Base Class: Barbarian
The Path of the Dreamslayer is walked only by those whose minds have been shattered by trauma and darkness, yet whose spirits refuse to break. These barbarians do not merely rage with primal fury—they unleash the torment of their fractured psyche upon the world, turning their wounds into weapons. Their fury is a waking nightmare, a haunting storm of psychic power and savage might that distorts reality itself.
The Dreamslayer’s rage summons visions of twisted forests, phantasmal chains, and creeping shadows, binding their foes in a hallucination-fueled terror. Their enemies glimpse the chaos behind their eyes—frightened not only by the barbarian’s wrath but by the shattering horror of their mind.
Yet within this madness lies a grim clarity. The Dreamslayer fights to reclaim a world lost to nightmare, turning their pain into a blade sharper than steel. Every strike tears open the veil between dream and reality, every scream rends the minds of their foes.
Those who walk this path embrace their fractured identity, becoming both hunter and hunted in a realm where waking and dreaming bleed into one another. In their wake lies a trail of broken minds, twisted shadows, and whispered legends of a furious soul who cannot be silenced.
Dreamshard Fury
When you enter your rage, your physical attacks carry a touch of your fractured mind’s power.
-
When you hit a creature with a melee weapon attack during your rage, you deal extra psychic damage equal to your Barbarian level.
-
Additionally, the target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be frightened of you until the start of your next turn, as your rage reveals horrifying glimpses of your nightmare mind.
Nightmarish Resilience
Your body and mind become hardened against the terrors that plague you.
-
You gain resistance to psychic damage.
-
While raging, you have advantage on saving throws against being charmed or frightened.
Wonderland’s Grip
You can manipulate the fractured reality of your mind to bend enemies’ perceptions and movements.
-
As a bonus action while raging, you can force one creature you can see within 30 feet to make a Wisdom saving throw (DC same as above).
-
On a failed save, the creature is restrained by phantom vines or twisted shadows (your choice) until the start of your next turn.
-
On a successful save, the creature is disoriented, having disadvantage on attack rolls and ability checks until the start of your next turn.
You can use this feature a number of times equal to your Constitution modifier (minimum 1), regaining all uses after a long rest.
Hysteria
Your rage becomes a terrifying force of reckoning, manifesting the full horror of your fractured mind.
-
When you enter your rage, you can choose to unleash a psychic scream.
-
Each creature of your choice within 20 feet must make a Wisdom saving throw (DC as above).
-
On a failed save, a creature takes psychic damage equal to twice your Barbarian level and is stunned until the end of its next turn.
-
On a successful save, the creature takes half damage and is not stunned.
Once you use this feature, you cannot use it again until you finish a long rest.
Comments