Base Class: Barbarian
Some players vie for diplomacy or friendship, but you know better. The best way to get ahead in life is to kill whoever’s standing in your way. Or even people who aren’t standing in your way. Just kill everybody.
You have refined your skills in the art of 2nd degree murder, by far the best form of murder. Your brutality and senselessnesses is second to none. Charisma is for fools, axes are the best form of communication.
NPC slayer
You have become especially proficient at slaying NPCs.
Whenever you make your first attack against a friendly or indifferent creature that hasn’t taken its turn yet in initiative, that creature must make a Wisdom saving throw with a DC equal to 13 + your proficiency bonus - your charisma modifier (a negative score increases the DC) or be frightened by you until the beginning of your next turn. Starting at 10th level creatures are stunned instead of frightened, and on a hit you deal an extra dice of damage + your proficiency bonus, of the same damage type as your weapon.
Flawless Murderer
You have become skilled at leaving no trace of your massacres. Whenever you attack a non hostile creature, you are magically alerted of any creature that witnessed the attack within a 500ft radius. You know the exact location of the creature, and you know the creature type (eg. humanoid, fiend, plant), but not the exact identity of the creature. In addition, you may spend time to remove all forensic evidence of you or your allies from the scene of a murder. This time is equal to 1 minute for every victim of your crime.
Mind Blanc
Your aversion to social interaction has caused you to build up a resistance to mental stimuli.
You have immunity to the charmed condition, and have advantage on all saving throws to avoid becoming frightened.
Violent Influence
Your blood lust begins to spread to other creatures. Whenever you attack a friendly or indifferent creature while raging, each other member of your party who can see or hear you must succeed on a DC 8 + your proficiency bonus - your charisma score, wisdom save or become charmed by you for as long as you are raging. Creatures who are charmed this way are compelled to spend their turns attacking or inflicting harm upon the creature you attacked or its allies, these creatures also gain the benefits of your rage. A creature may chose to fail this save on purpose, and what constitutes an appropriate action while charmed is up to your GM.
Varient ruling: If mind controlling party members isn’t to your fancy, you may remove the saving throw from this ability and only allow it to affect willing creatures.
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