Pact of Terror
Buff

Main changes & rework focuses Terror Characters to have increased mobility. We also removed abilities that applied penatlies on themselves.
Perks
Despairing Wave: Eternal Fear modifier: If you hit at least 5 different creatures with 1 instance cast, they become Frightened immediately without save. Incapacitated & Sleeping creatures automatically fail this Wisdom save too.
New
Despairing Wave: Eternal Fear modifier: If you hit at least 4 different creatures with 1 cast instance, they become Frightened immediately without save. Incapacitated,Sleeping and Swarm creatures automatically fail this Wisdom save.
Dreadful Stealth: Fragrance of Paranoia modifier: After rolling initiative, for the First round only set your initiative to 30 while Fragrance of Paranoia is active. Afterwards, -2 to your rolled initiative.
New
Dreadful Stealth: Fragrance of Paranoia modifier: If Fragrance of Paranoia is active, You start at the top of the initiative list for the first round of combat. Afterwards, return to your initiative.
Terrifying Presence: Broken Morality modifier: Whenever you roll a save for Frightened & Incapacitated Condition, do it with advantage.
New
Terrifying Presence: Broken Morality modifier: You have advantage for saving throws against Frightened, Incapacitated Condition & spell or abilities inflicted by creatures frightened of you.
Endless Fears: Eternal Fear modifier: After casting Eternal Fear, you release a 15ft radius pulse around you. Duplicating your current Eternal Fear ability
New
Endless Fears: Eternal Fear modifier: After casting Eternal Fear, once per round, you enter the wave and increase its damage by 2 damage dice. You can reappear anywhere the wave has travelled and this movement does not trigger any attack of opportunity.
Shade of Terror: Broken Morality modifier: Whenever a creature becomes Frightened of you, you may spend half of your movement speed to teleport behind the Frightened target
New
Shade of Terror: Broken Morality modifier: Any Immunity to the Frightened Condition is ignored by your spells and abilities. Furthermore, you know the location and have vision of any creature frightened of you up to 5000 ft.
