Tvtyrant
2019-10-18, 03:56 PM
Horrors are creatures which have achieved the lowest form of divinity. They have tied their immortality to their names and their stories. A Horror lives off of the terror of their victims, and dwell in a strange world parallel to ours. They are called to our world by the repetition of their stories, where they commit acts of terror while allowing survivors to escape so they can spread the story to others.
The Subclass:
At third level you gain the ability to bind a Horror. The Horror is called during a ritual that occurs as part of a long rest, involving telling the group the Horror's story and binding it within the appropriate item. Your shadow becomes a simulacrum of the Horror and fights by your side.
The Horror has AC equivalent to yours, it uses your to-hit. It deals damage equal to 1d6+ your proficiency bonus. Its hit point maximum equals ¼ your total hit points rounded down.
The Horror obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you).
You can use your Bonus Action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. You may use your action to command it to use its ability
While traveling through your favored terrain with only the Horror, you can move stealthily at a normal pace.
Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At seventh level you gain the ability to bind two Horrors. Once per long rest as an action you can dismiss your active Horror and summon another in its place.
At 11th level your control over your horror increases. Your allies can now use their bonus actions to vewrbally command your active Horror to take the Attack, Dash, Disengage, Dodge or Help Action.
At 15th level you have mastered the world of horrors. You may now have two Horrors active per long rest, and may swap a Horror once per short rest.
Horrors:
All horrors share the same stats.
The Mirror Horror appears after the appropriate ritual. First the story of how it was a queen who fell in love with her own reflection must be told. The Queen grew to love her reflection so much that when her mirror cracked she carved her face to match the broken reflection, and then began to do the same to the people of her realm. When she was eventually killed by her people her reflection survived.
Those who tell this story and then repeat her name into a mirror find their reflection replaced by hers. She then reaches out from reflective surfaces to carve their face to match her own shattered visage.
Horror Short List:
Athletics: Last Giant. Power: Make grapple attempt, if successful throw creature 10xproficiency bonus feet.
Acrobatics: The Ballerina Princess. Power: Target makes dex save or dances until the end of their next turn.
Sleight of Hand: The Mime. Power "Force of Will": Create a 20x5t. invisible wall until your next turn. Enemies must make a dex save to pass through it.
Stealth: Invisible Man. Power "In Plain Sight": Ally becomes invisible until your next turn.
Arcana: The Witch. Power "Dark Fires": 10x10 fire ball within 100ft. Deals proficiency d4 damage.
History: Vampire Scion. Power "Bleed": The Vampire Scion makes a normal attack, if it succeeds that opponent has disadvantage until your next turn.
Investigation: Relentless Masked Stranger. Power "From Every Shadow": An invisible or hidden enemy is no longer hidden or invisible until your next turn.
Nature: The First Man. Power "The Wild Hunt": The First Man uses his torch, if they fail an intelligence save they become terrified and flee until your next turn.
Religion: Wicker Priest. Power "Sacrifice": The Wicker Priest makes a normal attack with his obsidian knife. If he succeeds in killing the opponent, you take an additional turn.
Animal Handling: Corvidae. Power: Each square around target ally is filled with crows until your next turn, making the terrain difficult and attacks against that ally disadvantage.
Insight: I need advice for this one, not going to lie.
Medicine: Cannibal Butcher. Power "Dark Surgery": The Butcher strikes an opponent with his cleaver, all allies within 100ft gain life equal to the damage dealt.
Perception: Mirror Woman. Power "Mirror Reflection": The Mirror Woman becomes a reflection of target creature, they must make a wisdom save or spend their next move action to stand in front of her.
Survival: The Black Dog. Power "Bay": All opponents must make a wisdom save or be slowed until your next turn.
Deception: The Face Taker. Power "Mask": The Face Taker makes a mask out of target opponent. An ally that wears this mask has advantage on deception checks until the end of the day.
Intimidation: Burned Brute. Power "Memory": Target creature within 30ft makes a charisma save or takes proficiencyd6 psychic damage.
Performance: The Clown. Power "Sleeve": Target ally adjacent to the Clown is disappeared into its sleeve and then reappears from the sleeve of an ally within 50ft.
Persuasion: The Twofaced Devil. Power "Bedevil": Target enemy within 30ft makes a charisma save or spends their reaction to immediately attack an adjacent creature.
The Subclass:
At third level you gain the ability to bind a Horror. The Horror is called during a ritual that occurs as part of a long rest, involving telling the group the Horror's story and binding it within the appropriate item. Your shadow becomes a simulacrum of the Horror and fights by your side.
The Horror has AC equivalent to yours, it uses your to-hit. It deals damage equal to 1d6+ your proficiency bonus. Its hit point maximum equals ¼ your total hit points rounded down.
The Horror obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you).
You can use your Bonus Action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. You may use your action to command it to use its ability
While traveling through your favored terrain with only the Horror, you can move stealthily at a normal pace.
Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At seventh level you gain the ability to bind two Horrors. Once per long rest as an action you can dismiss your active Horror and summon another in its place.
At 11th level your control over your horror increases. Your allies can now use their bonus actions to vewrbally command your active Horror to take the Attack, Dash, Disengage, Dodge or Help Action.
At 15th level you have mastered the world of horrors. You may now have two Horrors active per long rest, and may swap a Horror once per short rest.
Horrors:
All horrors share the same stats.
The Mirror Horror appears after the appropriate ritual. First the story of how it was a queen who fell in love with her own reflection must be told. The Queen grew to love her reflection so much that when her mirror cracked she carved her face to match the broken reflection, and then began to do the same to the people of her realm. When she was eventually killed by her people her reflection survived.
Those who tell this story and then repeat her name into a mirror find their reflection replaced by hers. She then reaches out from reflective surfaces to carve their face to match her own shattered visage.
Horror Short List:
Athletics: Last Giant. Power: Make grapple attempt, if successful throw creature 10xproficiency bonus feet.
Acrobatics: The Ballerina Princess. Power: Target makes dex save or dances until the end of their next turn.
Sleight of Hand: The Mime. Power "Force of Will": Create a 20x5t. invisible wall until your next turn. Enemies must make a dex save to pass through it.
Stealth: Invisible Man. Power "In Plain Sight": Ally becomes invisible until your next turn.
Arcana: The Witch. Power "Dark Fires": 10x10 fire ball within 100ft. Deals proficiency d4 damage.
History: Vampire Scion. Power "Bleed": The Vampire Scion makes a normal attack, if it succeeds that opponent has disadvantage until your next turn.
Investigation: Relentless Masked Stranger. Power "From Every Shadow": An invisible or hidden enemy is no longer hidden or invisible until your next turn.
Nature: The First Man. Power "The Wild Hunt": The First Man uses his torch, if they fail an intelligence save they become terrified and flee until your next turn.
Religion: Wicker Priest. Power "Sacrifice": The Wicker Priest makes a normal attack with his obsidian knife. If he succeeds in killing the opponent, you take an additional turn.
Animal Handling: Corvidae. Power: Each square around target ally is filled with crows until your next turn, making the terrain difficult and attacks against that ally disadvantage.
Insight: I need advice for this one, not going to lie.
Medicine: Cannibal Butcher. Power "Dark Surgery": The Butcher strikes an opponent with his cleaver, all allies within 100ft gain life equal to the damage dealt.
Perception: Mirror Woman. Power "Mirror Reflection": The Mirror Woman becomes a reflection of target creature, they must make a wisdom save or spend their next move action to stand in front of her.
Survival: The Black Dog. Power "Bay": All opponents must make a wisdom save or be slowed until your next turn.
Deception: The Face Taker. Power "Mask": The Face Taker makes a mask out of target opponent. An ally that wears this mask has advantage on deception checks until the end of the day.
Intimidation: Burned Brute. Power "Memory": Target creature within 30ft makes a charisma save or takes proficiencyd6 psychic damage.
Performance: The Clown. Power "Sleeve": Target ally adjacent to the Clown is disappeared into its sleeve and then reappears from the sleeve of an ally within 50ft.
Persuasion: The Twofaced Devil. Power "Bedevil": Target enemy within 30ft makes a charisma save or spends their reaction to immediately attack an adjacent creature.