Nightmare Origin (5e Subclass)

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Nightmare Origin[edit]

Sorcerer Origin

The Nightmare is often the last thing you saw as you closed your eyes for the last time, the thing in the dark, the bogey man, the creature that no one ever really knows if they are really there. The Nightmare is the personification of the man hiding in the corner of your eyes. Sorcerers from this origin are born with the innate ability to tap into the realm of nightmares, can envision the worst fear in the hearts of any creature and can awaken such fear.

These sorcerers can have multiple origins. Some experience some otherworldly and magical terror, that have forever changed them; the witnessing of a horrific event of cosmical proportions, the interaction with an eldritch being or being affected by a powerful fear magic are some of the events that can awaken the power of the nightmare. Others are descendants of creatures who fed in the nightmares, such as powerful night hags, and they can draw the power of fear from their bloodlines.

Horror

Starting at 1st level, you learn the cause fear spell. This spell doesn't count against the maximum number of sorcerer spells you know. Whenever you impose the frightened condition with one of your Sorcerer's spells, the target takes psychic damage equal to your proficiency bonus. Only one creature takes this damage, and if the spell target multiple creatures, you must choose one to take the damage.

At 3rd level, you can cast cause fear by spending 1 sorcery point.

Improved Horror

At 6th level, you increase your control over your horror inducing mind effects. When you spend sorcery points to cast cause fear, you can do so as a bonus action, and you can spend 2 sorcery points to cast the spell at 2nd level.

In addition, you learn the phantasmal force, and can cast it by spending 2 sorcery points. This spell doesn't count against the maximum number of sorcerer spells you know.

Crippling Terror

At 14th level, creatures have disadvantage on the first saving throw made against any spell cast by you that imposes the frightened condition. Also, when you cast cause fear using 3 sorcery points, the spell is cast at 3rd level.

In addition, you learn the fear spell, and can cast it by spending 3 sorcery point. This spell doesn't count against the maximum number of sorcerer spells you know.

Living Nightmare

At 18th level, you can awaken the nightmares of a creature and bind it to them. You learn the spell mental prison, that doesn't count against your maximum number of sorcerer spells you know. You can also cast this spell once, without spending spell slots, and can't do it again until you finish a long rest. You can also spend 6 sorcery points to cast this spell.

In addition, you can spend 4 sorcery point to cast phantasmal killer, and when you spend 4 sorcery points to cast cause fear, the spell is cast at 4th level.

Finally, you can spend 5 sorcery points to cast dream. When you do so, you can only cause the messenger to appear monstrous and terrifying to the target (as per spell description).

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