Barbarian
Base Class: Barbarian

In my rest, they sang to me...
In dreams, they came...
That voice which calls to me...
And speaks my name...

And will I flee again? For now I find...
The Man, the Haunting Moonlight is there...
Inside my mind...

Barbarians are those whom show incredible prowess and physical ability as well as uncontrolled wrath. Some however are... augmented.

Whether by blessing, curse, or supernatural incident, you have been touched, bonded by the haunting occult magics of the night, wreathed in haunting visages of the nocturnal predators of the mind. These spirits do not bring you harm, however. Instead, they provide a method to the madness, and wrangle your unbridled rage to be a lot more tempered... which in turn, makes you all the more intimidating to face for those not accustomed to the night.

 

Dastardly Attack

At 3rd Level, Once per turn, when you make an attack roll against a creature suffering the frightened condition, you may add 1d12 of the weapon’s damage type to the damage roll.

At levels 6, 10, and 14, this extra damage increases to 2d12, 3d12, and 4d12 respectively.

Accursed Aura

At 3rd Level, your rage has been enchanted further by the nightly guides which are tethered to your being. This makes manifest as, when you rage, the air sickens with dread, as your form mutates to that of a horrid nightmare of the minds of those whom bear witness to you.

When you enter your rage, all creatures within 10 feet of your choice must make a Wisdom Saving Throw (DC of 8 + Proficiency Bonus + Constitution Modifier), on a failure, they are frightened of you. While frightened in this way, the target’s speed in halved. On a success, the creature cannot be frightened in this way for the rest of your current rage. Additionally, when a creature starts or ends its turn within 10 feet of you, it must make a wisdom save, with the same effects and dc as stated above.

The Aura increases to 30 feet at 10th level.

Profane Prowess

When you walk this path at 3rd level, you have adapted to the nocturnal nature of your spiritual guides. In doing so, the mystical connection you have to the darkness, or other irreverent forces, has enchanted you with supernatural features. You gain the following benefits:

  • You learn the Thaumaturgy Cantrip.
  • You gain a 15 foot increase to your walking speed, and your Climbing and Swimming Speed equal your walking speed.
  • You gain 120 feet of Darkvision.
  • You have advantage on attacking creatures suffering the frightened condition.
  • You gain proficiency with Stealth, additionally, you’re allowed to double your proficiency bonus for any Stealth check you make.

Wrath of the Wicked

At 6th Level, when you bring a creature down to 0 hit points while raging, you gain your barbarian class levels in hit points, and additionally gain an additional 10 feet of movement speed, which dissipates at the end of your turn.

Moreover, while raging, saving throws against your Accursed Aura feature have disadvantage.

Cryptic Visages

At 10th level, Your guides begin to take a literal manifestation to aid your hunt. As an action, or as you enter a rage, the nightly guides which wrangle your wrath appear in an unoccupied space within 5 feet of you. They could be a pack of spectral wolves, a band of ravens, or collections of ghostly faces which levitate around you. They act as a horde, and on their own initiative, which is immediately after your turn. When not instructed, they take the Dodge action. However, as a bonus action on your turn, you can command them to take any other action they are capable of taking.

You can use this feature a number of times equal to your proficiency bonus per long rest when not raging.

Forbidden Guides

Armor Class 13 (natural armor)

Hit Points 3 + Three times your Barbarian Levels (Every 1/3 of the maximum HP depleted destroys one of the guides, as described in the actions.)

Speed 50 ft., fly 40 ft. (hover)

STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
13 (+1)
WIS
18 (+8)
CHA
11 (+0)

Damage Immunities necrotic

Condition Immunities charmed, frightened, grappled, prone, restrained

Senses darkvision 120 ft., passive Perception 14

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Actions

Horde Summon. As long as there are 3 Guides, they can take three actions on their turn. 2 if there are only 2 left, and 1 if there is one left respectively.

Vice Grasp. Melee Weapon Attack: +3 + (PB) to hit. 1d8 + 3 + (PB) Psychic Damage. Additionally, on a hit the target makes an Athletics or Acrobatics Check against the Guide to avoid being grappled.

Doubtful Whisper. Ranged Weapon Attack. +4 + (PB) to hit. On hit, the creature is frightened.

Sacrilegious Supremacy

At 14th Level, your guides take a much more hand on approach, and grant you some Eldritch Boons to capitalize on the horror you bring. Choose two of the following options for your Gifts of Eldritch Guides:

Heinous Resilience

While raging, you gain resistance to fire, cold, lightning, necrotic, and poison damage. 

Howl of the Lunar Motherhood

As a Bonus Action, you call to your connection of the moon, and it’s occult magic. Regaining 2 x Your Barbarian Levels in hit points. Once you use this, you can’t benefit from it again until you finish a long rest.

Maddening Subjugation

As a bonus action, you assert thoughts of horrid images into the minds of those suffering the frightened condition, making them move up to their movement speed (ignoring the halved debuff as part of the bonus action), and immediately make a single melee weapon attack against an ally of that creature. This attack can benefit from your Dastardly Attack feature.

Rend the Weakened Minds

At the end of your turn, all creatures within 30 feet of you that suffer the frightened condition take 4d4 + Your Constitution Modifier in psychic damage.

Step of the Nightride

You gain a flying speed equal to your walking speed, and gain twice the movement bonus from the Wrath of the Wicked feature.

Superior Terror

Creatures frightened by you have their speed reduced to 0, and cannot benefit from bonuses to speed. Additionally, creatures which have immunity or advantage on saving throws against suffering the frightened condition don’t benefit from such abilities when you impose an effort to frighten them.

Previous Versions

Name Date Modified Views Adds Version Actions
4/26/2021 6:33:55 PM
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