Barbarian
Base Class: Barbarian

Barbarians who tread the Path of Monstrosity often find themselves far from charming horizons. Drawn to violent pastures to flee judgmental harm or to cause it. These wayward warriors adopt misunderstood life styles that seem frightening to those around them. Such barbarians are mistaken by adventurers for wild monsters. Many choose to embrace the nightmares they're seen as.

Horrifying Ferocity

Starting when you choose this path at 3rd level, you display terror with your weapon strikes. Once per turn while you’re raging, if you hit a creature with a weapon attack it must make a wisdom saving throw DC 8 + your proficiency bonus + your constitution modifier or be frightened of you until the end of it's next turn. Additionally, you learn one of the following languages: Abyssal, Deep Speech, Draconic, Infernal, Sylvan, Giant, or Primordial.

Despair Bringer

At 3rd level, your form provokes unexpected despair. You gain a climbing speed equal to your walking speed and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Terrifying Presence

Starting at 6th level, your body and vocal chords have adapted to suit your needs. You may add your constitution modifier to intimidation checks and you can alter your voice to sound similar to any creature you have heard before. 

Unstoppable Monster

At 10th level, you're a force better left alone and forgotten. At the start of your turn while you're raging, you gain a number or temporary hit points equal to your constitution modifier. Additionally you no longer count as humanoid for enemy spells that require a saving throw from you. 

 

Imperishable Nightmare

Beginning at 14th level, the forces that try to slay you falter. When you take damage, you can use your reaction and roll a number of d12 equal to your constitution modifier. You regain an amount of hit points equal to your roll. You can immediately stand up if you are prone and cause one of the following effects to occur:

Cause Panic. You cause creatures of your choice within 10ft of you that can see you to roll a wisdom saving throw DC 8 + your proficiency bonus + your constitution modifier or become frightened of you for one minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

Mutate. You sprout wicked wings and gain a flying speed equal to your walking speed until the end of your next turn. You can immediately move up to your movement speed and ignore attacks of opportunity when doing so.

Disappear. You immediately perform a stealth check and become invisible along with anything you are carrying to creatures whose passive perception is lower than your roll for 1 minute or until you attack.

Additionally, you gain resistance to the damage type that caused you to take damage and one other damage type of your choice for 10 minutes.

Once you use this feature, you can’t use it again until you finish a long rest.

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