Barbarian
Base Class: Barbarian

Barbarians following the Path of the Tormentor not only wish to kill their enemies, but to bring as much suffering to them as they can in that process. Instead of using Reactions, they build up Catharsis Dice via obtaining them through various means that usually revolve around the suffering of their enemies. These Catharsis Dice can then be merged to make larger ones, which have stronger effects when consumed via Dreadful Tactics.

While seemingly similar to the Battle Master in concept, the Path of the Tormentor is notably less flexible, sacrificing combat utility for raw, unbridled strength and lots and lots of reactive abilities (if you hate your DM's encounters, this is a great class to play!) Furthermore, it relies heavily on others applying negative conditions or the presence of many smaller enemies to be effective, and it can take some time to get rolling after taking a rest. This class is also more complex, as the different levels of Cathartic Dice make choosing whether you want some big dice or lots of smaller dice a big part of playing this class effectively.

While most Barbarians following the Path of the Tormentor are Evil by nature of the class, Good or Neutral ones are also possible. For example, a Neutral Good Path of the Tormentor Barbarian could be a Warforged that committed many atrocities but now seeks redemption, or a Lawful Neutral Path of the Tormentor Barbarian could be a pacifist in the sense that he is a technical pacifist, i.e. he breaks kneecaps instead of necks. The point being, this class is best played either as the villain or with a twist. 

 

(Yes, I have not playtested this. Please be gentle in your criticism lol.)

Strength in Catharsis

Yours is a path fueled by the unceasing suffering of your enemies. Starting at level 3, you can gain special Catharsis Die via the following ways:

  • You gain 1d4 Catharsis Die when any enemy or neutral creature within (10 + half your level in this class, rounded down)ft takes non-lethal damage, given it was not from a Dreadful Tactic. This is upgraded to 1d6 Catharsis Die if the target is subject to a negative condition or if the attack they were hit by can subject a creature to a negative condition.
  • You gain 1d4 Catharsis Die by succeeding an Intimidation or Strength check or saving throw.
  • You gain 1d8 Catharsis Die by Frightening an enemy, or for every 6 seconds you spend torturing an enemy.

Catharsis Dice last between battles but all disappear when you take a short or long rest. You lose a Catharsis Die, if any, of your choosing at the beginning of your second turn onwards, and you can have up to 10 Catharsis Dice at once. (The value of each die does not matter to the limit) 

When you gain a Catharsis Die, you can immediately merge it with other die to upgrade it, or unmerge into component die of the same value (e.g. 1d8 can be converted into 2d4). You can merge the same newly obtained Catharsis Die several times when you do this, so if you have the correct components you can convert a newly obtained 1d4 into a 1d12, for example. However, any merging and unmerging must use the die you just obtained. You may unmerge and merge Catharsis Die after this point only when you spend your Bonus Action to do so, in which case you may perform as many merges or unmerges as you want in that time frame. Merges are listed as follows:

  • 2d4 Catharsis Dice can merge to form 1d8 Catharsis Die.
  • 1d6 and 1d4 Catharsis Dice can merge to form 1d10 Catharsis Die.
  • 1d8 and 1d4 Catharsis Dice can merge to form 1d12 Catharsis Die.
  • 2d6 Catharsis Dice can also merge to form 1d12 Catharsis Die.
  • 1d12 and 1d8 or 1d12 and 1d10 Catharsis Dice can merge to form 1d20 Catharsis Die.
  • 2d10 Catharsis Dice can also merge to form 1d20 Catharsis Die.

Catharsis Dice can be expended to cast Dreadful Tactics, which usually either serve as a Reaction or a method to enhance an attack. At level 3, you learn 4 Dreadful Tactics, and learn 2 additional ones at 7th, 10th, and 15th level. Each time you learn a new Dreadful Tactic or take a long rest, you may also replace any of the Dreadful Tactics you know with any other.

When you take this path, you can use as many Reactions as you want in between turns via Dreadful Tactics. However, as a tradeoff for this ability, you no longer gain a free Reaction. In order to use an opportunity attack and abilities non-specific to this path that use Reactions, like Counterspell, you must expend a Catharsis Die with a value of 1d8 or higher. Using a higher value Catharsis Die has no additional benefit for these non-specific Reactions. 

Apocalypse Rider

You may expend two Catharsis Dice to convert any friendly creature are currently mounted on into your Loyal Steed over 1 minute. This may only be done out of combat. If you already have a Loyal Steed, the first Loyal Steed instantly dies once you convert the current friendly creature into your Loyal Steed. While you have a Loyal Steed, you gain the following effects:

  • Your Loyal Steed copies your ability scores and AC while you are within 5ft of it.
  • Anyone else that tries to mount your Loyal Steed takes 2d8 Necrotic damage every 6 seconds.
  • If you die, the Loyal Steed also immediately dies.
  • If an enemy attacks your Loyal Steed while you are mounted on it, you may treat it as if the enemy attacked or is attacking yourself.
  • While you are Raging and mounted on your Loyal Steed, it also gains the effects of your Rage.
  • You may turn your Loyal Steed, as well as any equipment it has, into a gaseous form as a bonus action, which surrounds you. The gas is unaffected by physics and does not block nor get hit by attacks. This lasts until you die. In order to convert your Loyal Steed back from it's gaseous form, you must expend a 1d12 or 1d20 Catharsis Die, in which case it will be summoned at a location of your choosing at the furthest 25ft from you. Converting it back does not consume a bonus action.

Bastion

When you are attacked, and before the enemy rolls their attack roll, you can expend a Catharsis Die as a Reaction. You gain additional AC equal to half your Proficiency Bonus, which lasts until you are attacked a number of times equal to the Catharsis Die's roll, until you die, or until combat ends.

Brutal Swing

If you perform a melee weapon attack versus an afflicted target, you may expend three Catharsis Dice to perform a DC 20 Dexterity check with those dice. If you succeed, you force the attack to hit and be a critical hit. If you fail, the attack is rolled as normal. Regardless, if the attack hits, you add half of the rolled total, rounded up, to the damage. You must be level 10 or above to learn this.

Cripple

When you make a weapon attack and before your attack roll, you may expend one Catharsis Die. If the attack hits, you reduce the target's movement, flying, and swimming speed by twice the rolled value of the Catharsis Die for 1 round, or until their hitpoints are recovered by any means.

Crushing Pursuit

If an enemy within your attack range avoids an attack or succeeds in a Dexterity, Strength, or Constitution saving throw, you may expend two or more Catharsis Dice to immediately attack them as a Reaction, adding half of the rolled total, rounded down, to the attack roll. If you hit, you reduce the target's AC by your Strength modifier for 6 seconds.

Day of Madness

You may expend three Catharsis Dice to use this ability as an action. You force all targets with a line of sight with you, regardless of range, to make a DC 5 + the highest Catharsis Die roll + your Proficiency Bonus Wisdom saving throw. If they fail, they take 2d8 Necrotic damage and roll a d6. Depending on the value of the d6, the following occurs:

  • If the d6 rolled a 1, the target is Blinded for 30 seconds. 
  • If the d6 rolled a 2, the target is Deafened for 30 seconds.
  • If the d6 rolled a 3, the target is Frightened of all your allies, including yourself, for 30 seconds.
  • If the d6 rolled a 4, the target is Petrified for 30 seconds.
  • If the d6 rolled a 5, the target is knocked Unconscious for 30 seconds. 
  • If the d6 rolled a 6, roll 2d6 and apply the effects according to this list.

If the d6 rolls a condition the target already has, roll the d6 again. If the target already has all the conditions possible, deal an additional 2d8 Necrotic damage instead.

You must be level 10 or above to learn this.

Death Spare

When you land an attack, you may expend two Catharsis Dice to add the rolled total to the damage dealt. Additionally, if the total damage of the attack would kill the target, it instead leaves them on 1 HP.  If the target's HP is exactly 1HP after this attack, you gain 1d8 Catharsis Die and knock the target Prone. You must be level 7 or above to learn this.

Juggernaut

When you take this Dreadful Tactic, while you are wearing armor, you may calculate your AC with your Constitution modifier instead of your Dexterity modifier. Additionally, while wearing heavy armor, you may opt to reduce your AC by 2 in exchange for reducing all damage taken by your Proficiency Bonus and gaining the full benefits of Rage and Fast Movement while wearing heavy armor.

Additionally, when an enemy attacks you and rolls an attack roll under your AC, you may choose to expend one or more Catharsis Dice to use this as a Reaction. This causes you to take half of the rolled total, rounded down, as Necrotic damage to deal the full rolled total as Thunder, Fire, or Necrotic (your choice, but all enemies must take the same damage type) damage to all enemies in a 5ft radius around your attacker. Enemies hit by this attack must make a DC 15 Constitution saving throw. If they succeed, they take half the damage. If the self-inflicted damage would kill you, it instead leaves you at 1 HP.

Life Surge

You may expend 2 or more Catharsis Die to activate this ability as a bonus action. When you use this ability, you make a DC 10 Strength or Constitution check (you may choose either), of which whether you succeed is determined by (your Strength Modifier) x (the number of expended Catharsis Die) + (the total of the Catharsis Dice). If you succeed the check, you gain an additional action and bonus action. If you fail the check, you deal 50% of your maximum health as unavoidable Necrotic damage to everyone in a 5ft radius around yourself, including yourself. Every time you succeed, the DC of this ability goes up by 10, which lasts until you take a short or long rest. You must be level 7 or above to learn this.

Lost Blow

When you make an attack, you may expend one or more Catharsis Dice to force the target to make a Wisdom saving throw, with the DC being the rolled total. If they fail, they are now Blinded until they make an attack.

Miasma Armor

You may expend one Catharsis Dice to apply Miasma Armor to yourself or a friendly unit within 25ft of you as a bonus action. While they have this armor, they gain resistance to Necrotic, Fire, Lightning, and Cold damage, but gain a weakness to Radiant damage. This can be dispelled with a bonus action by you or the target. The duration in seconds of this ability is equal to (the roll of the Catharsis Die with Advantage times 6) plus (your Proficiency Bonus times 3).

Night of Reckoning

You may expend three Catharsis Die to use this as an action. In a 25ft radius up to 25ft away from you, you force all targets except yourself to make a Dexterity saving throw equal to the average of the one of the Catharsis Die of your choosing plus your Proficiency Bonus. Targets that fail the saving throw take 75% of their health, rounded down, as Necrotic damage, and targets that succeed the saving throw take a third of this damage instead. You must be level 10 or above to learn this.

Overpower

When you use your Strength or Constitution stat, you may expend a Catharsis Dice of value 1d8 or lower and add it to the rolled total. You will not gain a Catharsis Die if you succeed after using this.

Reflect Condition

When you, an ally, creature, or enemy is going to recieve a condition within 50ft of you, you may expend one Catharsis Dice to stop the condition from being applied on them as a Reaction and afflict another target within 50ft to be afflicted with that condition instead. If they do not want the condition, you force the second target to make a DC 12 + your Proficiency Bonus Constitution saving throw. If they fail, they are afflicted with the condition. For 3 times the rolled total number of seconds, the original target cannot be afflicted with conditions, positive or negative. You must be level 7 or above to learn this.

Rule of Fear

When you frighten an enemy, you may expend two or more Catharsis Dice to use this as a Reaction. You make a DC 15 + their level in their highest class - your level in this class Intimidation check using the expended Dice. If you succeed, you take control over the target, during which time they will be permanently Frightened of you but will be able to move towards you. Other enemies may use their action to try to convince the controlled enemy to snap out of it, forcing the controlled target to make a DC 20 Wisdom check, of which the DC decreases by 1 every time this occurs. If they succeed, they break the control early and stop being Frightened. You may not control the same target twice. You must be level 7 or above to learn this.

Ruptured Earth

You may expend three or more Catharsis Dice to use this as an action. You tear the ground beneath you in a radius of your choosing between 25ft and 50ft (if there is a gap between the ground of at least 5ft, you do not hit targets on the other side of the gap), dealing damage to all grounded or buried targets except yourself equal to the rolled total of the Catharsis Dice plus your Strength score. Targets must also make a Dexterity saving throw with a DC equal to 17 plus your Strength modifier. If they succeed, they take half the damage, rounded down, otherwise, they are knocked Prone. This also disarms any grounded traps and unearths any buried items or targets in the radius. You must be level 10 or above to learn this.

Salivation

When your rage ends either due to being ended early or due to it timing out, you may expend 1 or more Catharsis Die to use this as a Reaction, even if you are currently unable to perform Reactions. You take the rolled total multiplied by 2 and continue raging for that many seconds. If you were affected by a negative condition over than death, you end all those negative conditions. If your HP is zero, you may revive with 25% of your max HP by using this ability with all your Catharsis Die.

Sucker Strike

You may expend one or more Catharsis Die when an enemy within your attack range attempts to attack, have their hitpoints recovered, or recover someone else's hitpoints. You attack them with your weapon as a Reaction, gaining Advantage if the target's current hitpoints are less than 50% of their maximum hitpoints, or if your hitpoints are less than 50% of you maximum hitpoints. If you hit, deal the Catharsis Die/Dice's roll as additional damage.

Tenacity

Not willing to let your target slip away, you may expend one Catharsis Die to do one of the following:

  • Gain advantage against resisting a condition being applied against you as a Reaction, and recover hit points equal to Catharsis Die's roll.
  • As a Reaction after being hit, roll the Catharsis Die with advantage. You may use up to as many hit die as the Catharsis Die's roll to recover HP. 

Tirade

You may expend one or more Catharsis Dice before attacking an enemy with a weapon to deal damage to up to the rolled number of targets in your attack range and heal yourself for 50% of the total damage dealt, rounded down. You may not attack less targets than the rolled number if there are still viable targets (including allies) in range. You must be level 7 or above to learn this.

Unnerving Gaze

You may expend one or two Catharsis Dice before an enemy within your line of sight attacks anyone within a 15ft radius of you to use this Reaction. You roll the Catharsis Die/Dice, gaining Advantage on the roll if the target is already Frightened, then use that roll/total instead of a d20 to make a roll for Intimidation. The enemy must then roll a Wisdom saving throw with a DC equal to your Intimidation roll. If they fail, they miss their attack and become Frightened of you for 6 seconds.

Venomous Counter

After you are hit by an attack, if the enemy that attacked you is within 50ft, you may use and roll a Catharsis Die to use this ability as a Reaction. The target, as well as any other enemies within a 5ft radius, must then make a Constitution Saving Throw equal to the value on the die plus your Strength Modifier. If they fail, they take 1d4 Poison damage and are now Poisoned for 60 seconds, taking an additional 1d4 Poison damage at the start of each of their turns.  

Vicious Swing

If you perform a melee weapon attack against an enemy suffering from a condition, you may expend one Catharsis Die to add your Strength modifier, if it is above or equal to +1, to your Attack Roll. You then add half of the Catharsis Die's value, rounded up, to the damage dealt if the attack hits, but you do not gain a Catharsis Die from that enemy taking damage.

Wrath

When you are rolling an attack roll for a weapon attack, you may expend a Catharsis Die of value 1d8 or higher, and one Catharsis Die of value 1d12 or higher, recovering your HP equal to half their rolled total, rounded down. Additionally, you roll a d100 with Advantage. If your current HP divided by your maximum HP times 100, rounded up to the nearest integer, is less than or equal to the rolled value, you force your attack to hit and be a critical hit. You must be level 7 or above to learn this.

Thrill of The Hunt

At 6th level, you learn how to better control your cathartic instincts, recognizing that there is fun to be had in a long, drawn-out session of brutality. When you take a short rest, you can keep two of your Catharsis Dice. Additionally, you now only lose a Catharsis Die at the beginning of your turn if you did not deal any damage or use a Catharsis Die last turn, or between then and this turn. Finally, once per short rest, you may gain 2d8 Catharsis Dice immediately as a Bonus Action.

Tormented Harvest

Starting at level 10, you feed off of the terror of your enemies to fight on. When you kill an enemy, you roll all your Catharsis Dice without expending them. You then take the value of up to two Catharsis Dice without expending them and recover HP based on the sum of those values. If the killed enemy was the witness of the death of his ally within the last 30 seconds, was the subject of or the witness to torture within the last 60 seconds, or were afflicted with a negative condition when they died, the healing you receive from this is doubled. Any excess hitpoints may be converted into temporary HP.

Living Warbanner

At level 14, you've devised the ultimate torture tactic so unethical and fear-inducing that even your own allies feel uncomfortable. If you attack a small, medium, or large creature with a lance, quarterstaff, or other straight object of at least 5ft long and are going to kill them, you may force them to make a DC 15 Dexterity check, which they always roll with Disadvantage. If they succeed, you miss the attack. If they fail, you leave them on 1 HP and use the weapon to convert them into a Living Warbanner. The Living Warbanner lasts 12 hours, or until you decide to take a long rest. You may leave it on the ground or carry it with you on your back, in which case the ceiling must be high enough to keep the banner upright. If it is not being carried by you, enemies can disassemble the banner, which always takes 1 minute. The weight of the Living Warbanner is equal to the weight of the creature plus the weight of the consumed weapon. The Living Warbanner can also be used as a weapon itself, in which case it always attacks with Disadvantage and copies the damage of the consumed weapon. Bringing the banner into the Astral Plane or another plane of existence like such will destroy it and the consumed weapon.

While you have line of sight to the banner, or have the banner on you, you gain the following effects:

  • You do not lose Catharsis Dice from taking Short Rests or at the start of turns when within 10ft of the banner.
  • You 1d4 gain Catharsis Dice when enemies take damage within 50ft of the banner, increased to 1d6 if the target is subject to a negative condition or if the attack they were hit by can subject a creature to a negative condition.
  • You gain Advantage for all Intimidation checks.

Additionally, both allies, enemies, and creatures other than you within 20ft of the banner and with line of sight to the banner gain the following effects:

  • They gain Disadvantage on attack rolls.
  • They gain Disadvantage on saving throws against Constitution, Dexterity, and Wisdom saving throws.

If you succeed in using this ability, you may only use it again after you take a Long Rest. When the Living Warbanner expires, you gain the consumed weapon back.

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