Barbarian
Base Class: Barbarian

Silent barbarians are champions of eldritch power, wielding the power of fear to break the mind and scatter the enemy. Silents also develop the ability to summon alien pseudopods, and emanate an aura of crushing silence that consumes the energy around them. The path of the silent is no easy road to take, and many do whatever it takes to avoid the unfathomable wrath of those silent things that lurk beyond our universe. They come in the night, touching the dreams of promising warriors, feeding them nonsense that pushes them into a horrific rage. The paranoia develops day by day, lurking in the dark corners of their minds until they finally give in to the unfathomable desires of those things that lurk in the dark. In that dark, they find tremendous power. The patron of a silent barbarian may be extremely distant, rarely if ever contacting the person for unfathomable and unreal reasons. It might also, however, be extremely invested in the barbarian's life and choices, requesting assistance or sacrifice as tribute for their "divine" powers. It may not even be aware that you're siphoning its power. It's up to you to decide your relationship, and how you met your patron, but try to make sure that it furthers the fun for everyone at the table. Cheers!

Unknowable Mind

While raging, you have resistance to psychic damage. In addition, the first time you hit a weapon attack against a creature during your turn, you may force it to make a wisdom saving throw (DC 8 + Prof + Str) or be frightened of you until the end of your next turn. (If you already resist psychic damage, you may also gain resistance to cold damage when you're raging.) 

From The Dark

Beginning at 6th level, when you hit an enemy that's frightened with a melee weapon attack while raging, you may choose to deal extra psychic damage to that creature equal to 1d6 + half your level as you bite through their weak, fleeting thoughts. 

Nightmare's Grasp

Beginning at 10th level, you can use your bonus action to cause the eldritch pseudopods writhing around you to lash out. Any creatures you choose within 30 feet must make a strength saving throw (DC 8 + Proficiency + Strength). On a failure, the creatures are pulled to a space you choose within 5 feet of you. You may use this feature a number of times equal to your intelligence modifier (Minimum of 1) and you recover the use of this feature on a long rest. 

The Silence

Starting at 14th level, you become an avatar of eldritch horror. Whenever you are raging, you may choose to emanate an aura of silence centered on you that extends out in a ten foot radius. This aura moves with you, devouring everything it touches. You have resistance to fire, radiant, lightning, and force damage, and immunity to thunder damage while this aura is present. When a creature begins its turn in this aura, you may use your reaction to hold them in place. Make a contested strength (athletics) check with the creature. On a success, the creature is grappled by one of the eldritch pseudopods writhing in your space.

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