OGC:School of Nightmares (5e Subclass)

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This material is published under the OGL 1.0a.

School of Nightmares

Arcane tradition for wizards: The School of Nightmares is a twisted, deviant school derived from the teachings of necromancy and illusion to inflict, spread, and exploit fear. Though it is possible to wield such power for positive ends, most practitioners of the art of nightmares study it for evil.


Nightmare’s Apprentice
You learn the dreaming tide cantrip and gain proficiency in the Intimidation skill. When you cast an illusion spell of 1st level or higher as part of an Intimidation ability check, you may make an Intelligence (Intimidation) check instead of a Charisma (Intimidation) check.

Dread Power
When a creature fails a saving throw against a spell you cast by 5 or more, it is frightened of you until the end of your next turn.
When a creature that is frightened of you takes damage from a spell you cast, it takes an additional 1d8 psychic damage.
You can evoke the dreams of even the dead, ignoring an undead creature’s immunity to the frightened condition. It instead has advantage on its saving throw against your spells and effects that bestow the frightened condition.

Sudden Panic
Starting at 6th level, you can cast fear as a bonus action rather than an action. Additionally, you may cast fear as a bonus action even if you used your action to cast a spell of 1st level or higher.
You are immune to the frightened condition as long as at least one creature within 30 feet that is frightened of you.

Reign of Terror
Starting at 10th level, while at least one creature within 30 feet is frightened of you, you may use a bonus action to force its nearest ally that can see it to make a Charisma saving throw against your spell save DC. On a failure, the creature becomes frightened of you for 1 minute. A creature that fails this saving throw may attempt a new saving throw at the end of each of its turns, ending the frightened condition on a success. Once you use this feature, you must complete a short or long rest before you may do so again.

Through a Nightmarish Mirror
Starting at 14th level, when you deal damage with a spell, you may change its damage type to necrotic or psychic. You may do so a number of times equal to your Intelligence modifier (minimum 1). You regain all expended uses when you complete a long rest.
When you deal damage to a creature with resistance or immunity to necrotic damage, you ignore its resistance or immunity unless it also has resistance or immunity to psychic damage.



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Stop hand.png School of Nightmares from EN Publishing, © 2017, EN World; Author Various Authors, based on original material by EN Publishing. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains Open Game License v1.0a material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
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Abyssal Hide (5e Feat)Alchemical Artillerist (5e Feat)Astrologer (5e Feat)Balor Wings (5e Feat)Bloodkeeper Arts (5e Feat)Cardshark (5e Feat)Cartomancy (5e Feat)Chosen of Fortune (5e Feat)Cosmic Ritualist (5e Feat)Couatl Crest (5e Feat)Deva Wings (5e Feat)Devil’s Arm (5e Feat)Dretch Belch (5e Feat)Expeditious Alchemy (5e Feat)Greased Lightning (5e Feat)Holy Drive (5e Feat)Imp’s Eye (5e Feat)Infernal Horns (5e Feat)Infernal Mask (5e Feat)Intuitive Diviner (5e Feat)Metaknowledge (5e Feat)Mounted Musketeer (5e Feat)Pernicious Poisoner (5e Feat)Planetar Visage (5e Feat)Solar Gaze (5e Feat)Soul of Light (5e Feat)Swordsaint (5e Feat)Unicorn Horn (5e Feat)Vrock Feathers (5e Feat)
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