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View Full Version : Contest D&D 5e Base Class Contest XVIII: Expect a Low Margin of Terror II (Submission Thread)



MoleMage
2022-01-14, 06:25 PM
Welcome to the eighteenth homebrew base class competition. The goal here is to create an original base class for 5th edition Dungeons and Dragons. Please only place your class submissions in this thread and leave other comments for the chat thread. The rules for the contest are as follows.

Chat Thread: https://forums.giantitp.com/showthread.php?641460-D-amp-D-Base-Class-Contest-XVIII-Chat-Thread-(Open-to-All)&p=25334230#post25334230

1) The class you homebrew should fit the theme. You can interpret the theme as broadly as you like without risk of disqualification, but doing so may reduce your chances of earning votes during the voting period. This contest, the theme is a returning one: Terror. Are you causing it? Fighting it? Soothing it? Do you just run screaming with horror through combat and somehow make it out alive? Write us a class to show us how you interact with this primal emotion.

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 than one on the homebrew design sub-forum, your entry will be considered invalid. If you do make a specific thread for your class, please mention its involvement to the competition in that thread. If you use external formatting resources such as Homebrewery, or GMBinder it is recommended that you also create a PDF of the content and share it here.
4) You may use other homebrew content (such as feats, spells, magical items and monsters) or even features to supplement your class, provided you have permission from the original creator and provide links to the source. Failure to receive permission from the original creator will disqualify you from entry in the current contest.
5) Your class must have fully completed mechanics and descriptions for it to be valid. Entries are due by 11:59 PM Central Time on the deadline below. 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.

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!

Deadline for this contest will be February 27thMarch 13th. The voting thread will be posted the following day and will stay open for three weeks.

BerzerkerUnit
2022-01-15, 06:10 PM
Monster

A Class for classic movie monster nonsense.

HD: d10
Saves: Con, Cha
Skills: 2 from Animal Handling, Arcana, Athletics, History, Medicine, Perception, Religion, Stealth
Armor: Light
Weapons: Simple

Features

1. Monstrous Origin Feature, Inhuman Vigor, Bane
2. Dark Power
3. Nightmare Pursuit
4. ASI
5. Extra Attack
6. Accursed Touch, Monstrous Origin Feature
7. Dark Impulse
8. ASI
9. Haunting Encounters
10. Monstrous Origin Feature
11. Void of Faith
12. ASI
13. Limited Immortality
14. Gone with the Dawn
15. Monstrous Origin Feature
16. ASI
17. Well of Night
18. Legendary Dread
19. ASI
20. Immortal Terror


Monstrous Origin
Beginning at 1st level you choose your monstrous origin as Moon Cursed, Arisen, or Parasite. Each origin provides additional features at level 6, 10, and 15.

Inhuman Vigor
Your fundamentally monstrous nature inures you to harm in several ways. When not wearing armor you can calculate your Armor Class as 10 + Dex+ Con or Cha modifier.

Bane
Your monstrous nature includes a fundamental weakness that can readily pierce your defenses and fill you with dread. Choose a damage type or substance from the following list: Radiant, Force, Necrotic, Radiant, Psychic, Fire, Acid, Cold, Lightning, Thunder, Silver, or Adamantine. When you take damage of the chosen type you can choose to take an additional 1d6. When you take this additional damage you can use your reaction to move up to your speed away from the source of the damage.

Dark Power
Beginning at 2nd level you learn to call on a reserve of dark power that is fueled by your darkest desires and negative emotions. You have a pool of d8s equal to your level in this class + your Constitution bonus. When you hit with a melee attack you can spend a number of these dice up to your proficiency bonus to increase the damage of the attack. Alternatively, you can spend one of these dice as a bonus action to recover hit points equal to the result. You regain all of these dice when you complete a short or long rest.
When you take additional damage due to your Bane you can recover a number of these dice equal to your proficiency bonus. You can recover Dark Power in this way once and regain the ability to do so after a long rest.
Other features that use your Dark Power Dice may require creatures to make saving throws. The DC of these saves is Constitution based.

Nightmare Pursuit
At 3rd level your ability to pursue your prey is enhanced. You can dash as a bonus action when you move toward a creature. On any turn in which you move in this way you ignore difficult terrain and gain the benefit of the Spider Climb spell. You must end your turn on a surface that can support you or you will fall.

ASI
As standard

Extra Attack
As standard

Accursed Touch
At 6th level and beyond the attacks granted by your Monstrous Origin are filled with the power of your accursed nature and are treated as magical for the purposes of bypassing damage resistances and immunities.

Dark Impulse
Beginning at 7th level your monstrous nature becomes difficult to contain and when you enter combat you can unleash it with terrifying results. When you roll initiative you can choose to expend and roll a dark power die and apply its result as a penalty to the initiative rolls of creatures you can see. Creatures that are immune to fear cannot have their initiative reduced in this way.

Haunting Encounters
At 9th level you can leave lingering psychic scars in the minds of creatures you have encountered and that have seen you. You can later manipulate these lingering scars to produce vivid dreams of your choosing. You can cast the Dream spell to target such creatures. You can use this feature once and regain its use when you complete a long rest.

Void of Faith
At 11th level the deadly aura you exude is something mortal minds refuse to recognize allowing you to more readily go unnoticed or have your presence forgotten. You gain proficiency in Stealth if you don't have it already. If a creature would notice you, you can spend and roll a Dark Power die and reduce their Passive Perception or Perception check by the result.

Limited Immortality
By 13th level your unnatural form grows inured to some mortal frailties, you become immune to diseases and do not need to sleep though you must still limit yourself to a 4 hour period of light activity to gain the benefits of a long rest.

Gone with the Dawn
At 14th level your Dark Power has grown to be anathema to the forces of light in the multiverse. When you enter an area of bright light on your turn or start your turn there, you can use your action to teleport to a place you have seen within 1 mile. You can use this feature once and regain its use after completing a long rest.

Well of Night
At 17th level your Dark Power Dice become d12s.

Legendary Dread
Beginning at 18th level your accursed nature reaches into your surroundings, tainting them in a manner that defies order and common sense causing floor boards to grow uneven, rugs bunch, stones and roots twist and protrude from the earth. When a creature you can see within 30 feet moves away from you, you can use your reaction to force that creature to make an acrobatics check against your Dark Power DC or fall prone.

Immortal Terror
At 20th level your true apotheosis into an eternal stalker of the night is complete. You cease aging and cannot be aged magically. If you die with any Dark Power Dice Remaining you may roll a Dark Power die and will automatically return to life at dusk after a number of days equal to the result as if you had just completed a long rest. You return to life wherever the majority of your body is or within one mile of your death if no body remains.

Monstrous Origins]

You have been cursed by the moon, able to take a bestial form. As you grow in experience the form you take grows in size and power until you stalk the world as one even giants and dragons fear.

Bestial Forms
Beginning at 1st level when you choose this Monstrous Origin you gain the ability to take alternate forms as a bonus action. When you assume either of these forms you gain Temporary Hit Points equal to 1d10+ your Monster level.
Creature of the Night. This form often resembles a wolf, but silver panthers, shadowy owlbears and more are not unknown. The Creature of the Night replaces your abilities with those of the statblock provided. You cannot speak in this form and retain only the additional features granted by this class including your proficiencies, Ability Score Increases, Unnatural Vigor, etc. Your equipment is absorbed into this form or falls in the space you transform. Your DM is the final arbiter of whether a given item can be worn or used in this form. If you choose to allow a creature to mount you in this form you are always considered an uncontrolled steed and retain your own initiative. https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/deb47061-fdfe-4d4b-8700-4731dbd7d93b/deyc4hh-d26f88e8-14e6-434f-98f1-019aefb56ae6.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJ IUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZT BkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6 W1t7InBhdGgiOiJcL2ZcL2RlYjQ3MDYxLWZkZmUtNGQ0Yi04Nz AwLTQ3MzFkYmQ3ZDkzYlwvZGV5YzRoaC1kMjZmODhlOC0xNGU2 LTQzNGYtOThmMS0wMTlhZWZiNTZhZTYucG5nIn1dXSwiYXVkIj pbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.O8JsR7oQ ckgkxzGgCRkTGuiz1ZnivVe544xe__54b-Q
Hybrid Form. Your hybrid form uses your base form's ability scores and features but gains claws and a bite. Your Claws and Bite count as Simple weapons with the Light property with which you are proficient.
The claws deal 1d6 + your choice of strength or dexterity modifier slashing damage. When you take the attack action on your turn and have two hands free you can use both claws as a single attack dealing 2d6+ strength or dexterity modifier slashing damage.
Your Bite deals 1d8 + your strength or dexterity modifier.
You can use either of these weapons to make an additional attack as a bonus action when you take the dash or attack action on your turn.

You can use this feature to assume an alternate form twice and regain both uses when you complete a short rest. You return to your normal form when reduced to 0 hit points or or when you use an action to do so. You can revert to your base form as a Reaction when you take additional damage from your Bane.

Lord of the Hunt
At 6th level your Creature of the Night form can become truly monstrous. When you assume your Creature of the Night Form it can be large. Additionally once per turn when you hit with a bite attack the target must succeed on a Strength save vs your Dark Power DC or be knocked prone.

Animal Magnetism
Beginning at 10th level you can use your Dark Power to influence beasts. You can cast Animal Friendship without the need for components by spending 1 Dark Power die. The duration of the spell is increased to a number of days equal to the result of the die.

Titan of Horror
At 15th level your Creature of the Night form is that from which legends are made. When you assume your Creature of the Night Form you can draw shadows, things that crawl, or simply the fears of onlookers into yourself to cause this form to swell to a monstrous size. When you assume your Creature of the Night Form you can become Huge. While huge your Creature of the Night attacks deal an additional 1d8 damage. You can use this feature once and regain its use after a short rest.

As an Arisen you have been born into or returned to an unnatural life. Memory of your past may cling to your present like heavy mist driving you to seek revenge or it may be lost forever, or you may be newly fashioned and have little to no life that came before.

The New Flesh
Beginning at 1st level your unnatural construction grants you great strength and stamina. You are considered one size category larger when determining how much you can push, lift, carry, or drag. Additionally, you reduce your effective level of Exhaustion by your Proficiency bonus. You are resistant to Poison damage and have advantage on saves against Poison and the Poisoned condition.

Fury Forged Fists
Additionally at 1st level you gain the Unarmed Fighting style and the damage dealt to a creature you've grappled at the beginning of your turn is increased by 1 roll of your Dark Power die. When you take the attack action on your turn you can make an unarmed strike as a bonus action.

Arisen Sorrow
Beginning at 6th level your life as an unnatural being, unique in the universe, has left you with an immitigable sense of loneliness. You can unleash this wretched sorrow with a wail as a bonus action. When you do, creatures within 5 feet of you have their movement speed reduced by 20 feet. Every creature within 30 feet must succeed on a Charisma Save against your Dark Power DC suffering 3 rolls of your Dark Power die in Psychic Damage on a fail and half on a success. You can use this feature twice and regain both uses after a short or long rest. Creatures immune to the Charmed condition suffer no effect from this feature.

Peace in Solitude
At 10th level you find a measure of peace in solitude and few stand in your way should you keep to yourself. You can cast the Sanctuary spell on yourself requiring no components by spending a Dark Power die. The duration of the spell is increased to a number of minutes equal to the die result.

Juggernaut of Sorrow
By 15th level that which sets you apart has been forged into an unmatched strength. You deal double damage to objects and have advantage on Athletics checks to break through obstacles and barriers. If a spell or magical effect creates an obstacle, such as a Wall of Force, you can expend and roll a Dark Power die, adding its result to an Athletics check against the spell caster's save DC. On a success you break through the obstacle ending the spell or destroying its effect in the spaces you move through.
Additionally You can move through the spaces of creatures up to one size larger than yourself as if they were rough terrain. When you do you can expend a Dark Power die to make a shove attempt to knock them prone, adding the die result to your roll and dealing the result as bludgeoning damage on a success.
You are one cursed by an insatiable hunger. Perhaps lamprey like maws dot your palms or you have the classic fangs of wampiri, mayhap you are even cursed with the soul-sucking triangular third eye of Agdanaxos. You feed on mortals and in turn are gifted swift regeneration, the ability to sway weak minds and even take the shape of a grotesque swarm.

Kiss of Death
Beginning at 1st level you gain an insatiable hunger and a feeding orifice suited to consuming the object of that hunger. This maw is not normally visible but can be revealed whenever you make a bite attack with this feature and remains visible until you use a bonus action to hide it. You can use this maw to make a bite attack dealing 2d4 + your choice of Strength or Dexterity modifier piercing damage and gain Temporary Hit Points equal to your Constitution bonus. When you take the attack action you can make an attack with this maw as as a bonus action.

Final Embrace
At 6th level your hunger can drive you to acts of unspeakable brutality. When you hit with the bite attack provided by this archetype you can expend a Dark Power die to deal additional necrotic damage to the target and grapple them. You regain a number of hit points equal to the necrotic damage dealt. The escape DC of this grapple is your Dark Power DC.

Allure of the Veil
At 10th level your hunger can be twisted in such a way to befuddle other creatures. You can cast the Charm Person spell requiring no components by spending a Dark Power die. The duration of the spell is increased to a number of hours equal to the result of the die.

Lord of the Night
At 15th level, as the night sometimes swallows the moon, so too does your curse afford you some measure of shapeshifting prowess. As a bonus action you spend and roll a Dark Power Die to draw on the parasitic nature of your curse to move as a medium sized swarm of rats, bats, leeches, or the like. Equipment up to your carrying capacity is absorbed into your new form, you gain a Fly Speed of 40 ft and retain your Ability scores and class features granted by this class. When you take an action, bonus action, or reaction you partially coalesce into your normal form just long enough to make attacks or take other actions and then disperse into the swarm when they are complete. As a swarm you do not provoke attacks of opportunity and are immune to spells that target single creatures. You can move through other creature's spaces and may choose to deal your Constitution modifier in piercing damage to such creatures. You can also move through any space at least 1 inch wide and ignore rough terrain. You can retain your swarm like form for a number of minutes equal to the Dark Power Die result.

Lanth Sor
2022-01-15, 09:36 PM
1/15/22: Initial Post.


The Brave




Level
Proficiency Bonus
Features
Insinuations
Shutter Damage


1st
+2
Incite Fear, Heart, Shutter
3
1d6



2nd
+2
-
5
1d6



3rd
+2
Heart Feature
7
1d6



4th
+2
Ability Score Improvement
9
2d6



5th
+3
Claim Feature
11
2d6



6th
+3
Keyring(Secret)
13
2d6



7th
+3
-
15
3d6



8th
+3
Ability Score Improvement
18
3d6



9th
+4
Claim Feature
21
3d6



10th
+4
-
24
4d6


11th
+4
-
27
4d6


12th
+4
Ability Score Improvement, Keyring(Esoteric)
30
4d6


13th
+5
Claim Feature
30
5d6


14th
+5
-
36
5d6


15th
+5
-
39
5d6


16th
+5
Ability Score Improvement
42
6d6


17th
+6
Claim Feature
45
6d6


18th
+6
-
48
6d6


19th
+6
Ability Score Improvement
51
7d6


20th
+6
Claim Feature
54
7d6



Class Features
As a brave, you gain the following class features

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

Proficiencies
Armor: Light armor, shields
Weapons: Simple weapons
Tools: Lock Picks and Choose one type of artisan's tools or musical instrument
Saving Throws: Dexterity and Intelligence saving throws
Skills: Choose two from Arcana, Athletics, Deception, Insight, Intimidation, Perception, Persuasion, and Stealth

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

(a) a light crossbow with 20 bolts or (b) any simple weapon
(a) a set of artisan's tools or (b) a musical instrument
Leather armor, a dagger, lock picks, and an explorer's pack

Insinuations
The brave has the ability to use their powerful personality to insinuate their will on others and even themselves in some cases. Insinuations recover at the end of a long rest. Unless stated otherwise abilities that spend insinuations have a DC 8 + proficiency bonus + charisma modifier.

Shutter
A brave bears a supernatural ability to assail those being effected by fear. Once per turn the brave may force a target affected by the frightened condition to make a Wisdom Save, on a failed save they take damage equal to the braves shutter damage, listed on the class table.

Incite Fear
The brave has the ability to instill fear in those who stand against them. The brave may cause a target in 60ft to become frightened for a number of rounds equal to the braves proficiency bonus, by expending one use of insinuations. Charisma save negates.

Heart
At the first level the brave chooses a heart. Their heart is the core of their courage and ability to surmount their fears.

Unshaken
The brave gains advantage on saves against frightened condition and fear based effects, and adds their proficiency bonus to the save.

World's Eye
The keymaster a

Claim Feature


Heart



At 5th level a {CLAIM}

Starting at 9th level a {CLAIM}

A 13th level a {CLAIM}

At 17th level the {CLAIM}

A 20th level a {CLAIM}





At 5th level a {CLAIM}

Starting at 9th level a {CLAIM}

A 13th level a {CLAIM}

At 17th level the {CLAIM}

A 20th level a {CLAIM}




The brave is a hateful, fueled by hatred, granting him the power to surmount his own fears by hating instead.

Vengeful Strikes
The hateful's attacks benefit form shutter damage if targeting, an enemy that targeted the hateful since the end of the hateful's last turn.

Paranoia
At 3rd level, a hateful may spend an insinuation to insight paranoia in a target at a range of 60ft. The target gains advantage on attack rolls, they grant advantage to attacks against them, and their move speed is halved.

Incite Hatred
At 5th level, a hateful may expend uses form a key to lock the memory of you from someone. The target must wisdom save vs your Key DC or forget your presence for a 1 round period per 2 key uses expended.

World Record
Starting at 9th level, a witness gains a perfect memory of all things they have observed in their life. They are always aware of true north or a similar planar guide point.

Forgotten
A 13th level witness, may cause memory of a particular object they interact with to be forgotten. Anyone attempting to recall the object must wisdom save vs your Key DC or be unable to remember the target, 12 key uses must be expended.

Bear Witness
At 17th level, the witness may reveal the world unseen. The witness may expend 6 key uses to gain the benefit of the true seeing spell, and may share this sight with others later by using an illusionary key.

Eternal Watch
A 20th level a witness becomes a truly hidden being. The witness becomes immune to aging and ceases to age, gains resistance to nonmagical bludgeoning piecing, and slashing damage.

sengmeng
2022-01-22, 11:50 AM
Coward

Brave, brave, brave, brave Sir Robin!

Hitpoints

Hit Dice: 1d6 per Coward level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Coward level after 1st

Proficiencies

Armor: Light armor

Weapons: Simple weapons

Tools: Possibly Thieves tools (see below)

Saving Throws: Dexterity, Intelligence

Skills: Any three, or any two and Thieves Tools

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

a simple weapon
(a) five javelins or (b) any simple melee weapon
(a) a dungeoneer's pack or (b) an explorer's pack
Scale Mail


Level
Prof
Features
AC
Dmg


1
+2
Skirmish, Cowardice
+2
+1d4


2
+2
Paranoia
+2
+1d4


3
+2
Phobia
+2
+1d4


4
+2
Ability Score Improvement
+2
+1d4


5
+3
Sharp Reflexes
+2
+2d4


6
+3
Phobic Feature
+2
+2d4


7
+3
Evasion
+2
+2d4


8
+3
Ability Score Improvement
+3
+2d4


9
+4
Improved Cowardice
+3
+3d4


10
+4
Phobic Feature
+3
+3d4


11
+4
Superior Reflexes
+3
+3d4


12
+4
Ability Score Improvement
+3
+3d4


13
+5
Tumble
+3
+4d4


14
+5
Phobic Feature
+3
+4d4


15
+5
Coward's Soul
+4
+4d4


16
+5
Ability Score Improvement
+4
+5d4


17
+6
Scramble
+4
+5d4


18
+6
Phobic Feature
+4
+5d4


19
+6
Ability Score Improvement
+4
+5d4


20
+6
Panicked Flailing
+4
+5d4




Class Features
The following are class features of the Coward

Skirmish
After moving at least fifteen feet, you gain a +2 bonus to your AC and +1d4 to weapon damage rolls that applies to all attacks against you and attacks made by you until the beginning of your next turn. These bonuses increase as you level up, according to the columns labeled "AC" and "Dmg" on the class table.

Cowardice
You can Disengage as a bonus action, and your speed is treated as ten feet higher than normal if you move away from a hostile creature. You can also sacrifice fifteen feet of movement to Dodge as a bonus action.

Paranoia
Beginning at level two, you have advantage on initiative rolls and perception checks.

Phobia
Beginning at third level, your phobias coalesce into a more definite form, which oddly allows you to often appear braver in the face of all other threats, except in the case of Panphobia. You gain more Phobic Features at levels six, ten, fourteen, and eighteen.

You fear the water, and the disgusting unknowable horrors it hides.

Desperate Swimmer
Beginning at third level when you select this subclass, you gain a swim speed equal to your walking speed, and as long as you are heading towards solid ground or an object which can support you, you get to add your bonus from Cowardice and Improved Cowardice to that speed.

It Touched My LEG
Also at third level, you become Frightened any time you see a creature with a natural swim speed, but do not ever take penalties from the Frightened condition unless you are also in the water (though you are still considered Frightened for other purposes).

Scorn the Deep
Beginning at sixth level, you always gain your Skirmish bonuses against creatures with a natural swim speed.

Aquatic Survivor
Beginning at tenth level, you may hold your breath an additional number of minutes equal to your proficiency bonus.

From Hell's Heart I Stab at Thee
Beginning at fourteenth level, while you are Frightened, you may attack as a Reaction to being attacked by any creature.

I Spit My Last Breath at Thee
Beginning at eighteenth level, your walking speed is doubled, including the bonuses from Cowardice, if you can see a creature with a natural swim speed. If you are Frightened, whether you suffer penalties from it or not, you automatically score a critical hit with any attack that hits.While it may seem like one of the worst fears for a dungeon-delving adventurer to have, you gain some benefits via your panic.

The Walls Are Closing In
Beginning at third level when you choose this subclass, you have disadvantage on saves versus fear while indoors or underground, but do not suffer penalties from being Frightened unless indoors or underground, though you are still considered Frightened for other purposes.

Trivial Comfort
Also at third level, if you are underground, you add double your proficiency bonus to all Investigation and Perception checks, and you also add double your proficiency to Nature checks pertaining to subterranean creatures.

Rocks Fall, Everybody Else Dies
Beginning at sixth level, you have advantage on saves provoked by traps and resistance to damage caused by traps, and traps have disadvantage on attack rolls against you.

Echolocation
At tenth level, you gain Blindsense out to thirty feet if you are indoors or in a subterranean environment. You lose this ability if you cannot hear.

Blindfighting
At fourteenth level, you can negate the penalties of the Frightened condition by closing your eyes, and do not suffer disadvantage on attack rolls if you can detect a creature with your Blindsense.

Escapist
At eighteenth level, your speed bonuses from Cowardice and Improved Cowardice are doubled while you are Frightened, whether you suffer penalties or not, and your Blindsense extends to sixty feet. Additionally, if you trigger a trap, you may move up to your speed as a reaction, and only need to make a save or can be targeted with an attack from the trap if you are still in its area of effect.
Even big strong adventurers can suffer one of the most basic fears.

Shine Job
Beginning at third level when you take this subclass, you gain Darkvision out to sixty feet, or add sixty feet to the Darkvision you have.

The Hungry Dark
Also at third level, you have disadvantage on fear saves while in total darkness, but do not suffer penalties from the Frightened condition while you have any light source.

Ghost in the Night
At sixth level, creatures relying on Darkvision to detect you have disadvantage on their Perception checks.

Pierce the Night
At tenth level, you can see at half the distance of your Darkvision even in magical darkness.

Shadowstepper
At fourteenth level, you may become invisible as a bonus action while in dim light, lasting until the beginning of your next turn unless the first thing you do that turn is use your bonus action to remain invisible. It also ends if you make an attack or cast a spell that deals damage or has a hostile creature as a target.

Dark Strike
At eighteenth level, creatures you hit with a weapon attack lose any Darkvision they have for 1d4 rounds.The other types of Coward manage to hold it down to a single source of fear, but you, well, you didn't even manage that. You're afraid of everything.

Extreme Cowardice
Beginning at third level when you choose this subclass, you have disadvantage on saves versus fear. This cancels anything that would give you advantage, and if you would instead be immune to fear, you merely have advantage.

Close Call
Also at third level, when you fail a saving throw and do not have the Frightened condition, you may treat it as a successful save instead. You can do this once per long rest without penalty, and the second time, you gain the Frightened condition. This can even be applied to Death saves. The object of your fear must be a creature and it default to the creature who provoked the save, but if there isn't a clear source for the effect, you become Frightened of the nearest creature, determined randomly in the case of multiple creatures at the same distance. You must spend a short or long rest without the source of your fear in sight to lose this condition.

Extreme Cowardice
At sixth level, while Frightened, your bonuses from Skrimish go up by another +1 to AC and +1d4 damage, and your speed bonus from Cowardice is doubled.

Dread
At tenth level, if you are Frightened and the source of your fear is out of sight, you can still pinpoint its location up to a mile away.

Absolute Panic
At fourteenth level, if you are Frightened, you may use your bonus action to both Dodge and Disengage

Scared to Death
At eighteenth level, you gain another use per long rest of Close Call before using it causes you to become Frightened. If you are brought to zero hitpoints when you are not frightened, you may use Close Call to go to one hitpoint instead, and if you are Frightened and the creature who dealt the damage is the source of your fear, you have advantage on the subsequent death saves.
Ability Score Improvement
You can add +2 to one of your ability scores, or +1 to two ability scores, or take a feat. You get to do this at fourth, eighth, twelfth, sixteenth, and nineteenth levels.

Sharp Reflexes
Beginning at fifth level, creatures provoke an opportunity attack when they enter your reach, and if you successfully hit with an opportunity attack, you may move up to half your speed without provoking attacks of opportunity as part of that reaction.

Evasion
At seventh level, when you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Improved Cowardice
Beginning at ninth level, your speed bonus from Cowardice improves to fifteen feet, and you can run along walls or over liquids, as long as you end your turn on solid footing.

Superior Reflexes
Beginning at eleventh level, you gain an extra reaction each round. You may not use both reactions on the same turn.

Tumble
Beginning at thirteenth level, you may make an Acrobatics check to move through a hostile creature's space. Regardless of whether you use the disengage action, that enemy can make an opportunity attack against you, but it must beat your Acrobatics check or your AC, whichever is higher. You must have enough movement to not end your turn in a hostile creature's space. You are not stopped if you are damaged, unless the hostile creature has the Sentinel feat or a similar ability to reduce your movement on a successful attack.

Coward's Soul
Beginning at fifteenth level, you gain proficiency in all saves.

Scramble
Beginning at seventeenth level, you may end any condition or effect which reduces your speed or makes it zero by spending half your movement, but only if you also move away from a hostile creature with at least five feet of your remaining movement.

Panicked Flailing
At twentieth level, once per round, you may make two attacks instead of one when making an opportunity attack.

Breccia
2022-01-22, 04:00 PM
The Dreadsoldier

https://homebrewery.naturalcrit.com/share/Eimx_1-AJ18X

Mechanically it's got kind of a rangery, warlocky thing going on. Not my best work, but (a) I had the idea last night and needed it on paper and (b) I haven't participated in a while and wanted to get back into it.

Old Harry MTX
2022-02-13, 12:22 PM
I have to admit that I like the basic idea a lot, but I'm still not convinced how it is coming out.

A pseudo-caster capable of performing "scares", spending fear points from a reserve divided into different Levels of Fear, that represent your sanity. The more points you spend, the more you go down in fear levels, the stronger your scares become, but the negative effects on yourself also increase. If you completely lose your sanity you definitely lose control over the character, who becomes a mad NPC under the DM's control.

Scares are mostly variant versions of spells, but they can also be similar to maneuvers or metamagic options, or produce passive effects to be activated at the end of a rest by allocating a certain number of fear points.

The subclasses are inspired by the most common phobias, and give access to distinct groups of scares.

ToDo:

Format a forum version.
Define the subclasses.
Finish the base class features.
Add more and more scares.


The Dreadwalker

Qui utilitatum causa fingunt amicitias, ii amabilissimum nodum amicitiae tollunt. Non enim tam amici utilitas quam amici amor ipse delectat, tumque illud est, quod ab amico accipimus iucundum, si *** stodio donatur; tantumque abest, ut amicitiae propter indigentiam colantur, ut ii, qui opibus et copiis maximeque virtute, in qua plurimum est praesidii, minime indigeant, liberalissimi sint et beneficentissimi. Non igitur utilitas amicitiam gignit, sed utilitatem amicitia. Etiam metus nihil ad amicitiam attinet. Tyranni saepe amicos putant habere eos, qui autem metu vel utilitate obsequium praestent, sed minime diligant. Quis enim aut eum diligat, quem metuat, aut eum, a quo se metui putet? Coluntur tamen simulatione dumtaxat ad tempus. Qudsi forte, ut accidit plerumque ceciderunt, tum intellegitur, quam fuerint inopes amicorum.

Creating a Dreadwalker

The most important question to consider when creating your dreadwalker is the terrorific event that linked your body and mind to the extraplanar dimension made of elemental fear, from which you tap your powers. This event...


Quick Build

You can make a dreadwalker quickly by following these suggestions. First, make Wisdom your highest ability score. Your next-highest score should be Constitution. Second, choose the wanderer background.


Class Features

As a dreadwalker you gain the following class features.

Dreadwalker Table

LevelProficency
BonusFeaturesAnxietyFearPanicTerrorTotal
1st+2Font of Fear, Phobia21115
2nd+2Scary Habit22116
3rd+2—22228
4th+2Ability Score Improvement332210
5th+3—433313
6th+3Phobia Feature444416
7th+3—555520
8th+3Ability Score Improvement666624
9th+4—877729
10th+4Terrifying Gaze998834
11th+4—101010939
12th+4Ability Score Improvement1111111144
13th+5—1312121249
14th+5Phobia Feature1414131354
15th+5—1515151560
16th+5Ability Score Improvement1717161666
17th+6—1818181872
18th+6Phobia Feature2020191978
19th+6Ability Score Improvement2121212184
20th+6Endless Fear2323222290


Hit Points

Hit Dice: 1d8 per dreadwalker level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per dreadwalker level after 1st

Proficiencies

Armor: Leather armor
Weapons: Simple weapons
Saving throws: Intelligence, Wisdom
Skills: Choose two skills from Arcana, History, Insight, Intimidation, Medicine, Perception, Religion, and Survival

Equipment
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 dungeoneer's pack or (b) an explorer's pack
leather armor

Font of Fear

You faced an experience of pure terror, which traumatized you to such a degree that it linked your true essence with an elemental plane made of pure fear. You can tap power from this plane, and let it flow through your body.

Fear Points

This power is represented by fear points, which allow you to create a variety of effects. You have 5 fear points, divided into different levels of sanity: two for Anxiety, and one each for Fear, Panic and Terror. You gain more fear points as you reach higher levels, as shown in the Fear Points columns of the Dreadwalker table.
Spending fear points allows you to fuel your special abilities, called scares. You can choose to recover a number of fear points up to your proficiency bonus at the end of a short rest, and up to half your total points at the end of a long one.

Level of Sanity

Levels of sanity represent your state of mind. Referring to the Dreadwalker table, you are always in the leftmost level of sanity that has at least one fear point. When you spend a fear point, you always start with those of your current level of sanity.
Pushing yourself to lower levels of sanity increases your power. When you are asked to roll a fear die or to use a fear bonus, you use the one shown in the Fear Dice and Bonuses table for your current level of sanity.

Fear Dice and Bonuses Table

Level of SanityDieBonus
Anxiety1d4+0
Fear1d6+1
Panic1d8+2
Terror1d10+3


However, you also suffer adverse effects based on your current level of sanity.

Anxiety. You are afflicted with nervous tics, and you are always afraid that the origin of your phobia, chosen at 1st level, may suddenly manifest itself. Apart from that, you suffer no other effects that could undermine your fighting, social or survival skills.

Fear. Your eyes move rapidly looking around you and you often stammer when you speak. Each time you spend a fear point you suffer disadvantage on ability checks until the beginning of your next turn.

Panic. You jolt if you hear loud noises, and your hands don't stop shaking. Each time you spend a fear point you suffer disadvantage on ability checks and attack rolls until the beginning of your next turn.

Terror. Your body trembles like a leaf and you have to work your hardest not to scream or run away. Each time you spend a fear point you suffer disadvantage on ability checks, attack rolls and saving throws until the beginning of your next turn.

Horror. You have exhausted the last few glimpses of sanity at your disposal. Your mind is now filled with pure horror, and you completely lose control over it. Once you reach this level of sanity you lose the ability to recover fear points, and become a NPC under the control of the DM. Only a wish spell, or equivalent power, can return you to a higher level of sanity.

Scares of 1st Level and Higher

A scare is a manifestation of dread power flowing through your body from the primeval fear dimension to which you are connected.

You prepare the list of dreadwalker scares that are avaiable for you to perform, choosing from the ones that do not have a specific phobia or that belong to the phobia you chose at 1st level. When you do so, choose a number of dreadwalker scares equal to your Wisdom modifier + your dreadwalker level (minimum of one scare). The scares must be of a level not higher than your dreadwalker level. You can change your list of prepared scares when you finish a long rest.

When you reach 7th and 9th levels, you don't immediately learn to properly master your new scares. You can perform a scare of that level only once before completing a long rest, and twice when you reach the next level. For example, you can use the Inner Demon scare one time at 7th level and two at 8th, while from 9th level, the number depends only on your remaining fear points.

Also, scares of 11th level and higher are particularly taxing to perform. You can use fear points to perform one of these scares of a level not higher than 11th, 13th, 15th and 17th once each, if you have reached the relative level. You can perform again a scare of that level after completing a long rest.

Scare Ability

Wisdom is your ability for your dreadwalker scares, since your power depends on your ability to manage your phobias and fears. You use your fear bonus and your Wisdom whenever a dreadwalker scare refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a dreadwalker scare you cast and when making an attack roll with one.


Scare save DC = 8 + your fear bonus + your proficiency bonus + your Wisdom modifier
Scare attack modifier = your proficiency bonus + your Wisdom modifier

Phobia

A phobia represents the nature of the event that traumatized you, and made you a dreadwalker. Choose a phobia among Arachnophobia, Claustrophobia, Pyrophobia or Thalassophobia, which describes the source of your dread power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Scary Habit

At 2nd level, you're so used to fear that you become proficient on any saving throws against the Frightened condition, and you can add your current fear bonus to those rolls. On the other hand, you lose one fear point every time you finish a turn Frightened.

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.

Terrifying Gaze

From 10th level, as a bonus action, you can turn your gaze on a creature that you can see and make a Wisdom ability check against a DC equal to its challenge rating. On a success, the creature loses any immunity to being Frightened by you. The effect lasts until you turn your terrifying gaze to another creature, or until the end of your next turn. If you succeed to fright the creature, you have advantage when you repeat the ability check to prolong the effect for another turn.

Endless Fear

At 20th level, you have finally become one with elemental fear, even feeding on it. You become immune to the Frightened condition. Also, while in combat, whenever a creature ends its turn while it's Frightened by you, you regain a fear point.

Phobias



Arachnophobia

[Insert fluff here]
Claustrophobia

[Insert fluff here]

Escapist

When you choose this phobia at 1st level, you become proficient on any saving throws against the Grappled and Restrained conditions, and you can add your current fear bonus to those rolls. However, you lose one fear point each time you finish a turn with one of these conditions.

Constrictor

From 6th level, as a bonus action, you can spend a number of fear point up to your proficiency bonus and force a Grappled or Restrained creature that you can see to make a wisdom saving throw against your scare save DC. If it fails, you deal the same number of fear dice in psychic damage to that creature.

Buryer

At 14th level you become so oppressive that whenever you force a creature Restrained by you to make a saving throw against the Frightened condition, you can roll a fear die and subtract the result from its roll.

Unconstrainable

Once you have reached 18th level, nothing can constrain you anymore. If you are Grappled or Restrained by a hostile creature, you can use your reaction and spend 10 fear points to teleport up to 30 feet to an unoccupied space that you can see.
Pyrophobia

[Insert fluff here]

Burned Skin

The trauma you have faced has left indelible scars on your body and mind. When you choose this phobia at 1st level you gain resistance to fire damage, but every time you take fire damage, you lose one fear point for every 5 damage taken.

Mind Flames

From 6th level, you learn to project your phobias into the minds of your enemies.
When you use a scare that would deal fire damage to one or more creatures, you can spend a fear point and force one of those creatures to make a Wisdom saving throw against your scare save DC. If it fails, you instead inflict the same amount of psychic damage to that creature.

Scorching Step

Beginning from 14th level, you can use your bonus action to teleport up to 30 ft to an unoccupied space that you can see, which is within 5 ft of a fire source at least 1 ft in size.

Lord of Cinder

Finally at 18th level, your body acts as if it has nothing left to burn. Your resistance to fire damage becomes immunity, but whenever you would take fire damage, you instead lose one fear point for every 10 damage you avoided with this feature.
Thalassophobia

[Insert fluff here]
Scares

Generic

1st Level (1 fear point)

Absolute Terror Field

You can cast the Shield spell, replacing the bonus to the AC with [I]3 + your fear bonus for each attack you receive until the spell ends.

Anxious Alert

With an action, you gain advantage on Wisdom (Perception) checks and Initiative rolls for the next hour.

Fearmonger

You can cast the Cause Fear spell. If you fail the Constitution saving throw to keep concentration on the spell, you can use your reaction to spend up to 4 fear points and roll 1d4. If the result is equal to or less than the fear points spent you can choose to succeed instead.

Haunting Voices

You can cast the Dissonant Whispers spell against a creature Frightened by you, replacing the damage dice with your current fear dice.

Jump Scare

You can cast on yourself the Jump spell or the Longstrider spell, of your choice.

Panic Attack

You can cast the Wrathful Smite spell, replacing the extra damage die with your fear die.

3rd Level (2 fear points)

Nyctophobia

You can cast the Darkness spell or the Blindness spell. A creature Blinded by you or unable to see due to this magical darkness suffers disadvantage on saving throws against being Frightened by you.

5th Level (3 fear points)

Terrifying Rapture

You can cast the Hypnotic Pattern spell, replacing the Charmed condition with Frightened.

Greater Fearmonger

You can cast the Fear spell. If you fail the Constitution saving throw to keep concentration on the spell, you can use your reaction to spend up to 4 fear points and roll 1d4. If the result is equal to or less than the fear points spent you can choose to succeed instead.

7th Level (4 fear points)

Inner Demon

You can cast the Phantasmal Killer spell, replacing the damage dice with your current fear dice. Before the spell ends, if the target makes an attack roll, an ability check, or a damage roll, you can use your reaction and spend a fear point to roll a fear die and subtract the number rolled from the creature's roll.

9th Level (5 fear points)

Aura of Terror

With an action, you exude a magical aura of pure terror around you. Any hostile creature within 15ft of you that can see you trying to willingly move towards you must make a wisdom saving throw. The creature automatically succeeds if immune to being Frightened. If it fails, it must stop, change direction, or suffer 4 fear dice of psychic damage. You must keep concentration on thi scare.

11th Level (5 fear points)

Post Traumatic Stress Disorder

With a bonus action, you choose a creature Frightened by you that you can see and magically mark it. The creature will fail the next on saving throws to resist being Frightened again by you. The effect lasts until the creature is Frightened again by you, you perform this scare again, or after one year.

Stream of Terrorness

You can perform two scares that normally require one action each, with a single action. The sum of their levels cannot exceed 11.

15th Level (6 fear points)

Greather Nyctophobia

You can cast the Maddening Darkness spell. A creature unable to see due to this magical darkness suffers disadvantage on saving throws against being Frightened by you.
Arachnophobia

1st Level (0 fear points)

Stinging Assault

You can cast the Infestation cantrip, replacing the damage die with your fear die.

3rd Level (2 fear points)

Crawling Step

You can cast the Spider Climb spell on yourself. If you are in an area of darkness or dim light, you gain a bonus equal to your fear die on any Dexterity (Stealth) checks that you make until the spell ends.

Spider's Nest

You can cast the Web spell, replacing the cube's size with 10 ft, plus [I]5 ft x your fear bonus.
Claustrophobia

1st Level (0 fear points)

Mold Earth

Oppressive Grip

When you try to grapple a creature you can materialize strong laces of force that surround you and your target. If you do, you can replace your Strength (Athletics) check with a Wisdom ability check you are proficient with.

1st Level (1 fear point)

Bindings

You can cast the Entangle spell or the Snare spell, of your choice.

3rd Level (2 fear points)

Passepartout

You can cast the Arcane Lock spell or the Knock spell, of your choice.

Wall Breaker

You can cast the Shatter spell, replacing the damage dice with 1 + your fear dice. You deal twice the damage on non-magical objects not worn or carried.

Wrapping Chains

You can cast the Hold Person spell. The Paralyzed creature sees itself entangled by indestructible chains, and becomes Restrained until the scare ends.

5th Level (3 fear points)

Meld Into Stone

Wall of Sand

7th Level (4 fear points)

Liberating Will

You can cast the Freedom of Movement spell on yourself, but you must keep concentration on it until the scare ends. You can also extend the spell's effect to a number of other willing creatures up to your fear bonus.

9th Level (5 fear points)

Passwall

Quicksand

You can cast the Transmute Rock spell, replacing the cube's size with 25 ft, plus 10 ft x your fear bonus. If you have already used this scare in your last turn, you can do that again as a bonus action, targeting the same spaces and using the other spell's effect.

Greater Wrapping Chains

You can cast the Hold Monster spell. The Paralyzed creature sees itself entangled by indestructible chains, and becomes Restrained until the scare ends.

Overwhelming Walls

You can cast the Wall Of Force spell. Until the scare ends, you can use your bonus action to move panels to an adjacent empty space a number of times equal to 1 + your fear bonus.

11th Level (5 fear points)

Crushing Pillars

You can cast the Bones of the Earth spell. The number of pillars you can create equals to 5 + your fear bonus.

13th Level (5 fear points)

Forcecage

15th Level (6 fear points)

Maze

17th Level (6 fear points)

Imprisonment

Misty/Thunder Step, Stone Shape
Pyrophobia

1st Level (0 fear points)

Firestarter

You can cast the Firebolt cantrip, replacing the damage dice with 1 + your fear dice.

5th Level (3 fear points)

Inferno

You can cast the Fireball spell, replacing the damage dice with your current fear dice.

7th Level (4 fear points)

Blazing Nightmare

You can cast the Summon Elemental spell, summoning a fire elemental. When it successfully attacks a creature with its slam, you can roll a fear die and add the result in fire damage to the attack. If you do, subtract the result of the die from the elemental's hit points as well.

Overwhelming Flames

You can cast the Wall of Fire spell, replacing the damage dice with your current fear dice.

Flashpoint

You can cast the Immolation spell, replacing all the damage dice with your current fear dice.

Oerlaf
2022-02-14, 12:20 AM
I had prepared one class long before I saw the thread of this contest. And that class fits very well in the theme of Terror.

A Blackguard: https://homebrewery.naturalcrit.com/share/Zc5tn7cdYHkk

A Blackguard is designed much like a Paladin class given that historically it's been the very opposite of a Paladin. And there are three subclasses of Blackguard which are called Profane Oath (in contrast to Paladin's Sacred Oaths). Profane Oaths include Oaths of Slaughter, Tyranny, and Corruption.

MoleMage
2022-02-16, 05:30 PM
Got started on the Caevrnbrood. It's got its flavor and the first handful of features now; I'm working on the rest of them still.

GM Binder Link (https://www.gmbinder.com/share/-MvbDYbe3nQHMJSFgryY). I'll format for the forums once I consider it finished.

Read the Caevrnbrood (https://www.gmbinder.com/share/-MvbDYbe3nQHMJSFgryY) here! It took me longer than I intended to finish it (been having a lot of creative block all month) so I didn't get it forum formatted but it's all there and finished now.

MoleMage
2022-03-02, 03:24 PM
Just a reminder that an extension has been granted via the chat thread for this contest, the new deadline is March 13th. If you're still working on your class, you have a couple extra weeks to sand and paint!

MoleMage
2022-03-14, 03:05 PM
https://forums.giantitp.com/showthread.php?643714-D-amp-D-5e-Base-Class-Contest-XVIII-Voting-Thread-(Open-to-All)&p=25395513#post25395513

No more edits, it's time to vote!

MoleMage
2022-04-05, 08:28 PM
Well it's late on the 5th but it's still the 5th. We didn't have any last-second votes, so it's time to call it!

Third place goes to MoleMage, with the Caevrnbrood! Not quite as Terror-influenced as the other entries but if you wanna creep up on someone and mutate into a subterranean thing, this is your class.

Second place is for Old Harr MTX's Dreadwalker. Wear your fear on your sleeve. Use it as a spell point system. Get more powerful the lower your grip on sanity. Basically, if you were an investigator in an eldritch horror story, you could just use this class.

And our grand winner is Breccia with the Dreadsoldier! Unlike most of the others in this contest, the Dreadsoldier is fear. Why be afraid of the dark when you can make the dark soil its armor just by menacing it?


We had kind of an eclectic mix of theme requests in the voting this time, but Doesn't Meet Expectations is the only one that got two votes so it's getting posted as soon as it's done getting formatted. Good job everyone, and good luck in the next one!





The new threads have also been created! Here's the new submission thread: https://forums.giantitp.com/showthread.php?644495-D-amp-D-5e-Base-Class-Contest-XIX-Doesn-t-Meet-Expectations-II-(Submission-Thread)

And the new chat thread: https://forums.giantitp.com/showthread.php?644494-D-amp-D-5e-Base-Class-Contest-XIX-Doesn-t-Meet-Expectations-II-(Open-to-All)