Base Class: Barbarian
The Path of Intensity allows barbarians to wreak havoc using more than just anger and adrenaline. The powers of emotions prove to be fatal within the wielders of this path as they can enter fits of bliss, focus, and gloom along with the typical rage, which all grant separate benefits. The followers of this path not only intensely feel their emotions, they can also spark the light of deep emotions within others around them. Their passion is unfettered and known no bounds, as their feelings grow so too does their power and capabilities, granting them feats of immense strength, precision and anguish.
Emotional Warfare
Starting when you choose this path at 3rd level, you gain new options in place of your rage feature. Instead of channeling your anger into a combative boost, you can also choose to focus on other emotions to gain different benefits in battle.
Bliss
In battle, you can envelop yourself in a state of pure joy. On your turn, you can enter a bliss as a bonus action.
While in this state, you gain the following benefits if you aren’t wearing heavy armor:
- You ignore difficult terrain.
- Once per turn, when you deal damage to a hostile creature, you can rally your allies. All friendly creatures within 10 feet of you who can hear or see you gain temporary hit points equal to the damage you dealt.
- You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t concentrate on or cast any spells that don't have the healing or warding tag while in bliss.
Your bliss lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or rallied an ally since then. You can also end your bliss on your turn as a bonus action.
Once you have used your bliss the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can bliss again.
Focus
In battle, you fight with a precise mental sharpness. On your turn, you can enter your focus as a bonus action.
While in this state, you gain the following benefits if you aren’t wearing heavy armor:
- You have advantage on Dexterity checks and Dexterity saving throws.
- When you make a ranged weapon attack using Dexterity, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
- You ignore half cover with your ranged weapon attacks.
If you are able to cast spells, you have advantage on Constitution saving throws made to maintain your concentration while focusing.
Your focus lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your focus on your turn as a bonus action.
Once you have focused the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can focus again.
Gloom
In battle, you cloak yourself with an infectious aura of misery. On your turn, you can enter a gloom as a bonus action.
While in this state, you gain the following benefits if you aren’t wearing heavy armor:
- You gain temporary hit points equal to double your Constitution modifier.
- Once per turn, when you damage another creature using a melee weapon attack, that creature must make a Charisma saving throw or become demoralized until the beginning of your next turn, meaning it cannot make more than a single attack on its turn and it cannot make attacks of opportunity. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier.
- You have resistance to necrotic and psychic damage.
If you are able to cast spells, you can’t cast them while in gloom, but you can concentrate on any spells you cast before entering your gloom.
Your gloom lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your gloom on your turn as a bonus action.
Once you have used your gloom the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can gloom again.
Domineering Spirit
Beginning at 6th level, you can’t be charmed or frightened while in rage, bliss, focus, or gloom. Any effect that is causing you to become charmed or frightened is suspended for the duration of the rage, bliss, focus, or gloom.
Empathetic Infection
Beginning at 10th level, you can use your action to exert a radius of raw emotion that causes anyone nearby to empathize with your mental state.
While in a rage, focus or gloom you can use an action to create a 10 feet radius centered on you. All creatures in this radius (other than you) must succeed on a Charisma saving throw (DC 8 + your proficiency + your Constitution modifier) or becomes afflicted with an effect that is dependent on whether you are in a rage, focus or gloom.
Rage: Each creature affected takes 1d8 fire damage and must use their reaction (if available) to attack a random creature near them.
Bliss: Each creature affected becomes charmed by you until the end of your next turn.
Focus: Each creature affected takes psychic damage equal to half your Barbarian level (rounded up).
Gloom: Each creature affected drops their held items and uses their reaction (if available) to run up to half their movement speed away from you.
Externalize Emotion
Starting at 14th level, as a bonus action, you can expend one use of your rage/bliss/focus/gloom and cause your next successful weapon attack to deal double damage. You gain 1 point of exhaustion after dealing damage.
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