Barbarian
Base Class: Barbarian

Where other barbarians roar with primal fury, you are the hush before the collapse—the faint tremor that heralds ruin. Your rage is not loud, but insidious, a quiet unraveling that seeps into the seams of the world. A single misstep becomes a downfall, a loosened knot becomes a snapped rope, and the smallest crack widens into catastrophe. You are the omen no one notices until it is far too late, the whisper of misfortune that turns triumph to tragedy. In your wake, certainty falters, foundations crumble, and the mighty learn that even the smallest disaster can bring the end.

Omen of Small Doom

 

  • Doomspark. When you enter a rage, choose one creature you can see within 30 feet. Until your rage ends, the first attack roll it makes each turn suffers a penalty equal to your Rage Damage.
  • Minor Mishap. Once per turn when you hit a creature with a melee attack, you may force it to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failure, it suffers a mishap of your choice:
    • drops one held item,
    • stumbles and its speed is reduced by 10 feet until the end of its next turn,
    • or gives off a loud noise that reveals its position.
  • Small and Unnerving. You gain proficiency in Intimidation, or expertise if you already have it.

Creeping Catastrophe

  • Frayed Edges. When a creature within 10 feet of you makes a saving throw, you may use your reaction to impose disadvantage on that save. You can do this a number of times equal to your Constitution modifier per long rest (minimum 1).
  • Unstable Ground. While raging, the area within 5 feet of you counts as difficult terrain for enemies as stones shift, boards creak, and footing betrays them.
  • Harbinger’s Glare. When a creature you can see scores a critical hit, you may force it to reroll the attack and take the new result.

Doom in Miniature

 

  • Aura of the Smallest Disaster. You emit a 10‑foot aura while raging. Enemies in the aura have a –1 penalty to AC and Dexterity saving throws as their gear loosens, footing slips, and luck sours.
  • Faltering Strike. When you hit a creature, you may reduce its speed to 0 until the start of your next turn. You can use this a number of times per long rest equal to your proficiency bonus.
  • Unavoidable Incident. When you fail an ability check or attack roll, you may treat the roll as a 10 instead. You can do this once per rage.

The Littlest Cataclysm

  • Catastrophe Pulse. As an action while raging, you unleash a wave of creeping disaster. Each creature of your choice within 20 feet must make a Dexterity saving throw.
    1. Failure: takes 5d10 force damage and suffers two mishaps from the list below.

Success: takes half damage and suffers one mishap.

  1. Mishaps:
  2. knocked prone
  3. pushed 15 feet
  4. drops all held items
  5. speed reduced to 0 until end of its next turn
  6. disadvantage on its next attack roll
  • Tiny Doom Engine. After using Catastrophe Pulse, you gain resistance to all damage until the start of your next turn.
  • Inevitable Misfortune. Once per turn when a creature within 10 feet hits you with an attack, it takes psychic damage equal to your Rage Damage as dread creeps into its mind.

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