Base Class: Barbarian
Anger is a weapon. For many barbarians, this anger manifests loudly; triggered by a scream or the clanging of metal. Their anger is a brutal one, that clobbers, maims, and breaks. But for barbarians who walk the Path of Tranquility, it is not anger that fuels them, but serenity and stillness of mind. When they fight, they do so with an almost eerie calm and surrounded by a veil of silence. Often found training among monks and sages in monasteries, these disciplined warriors never turn to violence as the first solution to a conflict.
Voice of Serenity
Beginning when you choose this path at 3rd level, the strength and serenity you carry yourself with serves to calm others. You gain proficiency in the Charisma (Persuasion) skill. Moreover, whenever you make a Charisma (Persuasion) check, you gain a bonus to the roll equal to your Strength modifier.
Pacifying Presence
Also at 3rd level, you radiate a sense of stillness, weakening the will of your enemies. When you hit a creature with a weapon attack while raging, you can force it to make a Charisma saving throw against a DC of 8 + your proficiency bonus + your Strength modifier. On a failed save, the creature suffers a reduction to all ability checks and attack rolls it makes until the beginning of your next turn equal to your Rage Damage bonus. A single creature can only suffer this reduction once per turn.
Aura of Tranquility
At 6th level, even in the heat of battle, your presence brings silence and tranquility to your surroundings. When you enter your rage, you can choose to emit a 10-foot-radius sphere of nigh-total silence for the duration. The sphere moves with you and spreads around corners. It manifests as an area of white noise, peaceful humming, or some other gently droning sound. Little to no sound can be created within the sphere or pass through it, creatures are deafened while entirely inside it, and casting spells that require a verbal component is impossible within it.
Restful Meditation
Also at 6th level, you can attune yourself to your surroundings through meditation, replenishing your energy without a need to sleep. Whenever you take a long rest, you can choose to meditate instead of sleeping. When you do so, you gain all of the benefits of the rest but remain conscious and fully aware of your surroundings for the rest’s duration. Whenever you finish a meditation, you gain a number of temporary hit points equal to your barbarian level, which last until you begin another long rest.
Stoic Mind
At 10th level, your mind remains calm no matter what, suppressing mental strain. You gain proficiency in Wisdom saving throws. In addition, whenever you fail a Charisma, Intelligence or Wisdom saving throw while you are raging, you can choose to immediately end the rage to succeed instead (no action required by you).
Fury of the Tranquil
At 14th level, your otherwise calm demeanor makes your moments of fury truly terrifying to behold. When you hit a creature with a weapon attack while raging, you can choose to make it a critical hit. When you do so, the target and each creature of your choice within 15 feet of you that can see you must make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Strength modifier. On a failed save, a creature takes psychic damage equal to your Rage Damage bonus and is frightened of you until the end of your next turn.
Once you’ve used this feature, you must finish a short- or long rest to use it again.
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