Barbarian
Base Class: Barbarian

You have come to realize that the voice that fuels your anger is not always your own. Something from beyond the veil of the ethereal plane emboldens your rage and haunts your nightmares. These nightmares are now housed inside of you. With time and practice you can learn to manifest them in the world around you as they slowly change your body to better host their own.

Abnormal Host

The nightmares inside your head has started to seep out of your body. As you learn to manifest this otherworldly source of anger you can manifest it in small ways. You can cast find familiar and alarm only as ritual spells. Constitution is your spellcasting ability for these spells. 

 

You will have new abilities relating to the nightmares you unleash. Your Nightmare saving throw DC is 8+ your Constitution Modifier plus your proficiency Bonus.

Manifested Nightmare

Starting when you choose this path at 3rd level, While raging your body releases the otherworldly essence of your rage taken shape. In combat the Manifested Nightmare shares your initiative count but takes it's turn right after yours. It can move and use reactions on it's own but can only dodge or grapple unless given a bonus action to do otherwise. You can dismiss it early as an action.

The Manifested Nightmare appears in an unoccupied space within 20ft of you. Each creature of your choice within 10ft of where the Manifested Nightmare is summoned must make a strength saving throw against your Nightmare DC or become restrained until the end of your next turn. 

The Nightmare Manifested is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the stat block provided, which uses your proficiency bonus (PB) in several places. Each Nightmare Manifested appears differently depending on it's host, some look like shadows of their host, others as merely a weapon or a warped perspective of how the host sees themself.

In combat, the Manifested shares your initiative count. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

The Manifested Nightmare lasts until your rage ends, or it hits 0 hit points.

Manifested Nightmare
Medium Or Small Aberration, Any Alignment
Armor Class 13+Your Constitution Modifier
Hit Points 6 plus six times your Barbarian level (Hit Dice are 1d10 per barbarian level)
Speed 40 ft., Hover , walk 40 ft.
STR
14 (+3)
DEX
10 (+0)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
12 (+1)
Damage Resistances Bludgeoning, Piercing, and Slashing
Condition Immunities Charmed, Frightened, Grappled, Restrained
Senses Darkvision 60ft, Passive Perception 10
Languages Understands the languages of it's host.
Challenge 0 (10 XP)
 
Proficiency Bonus is equal to your own

Strength of the Host: Uses your Proficiency Bonus for any saving throw or strength/dexterity check.

Living Nightmare The creature can see and hear into the ethereal plane

 

Actions

Spatial Rend. Melee Weapon Attack: + your con modifier and Proficiency Bonus to hit, reach 10 ft., 1 target. Hit: (1d6 + 4) plus your Constitution modifier force or psychic damage. 

Nightmare Rip. 10ft radius. Targets of your choice must make a Wisdom Saving Throw against your Nightmare Save DC. On a failure they take Hit: (1d4 + 3) [psychic] damage and are frightened until the start of the Anomaly's next turn.

Reactions

(Level 6) Otherworldly Shell If a creature would be hit by an attack the Manifested Nightmare may add 1d4+Your Rage Bonus to the target's AC until the end of the target's next turn.

 

Otherworldly Shell

Beginning at 6th level, the Manifested Nightmare learns to lash out to defend others. As a reaction the Anomaly can attempt to defend a creature: it adds 1d4+ your rage bonus damage to the AC of one creature within 10ft of it until the start of it's next turn.

Gain resistance to psychic damage as your body has become more resistant to it's mental trauma.

Blurred Lines

The nightmares possessing you have grown stronger. They have learned new ways to blur the lines between your world and their own. You gain the following benefits:

Abnormal Sinews: You may unleash your Manifested Nightmare from the space of your familiar or alarm.

Sleepwalker: At the end of your turn you may expend a barbarian hit dice to enter the ethereal plane, you return to the other plane at the start of your next turn unless you expend another barbarian hit dice. You return to an unoccupied space at the of your choice within 10ft of the space you left or the nearest unoccupied space.

Waking Nightmare

At 14th level, your Manifested Nightmare learns to plunge your foes into the ethereal plane or a harmless demiplane. As an action you command the Manifested Nightmare to drag a creature within 30 feet of it into the ethereal plane or a harmless demiplane. The creature must make a charisma saving throw against your Nightmare DC. On a failure they take 4d12 force damage and are dragged into the Ethereal Plane, or the demiplane. You may choose if the Manifested Nightmare also goes into this plane. This lasts for 1 minute or until your spirit drops concentration. During this time both your and your Nightmare's attacks deal an extra 1d8 of force or psychic damage (your choice). On a success the target takes half damage with no other benefits. You can use this feature once per long rest or by expending a use of rage.

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