The Lurking Fear
At 3rd level, you have yet to come to terms with what you
have witnessed within the Archive, and in your bouts of
rage you ramble about these twisted things even as your
tongue fights to stop. You gain resistance to all damage
inflicted by frightened creatures while you are raging.
Whenever you are raging, each creature that starts its
turn within 10 feet of you must succeed on a Wisdom
saving throw (DC equal to 8 + your proficiency bonus + your
Charisma modifier) or be frightened of you until the end
of your next turn. Once a creature fails this saving throw, it
can’t be frightened by this feature again for one minute.
Additionally, you can use your Charisma modifier in
place of your Intelligence modifier when making skill
checks and saving throws.
From Beyond
Starting at 6th level, your words seem to cut at the minds of
those who listen even more horribly than before. You can
cast dark secret* once, and you recover this use whenever you
enter a rage. Charisma is your spellcasting ability for this spell.
The Thing on the Doorstep
At 10th level, your hallucinations slowly enter reality, as the
dark tendrils of the Silent One move at the corners of your
vision. Whenever you enter a rage, you can choose to unleash
the horrors that dwell within your mind upon the world.
Choose a number of creatures within 30 feet of you equal to
or less than your Charisma modifier. Each one is pulled to an
open space within 5 feet of you, or the nearest available space,
by massive tendrils that spawn from the air around you. Until
the end of your turn, when the tendrils disappear, you cannot
suffer disadvantage from any source on any check made to
grapple one of these creatures.
What the Moon Brings
At 14th level, you finally accept the things you learned within
the Archive and realize that the ruinous secrets it unleashes
upon the world are merely the statements of a truth that
mankind has long dreaded to learn. The Silent Ones are
not villains, but are guardians, destined to safeguard the
universe from those who would exploit the foul heresies of the
Accursed Archive, and so you begin your preparations to join
their ranks.
Whenever you reduce a creature to 0 hit points, you can
choose to allow a Silent One to lash out from within your
skin, ensnaring another unwary soul and twisting their flesh
from its good purpose. Choose a creature within 30 feet of
you. The target must make a Strength (Athletics) or Dexterity
(Acrobatics) check contested by your own Strength (Athletics)
check. If the target fails, the tendril snares them and drags
them into the closest open space near you, and the creature
gains one level of exhaustion. A creature cannot be affected by
this feature more than once per turn.
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