Base Class: Barbarian
You have faced and endured so much horrible trauma that how you interact with the world around you has been permanently altered, whether through mundane or magical means. As a Path of the Fearful barbarian there is no group or structure to it, but a group of shattered individuals trying to fight and find themselves still, despite the damage that can never be healed to their mind.
Tortured Mind
Tortured Mind
You gain resistance to psychic damage and resistance to all ranged attacks. Furthermore, when you are investigating a weapon, tool, or any item that you deem as a threat, you can learn of what it was used to do in the past, as your mind thinks up all the horrible possibilities of it.
Adrenaline Release
Adrenaline Release
While raging you gain the following benefits:
- Your walking speed increases by 10 and when you dash your movement is increased additionally by 30
- You can add your Wisdom or Intelligence modifier to the attack rolls you make
- You can substitute your Dexterity bonus to your AC with your Wisdom or Intelligence Modifier
- You are immune to the frightened from other creatures(excluding yourself) condition because you are already your worst enemy
Fearful Tactics
Fearful Tactics
Your mind has been so ravaged by fear that you no longer think rationally in combat. As a result you can perform the following actions as a bonus action during combat. You have a number of uses equal to twice your Constitution Modifier which resets after a long rest.
- Petrified Swing: You can attack with disadvantage using a melee weapon and you gain a bonus to the damage equal to your Intelligence or Wisdom modifier, however, if you miss this attack, on your next turn you are frightened and you are unable to drop your weapon out of fear.
- Compelled Anxiety: You can learn about a trait of a creature of your choice, as your mind is so fearful of different outcomes that it thinks of all the different ideas on how you can be hurt. If the trait is not obvious, the DM may call for an Investigation or Perception Check of the player's choice.
- Sacrificial Scream: You begin screaming and yelling as loud as possible to frighten a creature as a last ditch effort. They must be within 60 feet of you and roll an INT saving throw(8 + Constitution Modifier + proficiency bonus) where if they fail they are frightened, and if they succeed, their movement is halved. While frightened they cannot make attacks against you, and they can repeat the saving throw at the end of their turn. Once a creature is frightened their way, they cannot be frightened again for the next 24 hours.
- Evasive Action: You can dash, dodge, or hide as a bonus action.
Shattered Consciousness
Shattered Consciousness
You gain immunity to psychic damage and your mind cannot be influenced or read by any other creature. As an action, you can gain advantage on all Wisdom, Intelligence, Dexterity, and Strength checks, as well as being unable to be surprised and being able to tell if there is a living creature within 60, even if you cannot see said creature. However, when doing this you have disadvantage on Persuasion, Deception, and Performance checks. This can be performed once per long rest, and expend rage charges to perform it again.
Everlasting Anxiety
Everlasting Anxiety
You are considered to be constantly raging at all times. Furthermore, when you can see a hostile creature, you have advantage on all saving throws. Petrified Swing no longer imposed disadvantage.
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