Dreadblade: Rogue Subclass
Rogues who follow the Way of the Dreadblade are wielders of fear, turning terror itself into a weapon as sharp as any blade. Their mastery lies in unsettling the minds of their enemies, striking from the shadows with an aura of dread that saps the will of their foes. The Dreadblade thrives on fear, using it to bolster their reflexes, avoid harm, and amplify the damage they deal. Each strike is not just an attack on the body, but a manifestation of the victim’s deepest fears.
As their power grows, the Dreadblade becomes an unrelenting force of terror. They can manipulate fear to hinder their enemies’ movements, teleport through the battlefield with terrifying speed, and leave behind haunting illusions that shake the resolve of even the bravest warriors. Fear is their weapon, and in their hands, it becomes deadly.
Terrifying Presence:
Starting at 3rd level you gain the ability to manipulate fear in yourself and those around you. You gain a set of Dread Dice, which are d6’s, equal to double your proficiency bonus. You regain all Dread dice when you finish a short or long rest.
When you reach certain levels in this class, the size of your Dread Dice increases: at 5th level d8, 11th level d10, 17th level d12.
3rd Level: Nightmarish Strikes – As a bonus action, you can expend one or more Dread Dice to make an attack against a creature within 5 feet. Roll the expended dice and add the total to the damage of the attack. Additionally, the target must make a Wisdom saving throw (DC 8 + your Dexterity modifier + your proficiency bonus) or be frightened until the end of its next turn.
3rd Level: Terrifying Reflexes – Your fear-inducing prowess extends to your quick reactions. When you roll for initiative, you can expend one Dread Dice and add the result to your initiative score.
9th Level: Evasive Dread – As a reaction when you are hit by an attack you can expend one Dread Dice and add the result to your AC. Additionally the attacking creature must make a Wisdom saving throw (DC 8 + your Dexterity modifier + your proficiency bonus) or be frightened until the end of its next turn.
13th Level: Dreadful Pursuit – Your mastery over fear allows you to relentlessly pursue your prey. When you hit a frightened creature with a melee attack, you can expend one dread die and deal extra damage equal to the result. Additionally, the target’s speed is reduced to 0 until the start of your next turn.
17th Level: Dreadstep - As a bonus action, you can teleport up to 60 feet to an unoccupied space that you can see. When you use this feature, you leave behind an illusory double in your original location that appears terrifying and imposing. Creatures within a 20 foot radius of the illusion must make a Wisdom saving throw (DC 8 + your Dexterity modifier + your proficiency bonus) or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the frightened condition on a success.
Additionally, after you teleport, you can expend a dread dice to make a bonus attack against a nearby enemy within 5 feet of your new location. Roll one of your dread dice and add the damage to the total. This attack benefits from advantage, as the sudden and unsettling appearance of your illusory double momentarily distracts your foe.
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