Dreadsoldier

There are many who say the battle is won when the enemy is no longer able to fight. There are some, more practical and more ruthless, who instead say the battle is won when the enemy is no longer willing to fight.

The Dreadsoldier is trained with arms and armor, but a specialist in psychological warfare. While they have the skills to take down many foes with traditional bleeding or bruising attacks, they also attempt to make their enemies fear what's in front of them more than what's behind them. An enemy that flees, screaming in terror, can be just as solid a victory as an unconscious or slain one -- and perhaps even more enjoyable.

Dreadsoldiers can drive fear into the hearts of their foes through a variety of means -- psychic, magical, or just an intimidating presence.

The Dreadsoldier
Level Proficiency Bonus Features
1st +2 Exerptise, Scares and Horrors, Rising Dread
2nd +2 Fighting Style, Saber Rattle
3rd +2 Face of Terror
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Improved Horrors
7th +3 Be Afraid Of Me, Jump Scare
8th +3 Ability Score Improvement
9th +4 Face of Terror Feature
10th +4 Superior Horrors
11th +4 Gripping Fear
12th +4 Ability Score Improvement
13th +5 Face of Terror Feature
14th +5 Expert Horrors
15th +5 Improved Saber Rattle, Be Terrified of Me, Panic Stricken
16th +5 Ability Score Improvement
17th +6 Face of Terror Feature
18th +6 Frozen In Terror
19th +6 Ability Score Improvement
20th +6 Feared By All

Class Features

As a Dreadsoldier, you gain the following class features

Hit Points


  • Hit Dice: 1d8+Con per Dreadsoldier level

Proficiencies


  • Armor: Light, Medium, and Heavy
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: Dreadlords make modifications to their armor's appearance to make it more frightening. This can be done by adding spikes, blood-colored paint, tabards with disturbing images, or the like. A Dreadlord has proficiency in one set of Artisan's Tools that could be used to do this, such as Smith's Tools or Painter's Supplies. Their choice of tool will affect their armor's appearance.

  • Saving Throws: Wisdom, Charisma
  • Skills: Intimidation, plus any two from: Stealth, History, Religion, Insight, and Performance. One skill can be replaced with an additional language.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) any Simple Melee weapon, or (b) any one-handed Martial Melee weapon
  • (a) a light crossbow and 20 bolts, or (b) 4 javelins, or (c) two daggers
  • (a) studded leather or (b) scale male armor
  • (a) a dungeoneer's pack or (b) an explorer's pack

Saving Throws

Saving throws against Dreadsoldier abilities have a DC of 8 + the Dreadsoldier's Cha modifier + the Dreadsoldier's Proficiency Bonus

Rising Dread

Dreadsoldiers conduct themselves on the battlefield by inflicting as much fear into their enemies as they can. Injury and pain are good ways to do this, but they also yell threats, cackle maniacally, point out the hopelessness in resisting them, or give death stares.

Many Dreadsoldier attacks and abilites cause Dread to rise in their enemies. The maximum amount of Dread a Dreadsoldier can inflict on an enemy is their Proficiency Bonus. Any ability they use that would raise the target's Dread past that loses the excess.

Dread lasts for as long as the target can see or hear the Dreadsoldier, plus one minute, or until it is expended with Horrors.

It should be noted that all sentient creatures feel fear, even those who are immune to the Frightened condition. For the purpose of this class, these creatures still feel fear, they just aren't affected by it to the point of suffering the penalties of the Frightened condition, but other Dreadsoldier abilities still work normally. However, two notable creature types are immune to all forms of Dread: those that are completely mindless, and those not in control of their own abilities (for example, animated skeletons, and a bandit controlled by a dominate person spell). Merely being Charmed or ruled by a tyrannical overlord isn't enough, the loss of control of their own actions must be total. The DM has final say.

Scares and Horrors

Dreadsoldiers have various means to drive doubt, anxiety, concern, or outright fear into their opponents. These abilities are called Scares and Horrors. The list of each will follow, but generally, Scares add Dread as part of a weapon attack, while Horrors are often separate Actions and usually consume Dread.

Upon joining the class at 1st level, the Dreadsoldier picks two Scares and two Horrors. They get an additional Horror at 6th, 10th, and 14th level. Upon reaching a new Dreadsoldier level, they may either replace either a Scare or a Horror with another of the same type.

Expertise

At 1st level, the Dreadsoldier gets Expertise in Intimidation.

Fighting Style

Starting at 2nd level, a Dreadsoldier picks a Fighting Style from Archery, Dueling, Great Weapon Fighting, or Thrown Weapon Fighting. Alternatively, they may gain proficiency in shields instead of a Fighting Style.

At the DMs discretion, other Fighting Styles allowed to both Fighters and Rangers may be chosen.

Saber Rattle

Starting at 2nd level, any target that Dreads a Dreadsoldier wearing modified armor (using their class chosen tool proficiency) has -1 to Attack Rolls against that Dreadsoldier.

At 15th level, the effect of Saber Rattle improves to -1d4 (or -2) to Attack Rolls.

Faces of Terror

At third level, the Dreadsoldier gets access to a subclass called a Face of Terror.

Be Afraid Of Me

Starting at 7th level, as a Bonus Action, the Dreadsoldier may scream loudly at their allies within thirty feet.

Any of their allies with the Charmed or Frightened condition, one that they can attempt to remove with a Saving Throw at the end of their turn, may attempt this Saving Throw immediately with a bonus equal to the Dreadlord's Charisma modifier (min +0).

Also, if any of these allies are under any effect that grants a Saving Throw if the effect forces them into danger, such as the suggestion spell, Be Afraid Of Me can also grant a Saving Throw against that effect, including the Charisma bonus addition.

If the granted Saving Throw fails, Be Afraid Of Me cannot remove that application of that effect. It can remove other effects, and if the effect is removed but re-applied afterwards Be Afraid Of Me can be used against it again.

Regardless, Be Afraid Of Me has no effect on the Dreadsoldier who uses it.

Jump Scare

Starting at 7th level, when the Dreadsoldier is about to roll for Initiative, they may use Jump Scare to make a sudden, fear-inspiring movement or act in modified armor (same as Saber Rattle). They may replace the Initiative roll they were about to make, with the result of an Intimidate check.

Alternatively, if a Dreadsoldier suddenly appears in modified armor before an opponent (such as from invisibility) and Initiative order has already been chosen, the Dreadsoldier may instead use Jump Scare to scare and distract enemies, throwing off their timing. The Dreadsoldier uses their Bonus Action and makes an Intimidate check.

Either way, on the round in which Jump Scare is used, any enemy who sees the Dreadsoldier and whose Initiative is lower than the Intimidate check, subtracts 1d4 (or 2) to their first attack roll made in that same round.

Also either way, any enemy affected by Jump Scare is immune to all uses of Jump Scare for the next 24 hours.

Gripping Fear

Starting at 11th level, a Dreadsoldier may use their Bonus Action to threaten or yell at any enemy currently Frightened of them. This enemy adds one Dread and must make a Constitution Saving Throw or be stunned until the end of their next turn.

Gripping Fear, whether it succeeds or not, cannot affect the same target for 24 hours after it is used on them.

Be Terrified of Me

Starting at 15th level, the Saving Throw granted by Be Afraid of Me to remove the Frightened or Charmed condition automatically succeeds.

Panic Stricken

Starting at 15th level, whenever any enemy that has at least two Dread is about to attempt a Saving Throw to prevent or remove the Frightened condition, the Dreadsoldier may choose to remove two Dread and cause the Saving Throw to have Disadvantage. This is not a Reaction, allowing the Dreadsoldier to do this multiple times if desired.

Frozen In Terror

At 18th level and higher, the Dreadsoldier has Advantage on any Attack rolls against any Frightened target.


Feared By All

At 20th level, the Dreadsoldier is a legendary wave of horror that sweeps the land.

When they make an Initiative Roll, all enemies that can see and hear them immediately get 3 Dread.

At the start of their turn, any enemy who can see and hear them that has no Dread gets 1 Dread.

Faces of Terror

The Dreadsoldier has three subclasses available: the Fearmonger, the Soulcrusher, and the Despairator.

Fearmonger

The Fearmonger thrives on the panic caused by their actions, and others, in combat. Where most would tremble in fear, they actually relish it, fueling their actions with adrenaline.

Two-Weapon Fighting

Starting at third level, Fearmongers get the Two-Weapon Fighting Combat Style.

Feed on Fear

Starting at third level, whenever Fearmonges remove any Dread from any enemies, they get temporary hit points equal to the removed amount of Dread. These temporary hit points last up to one hour.

Close To The Edge

Starting at 9th level, the Fearmonger reacts the opposite to the fear of death that most mortals would. In a life-threatening situation, when making an Initiative Roll, they may gain the benefit of Close To The Edge for up to one minute, or until they fall unconscious. During that time, they add their Wisdom modifier to weapon damage rolls.

A Fearmonger has two uses of Close To The Edge. These are regained during a Long Rest. However, if a Fearmonger has no uses of Close To The Edge, they may regain one use if 1) an enemy reduces them below half of their maximum hit points, or 2) they successfully make a Saving Throw to block/remove the Frightened condition caused by an enemy. Furthermore, if either of those conditions happen and the Fearmonger is not currently under the effect of Close To The Edge, they may expend that regained use and activate Close To The Edge immediately.

Improved Feed on Fear

At 9th level, once per turn, a Fearmonger below half their maximum hit points may have Feed on Fear heal them, in addition to granting temporary hit points. The amount healed is up to the amount of Dread removed from the target.

If a Dreadsoldier removes Dread from more than one target at once, the maximum they can heal is the highest Dread removed from any one target.

Even Closer To The Edge

Starting at 17th level, a Fearmonger under the effect of Close To The Edge gains Resistance to all forms of damage except radiant and necrotic, and automatically succeeds all Saving Throws to prevent or remove the Frightened condition.

Soulcrusher

The Soulcrushers uses psionic energy to channel fear directly into their victims, without the need for speaking or even eye contact. The fear channeled this way is especially intense, causing pain or even unconsciousness due to the concentration.

Soulcrushing Strike

At 3rd level, once per turn, the Soulcrusher may empower any weapon attack that hits a target that Dreads them, other than a Scare or Horror attack, as a Soulcrushing Strike.

Soulcrushing Strike removes any amount of Dread from the target, then does +1d6 psionic damage per Dread removed.

Fearcrushing Strike

Starting at 9th level, the Soulcrusher may choose to use a Fearcrushing Strike instead of a Soulcrushing Strikeon any turn, when they hit a target that is Frightened of them. Fearcrushing Strike removes the Frightened Condition and does an extra +3d6 psionic damage.

Soulsearing Strike

Also starting at 9th level, the Soulcrusher may replace the psionic damage of any class or subclass ability (including Soulcrushing Strike and Fearcrushing Strike) with their choice of radiant or necrotic damage, on an attack-by-attack basis.

Soulcrushing Aura

Starting at 17th level, at the start of their turn, the Soulcrusher choses psionic, radiant, or necrotic damage. They then do 2d6 damage of that damage type to all enemies within 20 feet that have any amount of Dread, or are Frightened, and the damage increases to 3d6 if the target is both. Victims may make a Constitution Saving Throw for half damage.

Despairator

The Despairator calls upon divine power to strike fear and terror into their enemies.

Mystic Fear

Unlike other Fearmongers, the Despairator's Scares, Horrors, and Dread have full effect on mindless creatures, and creatures not in control of their own actions.

Spellcasting

Starting at 3rd level, the Despairator can cast spells of 1st level and eventually higher.

They use the table of spells known and spell slots by level for a minor spellcaster (the same chart as the Eldritch Knight and Arcane Trickster use). They select spells from the Cleric spell list, from the Divination, Enchantment, and Necromancy schools. Once they get access to 3rd level spells, they also automatically get the fear spell added to their list of known spells, in addition to their already allowable list of known spells.

Despite choosing from the Cleric spell list, Despairators still have a limited number of spells known, like the Eldritch Knight and Arcane Trickster. When a Despairator gains a class level, they may replace a single known spell with another they have access to. Despairators prepare their spells like Clerics do, and use any spellcasting Focus a Cleric may use.

At each of 9th, 13th, and 17th level, the Despairator chooses one augment from the list below.

Cantrips

The Despairator gets two Cleric cantrips. These cantrips may come from any school of magic.

This augument can be taken multiple times. Each time, the Despairator adds two more Cleric cantrips to the Despairator's list.

Additional School

The Despairator chooses one more school of magic. They may now add spells to their known list from the school when they advance a level (including a spell replaced at the level they just gained to give them Additional School).

This augment may be taken multiple times. Each time it's chosen, another different school is made available.

Spellcasting Feat

The Despairator chooses a Feat from Ritual Caster, War Caster, Spell Sniper, Metamagic Adept, or Elemental Adept. At the DMs discretion, other spellcasting Feats can be added to this list.

It's worth noting that Scares and Horrors are not spells. Spellcasting feats, most notably Elemental Adept, don't apply to Scares and Horrors.

This augment may be taken multiple times. Some Feats can be taken multiple times, such as Elemental Adept, and this augment allows this.

Improved Saber Rattle

The penalty to Attack Rolls of Saber Rattle now apply to all Attack Rolls, regardless of the target.

Scares

The following minor Dread-raising abilities, Scares, are available at any Dreadsolider level.

A Dreadsoldier that has more than one attack in a turn (including Bonus Actions and Reactions) may use multiple Scares, but they cannot use the same Scare twice in a single turn.

Scares cannot be used on Attack rolls caused by Horror attacks, spell attacks, or another Scare's attack.

Cackling Strike

When dealing a hit with a weapon attack, once per turn the Dreadlord may make the hit a Cackling Strike. If the victim is at their maximum Dread amount, the attack does bonus damage equal to the Dreadsoldier's Charisma modifier. Otherwise, the target's Dread amount raises by one.

At 6th level, the damage of Cackling Strike becomes Charisma modifier plus 1d6.

At 10th level, the damage of Cackling Strike becomes Charisma modifier plus 2d6. Also, the Dread amount raises by two.

Cower Before Me

Once per turn, when attacking an enemy with a weapon, the Dreadlord may announce that the attack adds Cower Before Me. If the target is at their maximum Dread amount, the Dreadlord adds their Charisma modifier (max +2) to the attack roll. Otherwise, if the attack hits, the target's Dread amount raises by one.

At 6th level, the attack bonus becomes Charisma modifier (max +4).

At 10th level, the attack bonus becomes Charisma modifier (max +6). Also, the Dread amount raises by two.

Don't Run From Me

Once per turn, when the Dreadsoldier hits with a weapon attack, they may declare that attack adds Don't Run From Me. If the target is below their maximum Dread amount, Don't Run From Me adds one Dread to the target. If the target was already at their maximum Dread, they must make a Wisdom Saving Throw. Failing the Saving Throw makes the target unable to Dodge, Dash or Disengage on their next turn.

Creatures immune to the Frightened condition are also unaffected by Don't Run From Me.

At 6th level, failing the saving throw also reduces target's movement speed to half on their next turn.

At 10th level, Don't Run From Me raises the Dread amount by two.

Morale Breaker

Once per turn, when making a weapon attack, the Dreadsoldier may declare the attack to be a Morale Breaker. If the Morale Breaker misses, there is no effect. If it hits a target, their Dread amount raises by one. If they were already at their maximum Dread amount, they must make a Wisdom Saving Throw or become Frightened of the Dreadlord until the end of their next turn.

At 6th level, Morale Breaker may be announced after the attack is known to have hit.

At 10th level, Morale Breaker raises the Dread amount by two.

Threatening Cry

As a Bonus Action, the Dreadsoldier issues dire threats to all who can hear and understand them within sixty feet. All such creatures must make a Wisdom Saving Throw or their Dread amount increases by one.

Alternatively, the Dreadsoldier may address a single individual who must know they are being singled out. This can be done visually (pointing), or by the victim's name or other identifying mark ("Hey, you in the red helmet!"). In such a case, only that target must make the Saving Throw, but if they fail the Saving Throw by 4 or more, their Dread amount raises by two.

At 6th level, any Frightened enemies have Disadvantage on this Saving Throw.

At 10th level, failing the saving throw increases Dread by two (group) or three (individual).

Horrors

Horrors are more involved attempts to drive fear into the enemy. As such, they are not added to standard weapon attacks but attacks of their own.

Regardless of the type of Action used, a Dreadsoldier cannot use two Horrors in a single turn. Horrors are more involved than a simple yelled threat or snarl, taking a few seconds to use, and there isn't enough time in six seconds to do two different ones.

Back Off

As an Action, the Dreadsoldier makes a single melee weapon or unarmed attack against a creature that has Dread on them. Whether the attack hits or misses, the target must make a Wisdom Saving Throw. On a success, nothing happens. If it fails, one Dread is removed, it releases the Dreadsoldier if Grappling them, and moves five feet away from the Dreadsoldier in the direction of its choice. This forced movement does not provoke Attacks of Opportunity.

Back Off cannot make a creature move in a way that obviously causes injury, such as into lava or off a cliff.

At 6th level, the Dreadsoldier may use Back Off on any weapon attack, and if the Saving Throw fails the target must release anyone it is Grappling (not just the Dreadsoldier).

At 10th level, if the target is Grappling the Dreadsoldier, the attack has Advantage and the Saving Throw has Disadvantage.

Grovel You Worm

As an Action, the Dreadsoldier threatens a single creature with at least one Dread, and who can see, hear, and understand them. That creature must make a Wisdom Saving Throw. On a success, nothing happens. On a failure, their Dread level lowers by one, but they must use their Action on their next turn to drop prone.

At 6th level, the Dreadsoldier may have Grovel You Worm remove two Dread from the target when they fail their Saving Throw. If so, the target must not only use their Action to drop prone, but also cannot move (including standing up) on that same turn.

At 10th level, the Dreadsoldier may have Grovel You Worm remove three Dread from the target when they fail their Saving Throw. If so, the target must not only use their Action to drop prone, but cannot take any other actions on that turn at all.

At 14th level, the Dreadsoldier may use Grovel You Worm on any number of creatures who see, hear, and Dread them.

Terrifying Scream

As a Reaction, the Dreadsoldier responds to being the target of a hostile action against them, one that makes an attack roll or requires a Saving Throw, by a creature with Dread. This must be announced before the attack roll or Saving Throw is rolled. They may remove any/all Dread from that creature, and the attack roll against them has a penalty equal to the amount of Dread removed, or the Saving Throw has a bonus equal to the amount of Dread removed.

At 6th level, the Dreadsoldier may decide to use Terrifying Scream after the attack is rolled.

At 10th level, the Dreadsoldier may decide to use Terrifying Scream after the Saving Throw is rolled.

At 14th level, when the Dreadsoldier uses Terrifying Scream against one hostile action, they may choose to also remove any/all Dread from all creatures who Dread them, penalizing their first attack roll against the Dreadsoldier by the amount of Dread removed from them, on their next turn.

You Have No Hope

As an Action, the Dreadsoldier makes a single weapon attack against one target with at least one Dread. If the attack hits, the target loses one Dread and suffers a -1 penalty to attack rolls and Saving Throws on its next turn.

At 6th level, the Dreadsoldier may have You Have No Hope remove 2 Dread and the penalty becomes -2.

At 10th level, the Dreadsoldier may have You Have No Hope remove 3 Dread and the penalty becomes -3.

At 14th level, the Dreadsoldier may have You Have No Hope remove 4 Dread and the penalty becomes -4.

Here Comes The Pain (Improved Horror, minimum level 6)

As an Action, the Dreadsoldier threatens a target that has at least two Dread and makes a single weapon attack. If the attack hits, the target must make a Wisdom Saving Throw. If they fail, the attack does an extra +2d8 damage, the target is Frightened of the Dreadsoldier until the end of its next turn, and the target's Dread reduces by two. If they succeed, the attack does +1d8 damage, the target's Dread is reduced by one, and they are not Frightened by the attack.

At 10th level, if used against a target with at least three Dread, the Dreadsoldier may choose to remove three Dread and do +3d8 damage if the target fails their Saving Throw.

At 10th level, if used against a target with at least four Dread, the Dreadsoldier may choose to remove four Dread and do +4d8 damage if the target fails their Saving Throw.


Howl of Dismay (Improved Horror, minimum level 6)

As an Action, the Dreadsoldier yells or screams. All enemies within sixty feet who can hear the Dreadsoldier and Dread them must make a Wisdom Saving Throw. If they succeed, nothing happens. If they fail, their Dread amount increases to two if less than two.

At 10th level, their Dread increases to three if less than three.

At 14th level, their Dread increases to four if less than four.

Phobia (Improved Horror, minimum level 6)

As an Action, the Dreadsoldier taunts and intimidates an enemy within sixty feet who can hear them, understands them, and Dreads them. That enemy must make a Wisdom Saving Throw. If they succeed, nothing happens. If they fail, the Dreadsoldier names a damage type other than piercing, slashing, and bludgeoning. It cannot be a damage type the target has Resistance to or is Immune to. They then remove one Dread from the target.

Until end of the Dreadsoldier's next turn, the next time the target takes damage of the Phobia's chosen damage type, the Dreadsoldier makes an Intimidate check. If the damage from the attack is lower than the Intimidate check, the target gains a special Vulnerability to the damage, causing the damage to double but go no higher than the Intimidate check's result.

Phobia is applied after any Saving Throws to reduce damage are made.

At 10th level, the restriction on piercing, slashing, or bludgeoning damage is removed, unless the target Resists or is Immune to it.

At 14th level, Phobia becomes a Bonus Action.

Recoil Before The Storm (Improved Horror, minimum level 6)

As an Action, the Dreadsoldier makes a single melee weapon attack against every enemy within their weapon's reach that Dreads them. Any enemy attacked this way has their Dread reduced by 1.

At 10th level, in addition to the normal effects, the Dreadsoldier may also choose a single target attacked by Recoil Before The Storm that still has at least one Dread left, remove one more Dread from that target, and make a second melee attack against that target.

At 14th level, if any target of any attack of Recoil Before The Storm that has three or more Dread when attacked (before one Dread is removed due to the attack), or is Frightened, the Dreadsoldier adds +2 to the attack and damage rolls.

Contagious Horror (Superior Horror, minimum level 10)

As an Action, the Dreadsoldier yells or screams. All enemies within sixty feet of the Dreadsolider who can hear them must make a Wisdom Saving Throw.

If the Saving Throw succeeds, the target gets 1 Dread if they have no Dread.

If the Saving Throw fails, and the target has less than 3 Dread, their Dread increases to 3.

If the Saving Throw fails, and the target has 3 or more Dread, they become Frightened of the Dreadsoldier until the end of the Dreadsoldier's next turn.

At 14th level, the Dread level effects increase.

If the Saving Throw succeeds, the target gets 1 Dread if they have either 0 or 1 Dread.

If the Saving Throw fails, and the target has less than 4 Dread, their Dread increases to 4. This includes those that have 3 Dread and can become Frightened.

Crippling Fear (Superior Horror, minimum level 10)

As an Action, the Dreadsoldier threatens a target that has at least one Dread that can hear and understand them, and makes a single weapon attack. If the attack hits, the target must make a Wisdom Saving Throw.

If the Saving Throw succeeds, the attack does +1d8 damage and the target's Dread lowers by 1.

If the Saving Throw fails, the Dreadlord may remove any amount of Dread from the target, and the attack does +1d8 damage per Dread removed. If the amount of Dread removed is 2 or lower, the target is also Frightened of the Dreadsoldier until the end of their next turn. If the amount of Dread removed is 3 or higher, the target is Frightened of the Dreadsoldier until the end of the Dreadsoldier's next turn.

At 14th level, the Dreadsoldier may use Extra Attack while using Crippling Fear. Each attack should be done sequentially, as the Dreadsoldier can only remove the Dread that's left on the target.

Nemasis (Superior Horror, minimum level 10)

As a Bonus Action, the Dreadsoldier calls out a single enemy who hears, understands, and Dreads the Dreadsoldier. This enemy loses all Dread and must make a special Charisma Saving Throw.

The Saving Throw has a penalty equal to the amount of Dread removed.

If the enemy has half of their maximum hit points remaining, or fewer, the Saving Throw has Disadvantage.

If the Saving Throw succeeds, the enemy is immune to Nemasis for 24 hours, and nothing else happens.

If the Saving Throw succeeds, the Dreadsoldier becomes the enemy's Nemasis for the next hour, fearing that Dreadlord more than any other target. If that enemy already had a Nemasis, they are replaced.

At the start of each of their turns, if the enemy can see their Nemasis, they must make a Charisma Saving Throw. If they fail, they may not make any attacks or cast any offensive spells unless the Nemasis is a target of at least one of them.

In addition, if the enemy rolls a natural 1 on any Attack Roll or Saving Throw, their Nemasis may use their Reaction to make a single weapon attack against them.

Finally, if the enemy begins their turn Frightened of their Nemasis, their Dread amount increases by 2.


Panic In My Wake (Superior Horror, minimum level 10)

The Dreadsoldier uses this Bonus Action before moving. For each enemy the Dreadsoldier moves adjacent to during that turn, the enemy must make a Wisdom Saving Throw the first time it happens. This includes any enemy that the Dreadsoldier begins their turn adjacent to. If the Saving Throw fails, their Dread amount increases by 1, they may not make an Attack of Opportunity on the Dreadsoldier due to movement for the rest of this turn, and any weapon attacks, Scare attacks, or Spell attacks the Dreadsoldier makes against that enemy this turn get +3 to the Attack and Damage Rolls.

At 14th level, failing the Saving Throw increases Dread by 2, and the bonus to Attack and Damage Rolls increases to +4.

A Cry And A Whimper (Expert Horror, minimum level 14)

As an Action, the Dreadsoldier threatens a single enemy that can hear them, understand them, and has at least 3 Dread. This enemy loses 3 Dread and makes a Wisdom Saving Throw.

If the Saving Throw is successful, or if the target is immune to the Frightened condition, the target has -2 to Attack rolls until the end of its next turn.

If the Saving Throw fails, the target curls into a fetal position (or its species' equivalent) and is Prone, Frightened, and Stunned until the end of its next turn.

As a Reaction, the Dreadsoldier lets out a startling scream at just the right time to throw off their enemy's awareness of another attack. When a target with at least 2 Dread is about to attempt any Saving Throw, the Dreadsoldier removes 2 Dread and imposses Disadvantage on the Saving Throw.

Fear The Reaper (Expert Horror, minimum level 14)

As an Action, the Dreadsoldier releases a fearful cry and savagely makes attacks an enemy with at least 3 Dread. They may use their Extra Attack while using this Horror.

Each weapon attack made due to Fear the Reaper causes +2d8 damage.

If, before the start of their next turn, the Dreadsoldier makes any Bonus Attacks or Reactions to make weapon attacks against the target, these do +1d8 damage.

Regardless of how many of these attacks hit or miss, the target loses 3 Dread.

Piercing Wail of Terror (Expert Horror, minimum level 14)

As an Action, the Dreadsoldier screams with supernatural force. All enemies within 30 feet who can hear them and Dread them take 1d8 psionic damage for each Dread they have, and then their Dread lowers to 1.

Any affected enemy may make a Constitution Saving Throw for half damage.