Erlking of Hate (5e Subclass)

Erlking of Hate

Fighter Subclass

Again!, again and again until the storm sleeps
—Erlking Heathcliff

The Erlking is the figure of suffering of someone who did not make it, but whose will is governed to fulfill his purpose in his option even if it is the last thing he does and even if he has to eliminate all versions of himself from existence, then? will you fall into absolute evil or will you rise from the ashes so that your power makes the vast multiverse tremble.

Absolute Despair

Starting at 3rd level, you can infect the mind of your opponents with fear, causing them to sink in despair. Whenever you hit a creature with an attack, that creature gain 1 sink point. At the start of each of its turns, a creature takes psychic damage equal to its current sinking point stack. Psychic damage from sinking ignores temporary hit points.

If a creature gather a number of sinking points above its Wisdom score, it has disadvantage on Wisdom saving throws. In addition, whenever a creature with sinking points take damage, roll a d100. If the result is equal or lower than the target's sinking score, the target is affected by the effect on the Short Term Madness table correspondent to the percentile result rolled.

A creature's sinking stack is reduced to 0 on a successful Wisdom saving throw (that requires an Action), if you become incapacitated or if you become frightened. Creatures immune to the frightened condition are immune to sinking.

Come Dullahan

At 7th level, from the depths of your hatred and despair come a kindred spirit that will accompany you in your purpose. You can use an Action to summon a shadow horse in an unoccupied space covered in darkness within 5 feet, that has the statistics of a Warhorse, but with the "Darkvision 60 ft.", "Amorphous", "Shadow Stealth" and "Sunlight Weakness" from the Shadow creature. While mounting the shadow horse, you share its shadow traits.

When the shadow horse appears, it gains temporary hit points equal to half your fighter level. Roll initiative for the horse, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Constitution modifier (minimum of +0). In addition, while in an area of darkness, the horse gains a flying speed equal to its walking speed.

The shadow horse lasts until you finish a long rest or until it is reduced to 0 hit points. Once you conjure the horse, you can't do it again until you finish a long rest.

Patches of Violets

At 10th level, through your path, you have learned to break both reality and your mind, advancing towards the abyss of an unknown destiny where the only thing you can do is advance to see the end. You become immune to the frightened and charmed conditions.

In addition, you also suffer from visions of your other self in the multiverse, and you learn to create and close breaches in reality that serve to travel short distances or to other dimensions. You can use the additional action granted by Action Surge to create a breach in reality that connects a place within 5 feet of you with another point in a unoccupied space you can see within 300 feet. The breaches can only be passed through by you or friendly creatures, and last for 10 minutes or until you lose concentration (as if it were a spell).

Echoes of the Mansion

At 15th level, the burdens of your failures are heavy but you have begun to understand the weight of your own misery, adapting it, concentrating it. As a reaction when a humanoid you can see dies, you can manifest an echo of its former self, a shadow of the deceased creature, in an unoccupied space within 30 feet.

The Echo disappear if it leaves the area within 30 feet of you, if you conjure another one, or after 1 minute. While active, you can move it at the start of each turn up to 30 feet. Any creature within 5 feet of the Echo must succeed on a Wisdom saving throw, or suffer 2d6 psychic damage from it. The damage is perceived by the creature as an attack from the Echo.

The Will to Hunt

At 18th level you have reached the peak, and you are ready to end this. You have unleashed all the darkness, fears, hatred, doubts that dwell within your soul and the echoes come to your call. As an action you make the call to the hunt and you can summon an army made of echoes, bringing 5 echoes (with the statistics of shadows) to an unoccupied space within 60 feet. The shadows have a bonus equal to your proficiency bonus to their attacks and damage rolls.

You can use a bonus action to mentally command the echoes, issuing the same command to all of them. To receive the command, an echo must be within 60 feet of you. You decide what action the echoes will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the echoes do nothing except defend themselves against hostile creatures. Once given an order, the echoes continue to follow it until their task is complete.

You can chose to conjure additional echoes, suffering 1 level of exhaustion for each additional 2 echoes conjured. Once you use this feature, you can't do it again until 7 days have passed.

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