Base Class: Barbarian
When you walk the Path of Cold Blood, your rage falls quiet. The fury and passion of the barbarian fade away - leaving the emotionless shell of a killing machine.
Unsettling Presence
Starting at 3rd level, you can break the resolve of those who stand against you. Once per turn when you hit a creature with a melee weapon attack, you can force them to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if you are within line of sight, ending the effect on itself on a success.
While raging, your weapon attacks deal bonus psychic damage equal to your Charisma modifier to creatures that are frightened of you.
Additionally, your bodily functions slow to an eerily death-like state. Your breathing and heartbeat slow and become inaudible, your body temperature plummets, and you no longer need to blink.
Inescapable
At 6th level you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks you make when you take the Search action.
Uncanny Resilience
Starting at 10th level, whenever you succeed on a saving throw while conscious, you can choose a number of hostile creatures that can see you equal to your Charisma modifier. Those creatures must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn.
Unnatural Pursuit
When you reach 14th level, the lengths you will go to pursue your quarry defy reason. While raging, when a creature that is frightened of you ends its turn unable to see you, you can use your reaction to vanish and reappear in an unoccupied space within 5 feet of that creature. As part of the same reaction, you can make a melee weapon attack against that creature. On a hit the creature must make a Strength saving throw (DC equal to 10 + your proficiency bonus + your Strength modifier) or be knocked prone.
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