Base Class: Barbarian
While most barbarians channel their strength through intense emotion, those on the Path of Hysteria take that to an extreme. Through psychotic bursts of laughter and ear piercing wails they distract and control their enemies, granting them an opportunity to strike.
A Hysteric might be a magical person with unique ways of manifesting their gifts, a master manipulator looking for cracks in their enemies' psyche, or a failed bard finally snapping after their disastrous debut.
Hysteria
Your Rage ability turns into Hysteria. It grants the same benefits as Rage, but with addition to the normal bonuses you gain advantage on all Charisma checks. You can maintain Hysteria by making at least one Charisma check on your turn, be it intimidating an enemy, performing a masterful sonata or lying in your enemies' faces.
False Sense of Security
When a creature misses you with an attack, you can force it to make a Wisdom saving throw as a reaction. If the creature fails, they drop their guard, allowing you to make a weapon attack against them at advantage as part of that reaction. You can use this feature a number of times equal to your Charisma modifier (minimum of 1).
You regain one use of this feature each time you make a successful Charisma check and all of them at the end of a short or long rest.
Emotional Outburst
When you enter Hysteria every creature that can see you within 60ft must succeed on a Wisdom saving throw or suffer disadvantage on all of their attack rolls, saving throws and ability checks. You can choose a number of targets equal to double your proficiency bonus to not be affected. If a creature critically fails this saving throw, it loses its turn on top of suffering the regular effects as it mirrors your outburst. This effect lasts until the start your next turn and can be used only once per encounter.
Center of Attention
It's challenging to ignore you, which can be a hinderance or an advantage.
As long as you are raging, hostile creatures within 60ft of you that can see you suffer a penalty to their Intelligence, Wisdom and Charisma saving throws equal to your Charisma modifier (minimum of 1). Allied creatures in that radius that can see you gain a bonus equal to the same amount instead.
Nervous Twitch
Your powerful aura allows you to get away with much more than seems possible.
You gain additional reactions equal to half your Charisma modifier, rounded down (minimum of 1).
Previous Versions
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1/31/2023 6:08:22 PM
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1
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4/10/2024 1:53:55 PM
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1.1
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7/31/2024 12:33:12 AM
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5
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1.2
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12/13/2024 5:36:57 AM
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11
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2.0
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Posted Dec 13, 2024Changelog:
-Reworked the subclass to move away from spellcasting,
-False Sense of Security has been moved to level 3,
-New feature replaces False Sense of Security at level 10
-All features have been updated, retaining majority of their functionalities while removing their spellcasting aspects
-Made the flavor more open ended (no longer closely tied to laughter and such)