Mantle of Dread
Yours is a mantle of anguish, fear, and sorrow, letting joy flee from your foes and vanquishing their hopes for success. Their fear inspires you and your allies to crush them outright.
Dread's Affect
At 3rd level when you choose this mantle, you and allies within your empathic range can add your Charisma modifier to intimidate checks, and half your proficiency modifier rounded down to damage rolls.
Invoke Mysticism: Crippling Fear
Also at 3rd level, as an action, you bring a creature within your empathic range's greatest fears to the surface and make them seem all too real. They must make a Wisdom saving throw, taking 2d6 psychic damage and being knocked prone, blinded, and frightened of you on a failure, or half as much damage and being knocked prone on a success. A creature already frightened of you makes the roll with disadvantage.
Invoke Mysticism: Empowering Fear
At 6th level, as an action, you fill yourself or an ally within your empathic range with an aura of fear. They gain advantage on attack rolls and score a critical hit on a roll of a 17-20 against a creature frightened of them for the next 1 minute.
Shadows and Steel
Starting at 11th level, whenever a creature starts its turn frightened of you or an ally within your empathic range, you may immediately make a weapon attack against them.
Pain and Fear
Beginning at 14th level, enemies in your empathic range get disadvantage on saving throws caused by spells or powers of you or allies within you empathic range. An enemy that fails a saving throw by 5 or more is frightened of its source until the end of its next turn. This bypasses immunity to the frightened condition.
Facet of Dread
Beginning at 18th level, you and allies within your empathic range are immune to being frightened or charmed, and enemies within your empathic range have disadvantage on saving throws against being charmed or frightened. Any enemy in your empathic range that starts its turn frightened of you or an ally immediately takes 2d10 psychic damage.
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