Horror Subclasses Barbarian: Primal Path At 3rd level, a barbarian gains the primal path feature. The following option is available to a barbarian, in addition to those offered in the Player's Handbook: The Constricted Spirit. Path of the Constricted Spirit Most barbarians source their rage from within, allowing their own primal insticts to overtake them. Barbarians of the constricted spirit are instead subject to the whims of a spirit that has possessed them. Path of the Constricted Spirit Features Barbarian Level Feature 3rd Spider Climb, Spiritual Inhabitant 6th Touch of Undeath 10th Exorcism 14th Spectral Movement Spider Climb 3rd-Level Path of the Constricted Spirit Feature While raging, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Spiritual Inhabitant 3rd-Level Path of the Constricted Spirit Feature While raging, you gain resistance to necrotic and poison damage. You also have advantage on saving throws against possession from undead spirits. Touch of Undeath 6th-Level Path of the Constricted Spirit Feature While raging, you can use your bonus action to deal necrotic damage to a creature you attacked this turn. The damage is equal to your Constitution modifier. Exorcism 10th-Level Path of the Constricted Spirit Feature You can release the spirit that inhabits you while you rage, having it take a material form near you. If you end your rage early, you can summon a specter within 5 ft. of you. When the specter appears, it gains temporary hit points equal to half your barbarian level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Consitution modifier (minimum of +0). You can use this feature a number of times equal to your Constitution modifier (minimum 1), you regain all expended uses when you finish a long rest. Spectral Movement 14th-Level Path of the Constricted Spirit Feature You can use a bonus action on your turn to temporarily become incorporeal. Until the start of your next turn, your movement does not provoke attacks of opportunity and you can move through other creatures and Objects as if they were difficult terrain. You takes 2d8 force damage if you end your turn inside an object. If you do not activate this ability at the start of your next turn while still inside and object, you are shunted out to the nearest unoccupied space, taking 1d8 force damage per 5 ft. you are moved. You can use this feature a number of times equal to your Constitution modifier (minimum 1), you regain all expended uses when you finish a long rest.

Cleric: Divine Domains At 1st level, a cleric gains the divine domain feature. The following domain option is available to a cleric, in addition to those offered in the Player's Handbook: Madness. Madness Domain Clerics of madness do not typically source their power from beings seen as "gods". They instead often follow powerful evil beings that trick the cleric into following them. Deities of this domain include Vecna, The Fury, Hadar, Cthulhu, Lyssa and any of the gods created by the Kuo-Toa. Madness Domain Features Cleric Level Feature 1st Domain Spells, Bonus Cantrip, 2nd Channel Divinity: Evoke Chaos 6th Broken Mind 8th Potent Spellcasting 17th Completely Demented Domain Spells 1st-Level Madness Domain Feature You gain domain spells at the cleric levels listed in the Madness Domain Spells table. See the Divine Domain class feature for how domain spells work. Madness Domain Spells Cleric Level Spells 1st Arms of Hadar, Cause FearXGE 3rd Crown of Madness, Darkness 5th Bestow Curse, Hunger of Hadar 7th Evard's Black Tenticles, Phantasmal Killer 9th Dominate Person, Dream Bonus Cantrip 1st-Level Madness Domain Feature You gain one warlock cantrip of your choice, it counts as a cleric cantrip for you and does not count against the number of cantrips you can learn. Nerve-Racking Riposte 1st-Level Madness Domain Feature You can quickly take on a horrible visage to scare an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, a creature that is immune to the frightened condition is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a miminum of once). You regain all expended uses wheb you finish a long rest. Channel Divinity: Evoke Chaos 2nd-Level Madness Domain Feature You can use your Channel Divinity to temporarily control the minds of a group of creatures. As an action, choose a number of creatures equal to your wisdom modifier (minimum 1). Each target must make a Wisdom saving throw. On a fail, the creature uses either its reaction to make either a single weapon attack with a weapon it is holding, or move up to its speed (You choose which, as well as the targets for the attack). Broken Mind 6th-Level Madness Domain Feature Your mind has become so demented that it is harder to affect it with magic. You have advantage on saving throws against being charmed and frightened. You also gain resistance to psychic damage. Potent Spellcasting 8th-Level Madness Domain Feature You add your Wisdom modifier to the damage you deal with any cleric cantrip. Completely Demented 17th-Level Madness Domain Feature You cannot be frightened or charmed and when a creature attempts to frighten or charm you, they take psychic damage equal to twice your wisdom modifier.

Fighter: Martial Archetype At 3rd level, a fighter gains the Martial Archetype feature. The following option is available to a fighter, in addition to those offered in the Player's Handbook: The Ripper The Ripper Inspired by classic horror villains such as Jason Voorhees, the Ripper benefits from fighting many creatures alone, striking fear into their their hearts as they do so. Ripper Features Fighter Level Feature 3rd Cleave, Aggressive 7th Eldritch Opposition 10th Rebuttle 15th Out of Nowhere 18th Outnumbered Cleave 3rd-Level Ripper Feature Once on each of your turns when you make a melee weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within your reach. Aggressive 3rd-Level Ripper Feature As a Bonus Action, you can move up to your speed toward a Hostile creature that you can see. Eldritch Opposition 7th-Level Ripper Feature When a creature casts a spell that targets only you, you can use your reaction to make the creature take psychic damage equal to your Constitution modifier plus the spell's level. Rebuttle 10th-Level Ripper Feature When a creature makes a melee attack against you, you can use your reaction to make a melee weapon attack against that creature. Out of Nowhere 15th-Level Ripper Feature You can use an action to teleport up to 30 ft. you must be within 5 ft. of a creature that you were previously hidden from. You can then immediately make one melee weapon attack against that creature. Outnumbered 18th-Level Ripper Feature You can use a bonus action on your turn to gain a bonus to your AC, this bonus is equal to the number of hostile creatures within 5 ft. of you. This bonus lasts until the start of your next turn, once you use this feature, you cannot use it again until you finish a long rest.

Rogue: Roguish Archetype At 3rd level, a rogue gains the Roguish Archetype feature. The following option is available to a rogue, in addition to those offered in the Player's Handbook: the Nightmare. Nightmare Partakers of this archetype have a magical inclination towards the shadows. They like to hide and then leap out and surprise foes, striking fear into all those that witness their brutal methods. Nightmare Features Rogue Level Feature 3rd Sunless Strike 9th Snuff Out 12th Brutal Slaughter 17th Frozen with Fear Sunless Strike 3rd-Level Nightmare Feature You are adept at being in the dark, and you know how to strike from the shadows to cause fear in targets that cannot see you. You gain darkvision out to a range of 120ft. Additionally, when you hit a creature that you are hidden from with a weapon attack. They must make a Charisma Saving Throw (DC is 8 + your proficiency bonus + your Charisma modifier). On a fail, they are frightened of you for one minute, affected creatures can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success. Snuff Out 9th-Level Nightmare Feature You can magically dim or extinguish lights. As an action , you can select a light source which is emitting nonmagical bright light with a radius no larger than your proficiency bonus x 5. The bright light it is emitting becomes dim light and any dim light it is emitting becomes darkness. The dimming lasts for 1 hour or until you lose concentration (as if concentrating on a spell) You can use this feature a number of times equal to your Wisdom modifier (minimum 1). You regain expended uses when you finish a long rest. Brutal Slaughter 12th-Level Nightmare Feature You know how to execute a creature in a visually horrifying way. When you reduce a creature to 0 hit points. Creatures of your choice within 30 feet of you that can see you must make a Charisma saving throws (DC is 8 + your proficiency bonus + your Charisma modifier). On a fail, they are frightened of you for 1 minute. Affected creatures can repeat the saving throw at the start of their turn, ending the effect on themselves on a succesful save. You can use this feature a number of times equal to your Charisma modifier, you regain all expended uses when you finish a long rest. Frozen with Fear 17th-Level Nightmare Feature You learn to attack the weak spots of creatures that you have scared. When you hit a creature that is frightened of you, they must make a Constitution saving throw (Save DC = 8 + your proficiency bonus + your Charisma modifier). On a fail, they target becomes stunned until the end of your next turn.

Sorcerer At 1st level, the sorcerer gains the sorcerous origin feature. The following option is availabel to a sorcerer, in addition to those offered in the Player's Handbook: the Hemokinetic Sorcerous Origin: Hemokinetic When a creature comes into contact with a magical being's blood or a creature such as a blood elemental, it sometimes gain powers related to blood. Hemokinetic Features Sorcerer Level Feature 1st Blood Clot, Borrow Blood 6th Blood Collector 14th Arcanaemia 18th Congeal Blood Clot 1st-level Hemokinetic feature When a creature you can see within 30 ft. of you is reduced to 0 hit points and bleeds, you can use your reaction to make the creature automatically gain one succesful death saving throw. Borrow Blood 1st-level Hemokinetic feature When you take a short rest, you can spend hit dice that belong to willing creatures within 30 ft. of you. Blood Collector 6th-level Hemokinetic feature When a creature you can see within 30 ft. of you bleeds, you can use your reaction to regain sorcery points equal to half the damage taken (maximum of your Charisma modifier). When you use this feature, you cannot use it again until you finish a long rest. Arcanaemia 14th-level Hemokinetic feature During a short rest, you can spend one sorcerer hit die. Roll that die and regain a spell slot of the level equal to half the number rolled (rounded up). If you cannot gain a spell slot of the appropriate level, you instead gain one of the next lowest level you can. If you cannot gain any spell slots from this ability, the hit die is wasted. Once you use this feature, you cannot use it again until you finish a long rest. Congeal 18th-level Hemokinetic feature You can spend 6 sorcery points to cast Hold Monster, you cannot target creatures that can't bleed. Bleeding This subclass uses a new term: bleed. A creature bleeds when it takes Piercing or Slashing damage. Creatures without blood, such as Oozes, Plants, Constructs and Elementals cannot bleed.