Base Class: Barbarian
Rage and anger is the focal point of all barbarians, empowering their strikes with their fury. But when rage begins to seep out of them and infect others, then the barbarian becomes a soul weaver. Soul weaver’s rages are filled with more than just anger, they explode out with emotion and fill the souls around them with bursting feeling and emotion.
These barbarians can gain their powers in any manor of different and impressive ways, perhaps they are psionically enhanced and their rage hums with psychic power, maybe they are imbued with the beginning energy of the feywild, or maybe heir own rage is so powerful it seeks a way to escape the limiting bodies of the barbarian.
Burst of Emotion
Starting when you choose this path at 3rd level, your rages explode with emotional power. When you rage, choose one of the following effects that appear in a 15ft radius around you, these effects don’t apply to you however.
If a creature is required to make a saving throw, the dc equals 8 + your proficiency modifier + your constitution modifier
Anger. Your rage booms out in a flash of anger, all creatures that are within the radius get the following benefit: For the next minute, the first attack that an effected creature hits adds psychic damage equal to your rage’s bonus damage modifier to its damage.
Joy. When you rage, bliss fills the area, all creatures within the radius gains the following benefit: effected creatures gain temporary hit points equal to your barbarian level plus your rage’s bonus damage modifier.
Anxiety. A sickening wave of anxiety rushes out of you, all creatures in the radius must make a wisdom saving throw, taking 2d10 psychic damage on a failure, or taking half as much damage on a success. On a failed save, the creature subtracts an amount on their next attack roll or ability check they make within the next minute equal to your Rage's bonus damage modifier.
Fear. A torrent of fear and terror billows out of you, all creatures within the radius must make a wisdom saving throw, being frightened as long as you are raging on a failure, and not being frightened on a success. The creature can make the saving throw again at the end of each of their turns.
Shielded Feeling
Beginning at 6th level, you are immune to being charmed or frightened, additionally, if a creature tries to charm or frighten you while you are raging, that creature must make a wisdom saving throw(dc is the burst of emotion dc), having the effect applied onto them until the end of their next turn on a failure.
Improved Burst
beginning at 10th level, your emotional influence becomes more potent. The range of your burst of emotion feature increases to 20 feet, and you gain the following two options for your emotional burst:
Frenzy. A mixture of paranoia and anger blast out of you, all creatures within the radius must make an intelligence saving throw. On a failure the creature cannot discern friend from foe and regards all creatures as enemies for as long as you are raging. The creature must attack the nearest creature to them on their turn. If an effected creature takes damage, they can repeat the saving throw.
Courage. A bolstering aura of courage boosts the nearby creatures, all creatures within the radius gain the following bonuses as long as you are raging:
- Effected creatures have their movement speed increases by 10 feet.
- Effected creatures can add your rage’s bonus damage modifier to saving throws.
- Effected creatures gain advantage on attack rolls if they’re within 5 feet of an allied creature.
Emotional Influence
Starting at 14th level, you gain resistance to psychic damage while raging and while you are raging, you can activate one of your bursts of emotion as a bonus action.
You can use this feature times equal to your proficiency modifier before a long rest
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