Base Class: Barbarian
Key to the identity of a barbarian is their legendary rage. Many variants of barbarian will utilize their anger in a slew of ways, but unique among barbarians are those devoted to the Path of Terror. By tapping into the horror of the world around them (filled with monsters as it inevitably is) and their own fear, they elevate their rage to astounding feats of physical prowess that allow them to escape or survive that which would claim a normal person. As well, many such barbarians have proven proficient in invoking this same fear in their allies such that they too can take flight when the situation calls for it.
Level 3: Terrified Rage
You revel in the experience of being afraid, and in turn can utilize the emotional energy it provides you to strengthen your martial prowess. When you rage, you may choose to become frightened as well. When you are frightened you do not suffer the normal penalties to ability checks and attack rolls, nor are you unable to move closer to the source of your fear. If you become frightened due to raging, and thus do not have a specific source for your fear, you must choose a hostile creature or trap you can see to be the source of your fear (refer to the Detect Trap spell for what is considered a trap). If you cannot select a source for your fear you may not become frightened when you rage and instead follow the normal rules for raging. You may double your rage damage bonus for attacks that target the source of your fear. In addition, if a creature or effect would have you become frightened, you may begin to rage without expending one of your rages. You may choose to automatically fail any saving throws or ability checks to resist becoming frightened. Your rage is also sustained so long as you are frightened.
Level 6: Fight or Flight
You have learned to harness the surge of adrenaline that courses through your veins once you become frightened. You have advantage on attack rolls against creatures you are afraid of and you may roll a d4 and add the result to Dexterity checks and saving throws you make as long as you can see the source of your fear.
Level 10: Bravely Run Away
Seeking to escape that which scares you has fostered in you a nearly supernatural ability to remove yourself and your friends from a situation. While you are frightened, you and any creature that begins its turn within 15 feet of you may use a bonus action to Dash so long as they end that movement further from the source of your fear than they began.
Level 14: Existential Dread
There is little more terrifying than being in mortal danger. You have learned to harness this fear and turn it into a potent motivating force. While you are frightened, for every 10 hit points you are missing below half of your maximum, you gain a +1 bonus to attack rolls, ability checks, and saving throws. For example if your maximum hit points is 120 and you currently have 40 hit points, the bonus would be a +2 (for being at 20 less than half your maximum hit points). You must be conscious to gain this bonus and the bonus amount may not exceed your proficiency bonus.
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