Base Class: Barbarian
Barbarians who walk the Path of the Enforcer wield their presence as a weapon, spreading fear and doubt among their foes. These warriors understand that breaking the spirit of an enemy can be just as effective as breaking their body. They are the harbingers of dread on the battlefield, their very gaze enough to shake the resolve of the bravest foes.
An Enforcer’s path is one of dominance and control, using fear as a tool to protect what they hold dear. Their methods may seem brutal, but in the chaos of battle, there is no room for hesitation. By sowing doubt and confusion, they ensure their enemies are too distracted to pose a real threat. To fight an Enforcer is to face your own deepest fears made manifest, and to realize that sometimes, strength alone is not enough to stand victorious.
Sower of Fear and Doubt
Starting when you choose this path at 3rd level, you develop a talent in shaking another's resolve. You become proficient in the Intimidation skill if you are not already. Additionally, your proficiency bonus is doubled for any ability check you make that uses Intimidation.
While raging, you may shout and question a foes cause. As a bonus action you can target a creature within 15ft of you to make a Charisma Saving Throw contested against an Intimidation skill check made by you. A creature that fails their saving throw has disadvantage on all attack roles until the start of your next turn. You may target the same creature again on future rounds with this bonus action. A creature that succeeds their saving throw against this bonus action cannot be targeted again unless you stop and start another use of rage.
To Know One's Cause
You have a strong sense of purpose and know what you fight for. At 6th level in the subclass, you become proficient in Charisma saving throws. Furthermore while raging, you may add your charisma modifier to your bonus rage damage on damage rolls using strength.
Unsilenced Cause
Your cause cannot be silenced while you rage. At level 10, Your 'Sower of Fear and Doubt' bonus action can now influence creatures who are deafened and you become immune to the effects of the silence spell while raging. Additionally, your 'Sower of Fear and Doubt' bonus action can target a creature within 30ft of you instead of 15ft and you may add you Strength Modifier to any Intimidation skill check you make.
Enforcer's Will
You have mastered the act of your intimidating presence and can now command the acts of those who would appose you.
Starting at 14th level, when a creature fails their Charisma Saving Throw against your 'Sower of Fear and Doubt' bonus action, you may instead choose to make the targeted creature charmed. While the creature is charmed by you, you may force the creature to carry out a service or refrain from some action as you decide. You can issue any command you choose, short of an activity that would result in certain death. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions. The effects of the charm end at the start of your next turn.
Comments