Barbarian
Base Class: Barbarian

Rage is something all Barbarians share, however, the fuel behind the fire of said rage comes from different sources. Those who unwilling walk the path of the Maddened are powered by an event so traumatic, that insanity fuels such a fire. Their eyes roll into the back of their heads, and everything from here on out almost becomes a blur. Their very rage effects those around them, sometimes even causing others to feel the fury behind the barbarian's insane mind. 

Infectious Rage

Starting when you choose this path at 3rd level, your rage has the tendency to become infectious. While raging, you can use your bonus action to make a willing creature rage, as well, within 10 feet of you, gaining all the features of rage, as long as you are raging. If the creature is unwilling, they must succeed on a wisdom saving throw of a DC 10 plus your strength modifier, or they will fall under the effects of your Infectious Rage. On subsequent turns, you may change the target of your infectious rage to another creature within rage. You may only maintain one other rage at a time. 

Dissonant Rage

Also, at level 3, during your rage, all of your attacks are treated as if they are affected by the reckless attack feature. During your rage, your mind tends to be difficult to control, and as such, you gain advantage on wisdom saving throws and are resistance to psychic damage. 

 At 10th level, your resistance to psychic damage becomes stronger, granting immunity to psychic damage, while in rage, instead. 

Imposing Scream

Beginning at 6th level, As a bonus action, your voice booms three time louder than normal, taunting all enemies within 30 feet, they must make a Wisdom Saving throw, DC 10 plus your Strength Modifier. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

At level 14, the range of your Imposing Scream becomes 60 feet.

Commanding Shout

At 10th level, as a bonus action, you can shout at one ally or enemy, within 60 feet of you, immediately giving them a reaction on your turn to a simple action, provided they can hear you. These must be a one word command. This feature works like the spell command, with some extra benefits added in. 


Commands

Attack: Make one melee or ranged attack. 

Retreat: Use their full movement to run away from their current enemy. 

Disengage: Disengage from the enemy, and move 15 feet out of their attack range. 

See the spell Command for other words you can use. 

 

 

Intervening Ward

Starting at 14th level, you have the ability to bring those on death's door back from the brink. When a creature reaches 0 hit points, as a reaction with a range of 60 feet, you scream loud enough, shocking them awake, and pulling them from their unconsciousness, and are immediately able to stand from being prone. When the creature awakes, attacks against them have disadvantage, due to the pure adrenaline pumping through the creature's veins. This feature can only be used once per long rest. 

Path Of Maddening Image

Comments

Posts Quoted:
Reply
Clear All Quotes