – oftentimes, this voice changes mid-casting, forming to the fears of those able to hear.

Spellcasting Ability. Charisma is your spellcasting ability for your sleepwalker spells, since you are gifted your spells by an otherworldly entity.

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 sleepwalker 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

Unsleeping Vigil
Sleep has become something for you to fear, a prison of nightmare and torment due to the presence of the entity attached to you. Beginning at 3rd level you have learned to survive without sleep. You cannot be put to sleep against your will, even by magical means. When you do need to sleep, you instead enter a semiconscious state for 4 hours a day after which you gain the same benefit as if you had 8 hours of sleep.

While in your semiconscious state, you can direct your dark passenger to transport your resting consciousness to a location within 1 mile of you that is familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees).

Your mind remains in place for the duration of your rest, and it can’t be attacked or otherwise interacted with. When you journey in this manner, you are able to see and hear as if you were in that location.

A creature that can see the ethereal (such as a creature benefiting from truesight) sees an apparition resembling your dark passenger.

Nightmare Origin
Every dark passenger is the essence of particular type of fear common to the dreams of mortals, the manifestation of a specific night terror. Starting at 3rd level, select the nightmare origin of the entity that afflicts you. You may select from among the Nightmare of Unknowable Darkness, the Nightmare of Unquenchable Pain, and the Nightmare of Haunting Melodies. Your selection ties you deeper to your dark passenger and the Realm of Nightmare, granting you additional features known as Origin Features at 3rd, 6th, 10th, and 14th levels.

Reflect Fear
You dwell in a personal landscape of nightmare and a state of constant dread and have learned to master your fear. Upon reaching 3rd level, your body has become used to dealing with fear. You have advantage on any saving throw against a spell or feature that causes the frightened condition. If an effect that causes the frightened condition does not allow a saving throw, you may attempt a saving throw to avoid the effect though you do so without advantage.

If your saving throw is successful, you can use your reaction to attempt to turn the fear back onto the source (if it’s another creature). The creature must make a Wisdom saving throw or take 3d8 psychic damage on a failed save or half as much on a success. You are healed for an amount equal to half the damage inflicted.

Once you use this feature, it cannot be used again until you finish a short or long rest.

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.

Dread Revelation
At 5th level, as a bonus action, you can compel your dark passenger to reveal itself to a single creature that you can see within 30 feet, briefly manifesting its true form or appearing as an image of the creature’s worst fears. The creature must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for one minute.

While frightened, the creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the effect ends for that creature.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

DM Note: The Dark Passenger cannot be seen except by those able to see into the ethereal or astral realms. Those who have glimpsed this entity typically report seeing a shadowy creature with long black hair perched on the sleepwalker’s shoulder, clawlike hands wrapped around the neck or face. Others report seeing a tall, gaunt, and featureless being standing directly behind the sleepwalker; some, that the form of the passenger is that of a milk pale child with black eyes tightly holding the hand of the sleepwalker. Regardless of the form, the appearance of the passenger is always a deeply unsettling sight.

Tormented Offering
While your Dark passenger normally gains sustenance from the fear of others and the nightmares it inflicts, it can be directed to turns its torments upon you and feed from the well of your fears.

When you reach 7th level, during a short rest you can briefly enter a sleeping state and offer your essence to the entity within you, strengthening it and the conduit to the Realm of Nightmare. By taking one level of exhaustion, your class features and spells have their DC increased by 2. You can only do this once per short but there is no limit to the strength you can surrender in subsequent short rests, each further level of exhaustion granting an additional +2.

Crippling Panic
When you reach 7th level, your personal understanding of nightmares and connection to your dark passenger allow you to intensify fear. If a creature is already suffering from the frightened condition and a spell or feature originating from you successfully causes it to gain the frightened condition again, that creature becomes incapacitated in addition to being frightened.

A creature that is both incapacitated and frightened can make a Wisdom saving throw against your sleepwalker spell DC at the start each of its turns to regain its ability to move..

Needful Things
Beginning at 8th level your dark passenger provides you a glimpse of the secret fears and desires of those you come into contact with. By spending 10 minutes interacting with a creature, you are able to learn one of either a creature’s greatest fears or what that creature most covets.

This knowledge gives you advantage on Charisma (Persuasion) or Charisma (Intimidation) checks against that creature for the next 24 hours.

Enter Sandman
The journey to the Realm of Nightmare begins with a simple closing of the eyes. By 11th level you have learned to cause a single creature within 30 feet to fall into a deep sleep, pulling the target’s mind into the Realm of Nightmare. The targeted creature can attempt a Constitution saving throw. On a failure, it falls unconscious for 1 minute. This state lasts until another creature uses an action to shake or slap the sleeper awake.

While the target is sleeping, the restless nature of the nightmare afflicted sleep causes the creature to violently toss and turn, dealing 3d8 points of bludgeoning damage and 3d8 psychic damage to itself each turn. This damage does not wake the creature.

When it wakes, the echoes of the creature’s nightmare still haunt it. The target suffers from the frightened condition until the start of its next turn.

Once you use this feature, you must finish a short or long rest before you can use it again.

Night Terror
Your dark passenger is able to easily travel the web of dreams and nightmares. At 11th level, during a long rest, your dark passenger can be sent to inflict a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate. The target must be on the same plane of existence as you but there is no limit in regards to distance.

You cannot use Night Terror and Unsleeping Vigil at the same time.

The creature must succeed on a Wisdom saving throw or the nightmare prevents restful sleep, leaving the target unable to gain any benefits from a long rest.

Manifest Passenger
When you reach 15th level you can temporarily draw your Dark Passenger fully into the material plan through a ritual that takes 1 minute to perform.

When the entity is fully manifested, it appears in a spot within 5 feet of you. You may choose the form of your dark passenger but it is always nightmarish and somewhat insubstantial.

The entity does not heal naturally, and cannot be healed until such time as it enters your consciousness again at which point any damage that is has sustained is healed. The passenger stays fully manifested until you return it to your consciousness (a bonus action), it is banished from the Material Plane, it is destroyed, or until you begin a long rest. If the Dark Passenger is banished or destroyed, you suffer 10d10 psychic damage and can’t cast any spells until such time as you complete a long rest.

The dark passenger is friendly to you (and not unfriendly to your companions). Roll initiative for the entity, which has its own turns. You share a telepathic bond with the entity which obeys any commands that you issue to it (no action required by you), as long as they wouldn’t lead to its destruction. If you don’t issue any commands to the entity, it defends itself from hostile creatures but otherwise takes no actions.

While fully manifested, the entity uses the stat block for a ghost (MM p147) with the following exceptions:

• Its type is an aberration rather than an undead
• In addition to the immunities listed, it is immune to any effect that would cause it to sleep
• Senses: truesight 60 ft.
• Languages: The entity does not speak but can understand any language
• Instead of the Withering Touch action, the entity gains the Psychic Scream action. Psychic Scream: The dark passenger directs a horrifying mental scream at a single target within 30 ft. This scream has no effect on constructs and undead. The creature must make a DC 13 Constitution saving throw. On a failure, the target takes to 21 (6d6) psychic damage and is incapacitated until the start of its next turn. On a success, a creature takes 10 (3d6) psychic damage.
• Instead of the Possession action, the entity instead gains Haunting Steps action. Haunting Steps: Any time a creature with the frightened condition moves away from the dark passenger, as a reaction it may move up to its full speed in the same direction as the creature moved unless it is prevented from doing so by a condition such as incapacitated.
• The entity gains the Devour Terror action. The entity targets one creature it can see within 30 feet of it that is frightened. The target must succeed on a DC 12 Charisma saving throw or take 11 (2d10) psychic damage. The dark passenger is healed an amount equal to the damage inflicted. If the dark passenger is not damaged, this healing is instead gained as temporary hit points.

Once you have manifested your dark passenger, you cannot do so again until you complete a long rest.

Sleep Walker
Beginning at 18th level, the paths walked by those who dream become available to you, though you are tainted by the presence of your dark passenger while travelling in this manner.

You project your astral body into the Astral Plane (Sleep Walker fails if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age.

Your astral body resembles the form of your dark passenger with hints of your own form, replicating your game statistics and possessions. The principal difference is the addition of an inky black cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut—something that can happen only when an effect specifically states that it does—your soul and body are separated, shunting you the Realm of Nightmare where you are trapped for eternity.

Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the black cord, allowing you to re-enter your body as you enter the new plane.

Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.

Sleep Walker ends after 8 hours or when you use your action to dismiss it, returning you to your physical body and it awakening.

A successful dispel magic spell used against an astral or physical body ends this feature. If your original body or astral form drops to 0 hit points, Sleep Walker ends. If Sleep Walker ends and the black cord is intact, the cord pulls your astral form back to your body, ending thes state of suspended animation.

Alternately, you step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane.

You remain in the Border Ethereal for up to 8 hours or until you use your action to dismiss this feature. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot.

You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away.

While on the Ethereal Plane, you have the appearance of your dark passenger and can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so.

You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.

When the Sleep Walker ends, you immediately return to the plane you originated from in the spot you currently occupy. 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.

This feature has no effect if you use it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.

You may spend a spell slot of 3rd level of higher to bring an additional creature into the astral or ethereal. Once you use this feature, you must finish a long rest before you can use it again.

Darkest Dreams
At 20th level, you become an ambassador of the Realm of Nightmare, able to take on the form of nightmares at will. Your class features and spells that inflict the frightened condition even affect those that are immune to fear. If a creature is immune to fear and is targeted by you, the immunity is ignored and the creature must attempt a saving throw to resist the condition. The target has advantage on this saving throw.

There is no limit to the number of times you can use your Dread Revelation feature and you are able to draw on the subconscious fears of those around you, manifesting half seen shapes that dance around you representing the inner fears and terrors of those who see you. All attacks directed against you suffer from disadvantage.

Sleepwalker Spell List

1st Level
Cause Fear (XGE)
Dissonant Whispers
Faerie Fire
Silent Image
Sudden Awakening (UA)
Tasha’s Hideous Laughter
Unseen Servant

2nd Level
Alter Self
Hold Person
Mirror Image
Phantasmal Force
Ray of Enfeeblement
Rope Trick

3rd level
Bestow Curse
Catnap (XGE)
Major Image
Phantom Steed
Spirit Guardians

Dimension Door
Evard’s Black Tentacles
Greater Invisibility
Hallucinatory Terrain
Phantasmal Killer

Enervation (XGE)
Modify Memory
Greater Invisibility

Nightmare Origins

Nightmare of Unknowable Darkness

"Come out of the light, little Dreamer. We only want to play.”

Personified by the being known as the Dark Prince, master of the House of Black Doors, sleepwalkers whose dark passenger originates from the nightmare of unknowable darkness evoke perhaps the first and most primal fear, that of night and the unknown terrors unseen in the shadows. Your dark passenger uses this fear to manipulate darkness, stoking the terror of those who find themselves without light.

Expanded Spell List
When you select this nightmare origin at 3rd level, you learn the dancing darkness cantrip and your dark passenger lets you choose from an expanded list of spells when you learn a sleepwalker spell. The following spells are added to the sleepwalker spell list for you.

1 – Arms of Hadar
2 – darkness
3 – Hunger of Hadar
4 – Shadow of Moil (XGE)
5 – dark lash

Biting Blackness
Selection of this nightmare origin at 3rd level allows you to greatly amplify a creature’s fear of darkness. If a creature is suffering from the frightened condition and is within the radius of dim light or darkness from a spell or effect created by you, it suffers 3d6 psychic damage each time it begins its turn within that radius.

Unseeing Eyes
Whether a power granted by the dark passenger or somehow viewing the material world through its eyes, darkness is no longer an impediment to you. At 6th level, you gain darkvision to a range of 60 feet. If you encounter darkness that is magical in nature, you can attempt a Charisma saving throw with a DC of 10 + the level of the caster. If you succeed, you are able to see as if the darkness were of natural origin.

Fading Embrace
The darkness moves to protect one of its own. At 10th level, when targeted by a melee attack while in dim light or darkness, you can use your reaction to remove yourself from danger. You step from one shadow into another, briefly moving through the Realm of Nightmare, and teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. When you reappear, you are shrouded in the echoes of dark dreams and nightmares and any creature within 5 feet of you must succeed on a Wisdom saving throw or be frightened until the start of their next turn.

You must decide to use shadow embrace before the results of attack roll are known.

Darkness Falls
Starting at 14th level, you twist natural terrain into a nightmarish landscape of whispering shadows and darkness, overlaying a piece of the Realm of Nightmare on the material plane. As an action, you plunge an area with a 60 foot radius centered on you into dim light. Creatures in this landscape sustain 1d10 psychic damage per round and have disadvantage on saving throws to resist any effects that cause the frightened condition.

Once per turn, you may use a bonus action to identify a creature within this radius and cause the darkness to coalesce at that point. The target must make a Wisdom saving throw against your sleepwalker spell save DC. On a failed save, it is blinded, deafened, and restrained for 1 minute or until Darkness Falls ends. This effect ends early if the creature takes any damage beyond that caused by darkness falls.

It is very taxing to maintain this effect which lasts for 1 minute or until your concentration is broken (as if you are concentrating on a spell).

You must finish a long rest before you can use this feature again.

Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of coal, onyx or black silk)
Duration: Concentration, up to 1 minute
You create up to four spheres of darkness within range that each reduce the illumination level by one step within a 10-foot radius or one dimly lit vaguely humanoid form of Medium size.

As a bonus action on your turn, you can move the spheres up to 60 feet to a new spot within range. A sphere must be within 10 feet of another sphere created by this spell, and a sphere dissipates if it exceeds the spell’s range.

5th-level Conjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
The darkness recognizes one of its own and shapes itself to your will. While within dim light or darkness, a shadowy lash forms in your hand. This lash is similar in size and shape to a whip, and lasts for the duration. You are considered proficient with this weapon and it has both the finesse and reach properties.

You can use your action to make a melee attack with the dark lash. On a hit, the target takes 4d6 cold damage and must succeed on a Strength saving throw or be restrained by the lash until you choose to release it (a bonus action) or the spell ends. A Large or larger creature has advantage on this saving throw.

While restrained by the lash, the target takes 1d6 cold damage at the start of each of its turns. A creature restrained by the lash or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

The lash sheds dim light in a 10-foot radius.

Nightmare of Unquenchable Pain

“The killer is coming with knives gleaming bright, but you don’t run. Why can’t you run?"

He of the Red Smiles carries the Screaming Blade of the Realm of Nightmare, ruling the fear dreams of pain, murder, and violent death. Dark passengers belonging to this origin understand the fear that keeps many awake at night is in knowing that, out there somewhere, someone is carrying a blade that has their name or that of a loved one on it—a weapon to sever the thread of life and end hope. These sleepwalkers dark passenger's bear that weapon and are waiting to meet those who fear the slice of the blade and the red drip of life slipping away.

Expanded Spell List
When you select this nightmare origin at 3rd level, you learn the sword burst cantrip and your dark passenger lets you choose from an expanded list of spells when you learn a sleepwalker spell. The following spells are added to the sleepwalker spell list for you.

1 – command
2 – cloud of daggers
3 – enemies abound (XGE)
4 – staggering smite
5 – conjure volley

Fearful Wounds
Starting at 3rd level, you gain proficiency with martial and weapons and whenever you hit a creature that has the frightened condition and deal damage with a weapon that you’re proficient with, the weapon's damage increases by an amount based on your level in this class, as shown on the Sleepwalker Damage table.

3rd - 1d4
10th - 1d6
16th - 1d8
20th - 1d10

Nightmare Weapon
By 6th level, your dark passenger ensures that you always have a blade with which to slice or a club that can break bones. As an action, you can summon a melee weapon of your choice from the Realm of Nightmare which appears in your free hand. Weapons summoned in this manner always have a sinister appearance, often permanently covered with the blood of their previous victims. A nightmare weapon persists until you drop it, causing it to disappear.

While wielding a nightmare weapon, if you take the attack action you can use your bonus action to make an additional melee attack against the same target.

Catatonic Fear
Your attacks strike fear into even the bravest souls but are particularly deadly to those who already have doubt and terror in their heart. Starting at 10th level, when you make melee attack against a target that is frightened, your strikes can also pull the targeted creature into a state of near catatonia. The creature must succeed on a Constitution saving throw or it can’t take reactions and has its movement reduced by half until the start of its next turn.

Killing Grounds
Starting at 14th level, you twist natural terrain into a nightmarish landscape of violence and pain, overlaying a piece of the Realm of Nightmare on the material plane. As an action, you cause jagged blades to protrude from an area with a 60 foot radius centered on you. Creatures treat this area as difficult terrain and must succeed on a Dexterity saving throw every time they move or sustain 1d6 slashing damage for every 5 feet moved.

Once per turn, you may use a bonus action to identify a creature within this radius and fill it with bloodlust. The target must make a Wisdom saving throw against your sleepwalker spell save DC. On a failed save, it makes a single attack against the nearest creature.

It is very taxing to maintain this effect which lasts for 1 minute or until your concentration is broken (as if you are concentrating on a spell).

You must finish a long rest before you can use this feature again.

Nightmare of Haunting Melodies

“Master of puppets I’m pulling your strings / Twisting your mind and smashing your dreams /Blinded by me, you can’t see a thing /Just call my name, ‘cause I’ll hear you scream”

The being simply called the Pied Piper is the muse of and composer for the dark melodies of the Realm of Nightmare. Dark passengers belonging to this origin use music to bring fear to the world, songs and melodies designed to evoke the darkest horrors and to make unease a permanent fixture in the minds of those that hear these haunted tunes.

When you select this nightmare origin at 3rd level, you learn the vicious mockery cantrip and your dark passenger lets you choose from an expanded list of spells when you learn a sleepwalker spell. The following spells are added to the sleepwalker spell list for you.
1 – unearthly chorus (UA)
2 – silence
3 – tongues (reversed)
4 – confusion
5 – danse macabre (XGE)

When you chose this nightmare origin at 3rd level, you learn how to produce the strange discordant music of the Realm of Nightmare, arrangements that evoke fear and shatter sanity. You select one musical instrument and gain proficiency.

When playing your instrument, you can build a feeling of dread and unease within others through your music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. The target must make Charisma saving throw. On a failed saving throw, when the affected creature makes an attack roll or a saving throw before the end of their next turn, it must roll a d4 and subtract the number rolled and has disadvantage on savings throw to resist the frightened condition.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest.
This die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

You select a point that you can see within 60 feet and create a subtle pulsing beat inside a 30-foot cube.

Each creature in the area who hears the beat must make a Wisdom saving throw. On a failed save each affected creature starts to scream as loudly as possible. While screaming in this manner, creatures are unable to communicate, can’t make use of any features that require vocalizations (including spells with a verbal component), and are unable to use the Hide action.

If a creature is maintaining a spell, it must make a concentration check at the start of each of its turns. The DC of this check is equal to your sleepwalker DC.
The chorus lasts for 1 minute or until an affected creature takes any damage.

Your music is so disturbing that all who hear it experience a profound sense of unease. Starting at 10th level, you can use an action to begin a performance. All unfriendly creatures within 10 feet of suffer disadvantage on all rolls.
Once started, you may use a bonus action to continue your discordant symphony on subsequent turns.

You must concentrate to maintain this effect.

At 18th level, the range of this aura increases to 30 feet.

Starting at 14th level, you twist natural terrain into a landscape reminiscent of a decaying and dark ballroom floor, overlaying a piece of the Realm of Nightmare on the material plane. As an action, an area with a 60 foot radius centered on you fills with ominous music. Creatures in this landscape sustain 1d10 thunder damage per round and have their base movement halved as they try to resist joining a macabre dance.
Choose one creature that you can see within range. The target begins a stately dance: shuffling, tapping its feet, and capering for the duration.

A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the effect ends.

It is very taxing to maintain this effect which lasts for 1 minute or until your concentration is broken (as if you are concentrating on a spell).
You must finish a long rest before you can use this feature again.

Crim the Cold
2018-06-10, 02:43 PM
Placeholder post that will be edited with class content as I finish it. For now a name and a short description.

The Erudite

Many outsiders call them gypsies and spread rumors that they bring bad luck and horror with them wherever they go. The truth is that they are guardians of old knowledge and traditions and they go where they feel they are needed to render aid. The fact that their caravans arrive in towns that are soon after plagued by demons and monsters is no coincidence. Lone scouts seek out towns in need with hidden corruption or demonic infestation and then send out a call for aid.

The Erudite is split among 3 paths or subclasses: The Erudite Preserver, The Erudite Slayer, and The Erudite Theurgist. Preservers are melee combatants with a focus on protecting others. Slayers are melee or ranged combatants who focus on quick, deadly attacks. Theurgists focus on the use of spells starting with curative and elemental spells and eventually specializing in walls, wards, and transportation spells. All subclasses are capable of minor spellcasting and are moderately capable combatants.

2018-06-15, 05:22 PM
The Phobiamancer. An individual who has experienced such deep traumatic fear as to awaken a latent magical power just to cope, the Phobiamancer harnesses their own phobia, or maybe once-phobia, to inflict fear upon others.

As I state in the submission post itself, I don't really like the class as-is. I don't quite know what I dislike, but something about it doesn't click for me, so I might make a bunch of little updates or maybe even tear it down and rebuild completely.


2018-07-05, 02:45 PM
The Overlord is a class for an individual of such uncompromising vision that their conviction crushes of the wills of beast and monster. Eventually these creatures are held so tightly in the Overlord's thrall that even death will provide no escape and their own shade will rise to continue serving their master's will. This is a class that turns some of the most diverse and horrifying creatures in the multiverse into tools.

Have a look at The Overlord (https://drive.google.com/file/d/1x2tOC4nhktqS0B9DDS_o-JFdxdEmzpR-/view?usp=sharing) (Available on the DM's Guild as well if you want to support the creator!)


2018-07-06, 10:05 PM
I present to you all the Deep Spawn! At this point it is completely finished, but open to change based upon any feedback I get. The Homebrewery document may seem a little long at 11 pages, but I also had to include 4 pages worth of spirit familiars and one page which is mostly the spell list, so it isn't as bad as you may. Thank you in advance to anyone who helps me out.

Homebrewery: http://homebrewery.naturalcrit.com/share/SkP2ftAjGX

Google Doc: https://docs.google.com/document/d/1L5PGdboEYcW0flV8YGt1OUhXIrbF7yIBPEuwSrlO_hQ/edit?usp=sharing

Edit: And before you ask, yes, the Giant Ghostly Undead Seahorse is a joke.

2018-07-31, 05:52 PM
The competition has ended.