Base Class: Barbarian
Those on the Path of the Wickerman are past heroes with nothing left. They are found wearing armor made of wood and worn buckets for helmets, pitchforks are their main form of weaponry. Their power is not to be understated, as the apparent madness of their equipment is also present in their mental and physical states. You will start with an indefinite madness up to your Dm's choosing.
Frenzied Flame
Starting when you choose this path at 3rd level, while raging, you can cause your weapon to be enveloped in yellow-orange flames . When you make an attack against a foe they must roll a wisdom saving throw or take 1d6 fire damage, and gain a frenzy level.
Frenzy: Frenzy levels give foes increasingly putrid debuffs, they go as follows.
1 Level: The skin catches fire, and the enemy takes 1d4 fire per turn.
2 Levels: The brain and eyes catch fire, making the fire damage increase to 1d6 and giving the foe blindness.
3 Levels: The enemy's motor functions are weakened, making them gain disadvantage on all physical attacks and halfing their speed.
4 Levels: The Pain becomes unbearable and the enemy must make a save with a DC equal to 8+STR+Proficiency bonus or become paralyzed until they succeed on the save.
Skitterswipe
Beginning at 6th level, If a creature attacks an ally within your movement speed you can use your reaction to attack the enemy. While raging, you can rush into the space of an enemy within your movement speed, and make an attack with advantage. You can do either of these 3 times per rest
Burn on the Cross
Starting 3rd level, Gain the ability to set yourself on fire. As a bonus action you can set yourself on fire, dealing fire damage to any and all who hit you.
Imparting Death
Beginning at 10th level, you can use your action to impart horrific visons of the death into your foe. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be stunned of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the stunned creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
This feature can be used twice per rest.
Spine Crack
Starting at 14th level, When you get a critical on a melee weapon attack, the enemy makes a constitution save at disadvantage, or is paralysed for a minute, or until they succeed on the save.
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