Barbarian
Base Class: Barbarian

The nightmare that creeps in the night, the unyielding darkness, the stalking one, all of these names describe those who choose this path. 

Nightmare Rage

Choosing this path at level 3 grants you the following

When you enter rage, your persona becomes that of nightmares.  Your body distorts and twists, and any weapons you have morph into your person.  When raging, you are unable to be disarmed, and your weapon attacks are magical for the sake of overcoming magical resistances.  Additionally, you have advantage on any saves involving the frightened condition, and gain resistance to necrotic damage.

Glaring Stare

Starting at level 3, you gain the following ability. 

While you are raging, you can use your action to focus on a target that can see you. When you do so, you can force that creature to make a WIS saving throw, where the DC equals 8 + your proficiency bonus + your CON saving throw. On a success, the creature is frightened of you for 1 minute.  A creature can repeat this save at the beginning of their turn. 

At 10th level, the creature is also incapacitated until the start of your next turn.

Glaring Stare

On a failed save, your target is also incapacitated until the start of your next turn.

Mark of Fear

Starting at level 6, you gain the following ability. 

While raging, when you hit a target, you can mark them with your constant presence. While the target is marked, your weapon attacks do an additional 1d6 psychic damage, and you can always tell what direction your target is, as long as it's on the same plane of existence as you. If you use your Glaring Stare ability on a marked target, they have disadvantage on the saving throw.

A greater restoration or similar spell can remove this effect.

Unrelenting Presence

Beginning at level 10, you gain this ability. 

When you are hit by a ranged attack, you can immediately use your reaction to become invisible and teleport behind your target. You remain invisible until you make an attack roll, ability check, or saving throw.

Fortification of Fear

At level 14, you gain this trait

When you use your Mark of Fear on a creature, you have advantage on all INT, CHA, and WIS saving throws against your marked creature. Additionally, you can infect the nightmares of your marked target.

When your marked target is incapacitated, you can use your action to infest their mind with your dark presence. You gain a brief insight to their thoughts, fears, and strengths.  You can choose one of the following:

Legendary Resistances (If any)

Any saving throw proficiency's it has

Remaining HP

Armor Class

After you gain this insight, the target takes 8d6 psychic damage and is stunned until the end of it's next turn.  

 

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