In developing a PC for a run at Tomb of Annihilation on October 30th to early Halloween, I came upon the need to develop a FEAR DOMAIN. I began with playing the SCARECROW AS A PC using the Warforged racial traits with little or no altering. Then I began to study upon possible GODS OF FEAR. But, seeing that 5E hasn’t released and probably won’t release a Fear Domain, I had to resort to homebrew.
What comes next is a untested FEAR DOMAIN for 5E. I could use all the feedback possible before I actually try and play a SCARECROW CLERIC OF FEAR by the end of the month!
FEAR DOMAIN 5E
You are a disciple of fear. Your very existence is fueled by creating panic, strife, dread and downright terror wherever you go. To do this, you have become subservient to a deity who uses its power to oppress the masses with the overpowering weight of fear.
Many Gods can fill this need to cause fear, but some include VARA from Greyhawk, Eberron’s Dark Six, Greek Mythologies Phobos and Deimos, Dengar the Night Serpent and Shargaas, the Orc god also know as the NIGHT LORD.
FEAR DOMAIN SPELLS
- 1ST LEVEL Cause Fear, Disguise Self
- 3rd LEVEL Fear, Detect Thoughts
- 5th LEVEL Phantasmal Killer, Dominate Person
- 7th LEVEL Eyebite, Mirage Arcane
- 9th LEVEL Weird, Dominate Monster
ACOLYTE OF FEAR
You begin to learn the fear that lives in the heart of most mortals and how to twist the knife to make them squirm.
At first level, you learn the cantrip, ‘Minor Illusion’ and gain proficiency in Intimidation.
FEAR THE REAPER
Also at first level, you gain proficiency with a SCYTHE (Use the numbers and properties of the GLAIVE).
CHANNEL DIVINITY: FEAR ITSELF
Starting at second level, you can use your Channel Divinity to either instill fear in our enemies or extinguish it from your allies.
When activating your Channel Divinity, you create a 30 foot area where you can influence the fear in either your enemies or allies.
YOU MUST CHOOSE ONE OF THE FOLLOWING EFFECTS WHEN ACTIVATING THIS CHANNEL DIVINITY:
All enemies within this area who attempt to attack you do so with disadvantage.
All allies within this area have advantage on all saves vs magic that involves fear or charm effects.
WHAT’S DEEP DOWN
At sixth level, you have found that access to an enemies fears is becoming easier.
On a successful attack vs an opponent, you learn something hidden deep within your enemies psyche. You gain access to one deep, dark fear they harbor.
BETTER THINK TWICE
Your essence makes it harder for enemies to make attacks against you.
Beginning at eight level, you gain EXPERTISE in Intimidation.
Also at this level, When you are being attacked, as a reaction, you may make an intimidation check vs their Wisdom Save. If you succeed, the attack is at disadvantage. You must use this reaction before the attack is rolled. You can use this reaction a number of times equal to your Wisdom Modifier.
AURA OF TERROR
At 17th level, you begin to bring out the fears of all around as they find it harder and harder to escape your spells.
You may use an action to activate a 60 foot sphere of terror that lasts 1 minute or until dismissed. All enemies within this Aura have disadvantage on Saves vs all of your Fear Domain spells.
Your CHANNEL DIVINITY is also increased to a 60 foot radius.