I had an idea of making a nonviolent barbarian subclass, so I kinda just inscribed my ideas. Any ideas/criticism would be would be very helpful.
A typical Barbarian's rage usually fuels terrific displays of violence, as they use various sources to carve a path of destruction. Barbarians of the Path of the Mediator instead opt for more peaceful outcomes. Mediator barbarians use their durable frames and patient words to take their time to calm any opponent they can and reach nonviolent solutions. However, their kindness should not be mistaken for weakness, as the same abilities that make them skilled negotiators also make them incredibly fearsome opponents. The DC for any feature in this subclass that calls for a saving throw is equal to 8+ your charisma modifier+ your PB.
Aura of Peace
Starting when you choose this path at 3rd level, you can exude an Aura of Peace. On your turn, you can exude an Aura of Peace as a bonus action. While doing so, you gain the following benefits if you aren't wearing heavy armor:
You have advantage on Charisma Checks and Charisma Saving Throws.
As part of the bonus action used to exude the aura of peace and as a bonus action on all subsequent turns during this effect, you can force one hostile creature within 10ft of you to make a Wisdom Saving throw.
On a failure, the creature will no longer be hostile to you and will attempt to make its allies stop fighting you.
This effect ends if you deal damage to the creature.
A creature will have advantage on the saving throw if they've seen you deal damage to them or their allies.
A creature immune to being charmed is immune to this effect.
All damage that any creature(including yourself) within 10ft of you deals is reduced by an amount equal to your rage damage bonus.
All attack rolls made within 10ft of you have a disadvantage.
This ability lasts for 1 minute. It automatically ends early if you deal damage to any creature while it is active. Using this ability consumes one of your usable rages for the day. At 14th level the range of all this feature's abilities increase to 30ft.
Bonus Proficiencies
Starting at 3rd level, you gain proficiency in two charisma skills of your choosing.
Inner Strength
Beginning at 6th level, your gain an impressive amount of emotional intelligence. You gain proficiency in wisdom saving throws, and can add your wisdom modifier to any charisma check you make.
Reproaching Prescence
Beginning at 10th level, your very presence is a reproach to the violent. Whenever a creature within your reach attempts to damage another creature with a weapon attack, you can use a reaction to make a specialized opportunity attack. This attack deals no damage but instead forces the creature to make a charisma or wisdom(they choose) saving throw. On a failure, the creature must fall prone while weeping for 3 turns and automatically miss the attack. This effect automatically ends if the creature takes damage.
Destiny Bond
Starting at 14th level, you can forge a Destiny Bond with one creature of your choice, forcing it to choose between its violent ways and the end of its life. You can, as an action forge a Destiny Bond with one creature of your choice within 30ft of you. When you do so, the following occurs:
Any damage the creature would take is dealt to you as well. This damage cannot be reduced or resisted in any way.
Any damage you would take is dealt to the creature as well. This damage cannot be reduced or resisted in any way.
If either you or the creature is reduced to 0 hit points, the other is also reduced to 0 hit points.
This effect lasts for 1 minute. Once you use this feature, you can't do so again until you finish a long rest.
I had an idea of making a nonviolent barbarian subclass, so I kinda just inscribed my ideas. Any ideas/criticism would be would be very helpful.
A typical Barbarian's rage usually fuels terrific displays of violence, as they use various sources to carve a path of destruction. Barbarians of the Path of the Mediator instead opt for more peaceful outcomes. Mediator barbarians use their durable frames and patient words to take their time to calm any opponent they can and reach nonviolent solutions. However, their kindness should not be mistaken for weakness, as the same abilities that make them skilled negotiators also make them incredibly fearsome opponents. The DC for any feature in this subclass that calls for a saving throw is equal to 8+ your charisma modifier+ your PB.
Aura of Peace
Starting when you choose this path at 3rd level, you can exude an Aura of Peace. On your turn, you can exude an Aura of Peace as a bonus action. While doing so, you gain the following benefits if you aren't wearing heavy armor:
This ability lasts for 1 minute. It automatically ends early if you deal damage to any creature while it is active. Using this ability consumes one of your usable rages for the day. At 14th level the range of all this feature's abilities increase to 30ft.
Bonus Proficiencies
Starting at 3rd level, you gain proficiency in two charisma skills of your choosing.
Inner Strength
Beginning at 6th level, your gain an impressive amount of emotional intelligence. You gain proficiency in wisdom saving throws, and can add your wisdom modifier to any charisma check you make.
Reproaching Prescence
Beginning at 10th level, your very presence is a reproach to the violent. Whenever a creature within your reach attempts to damage another creature with a weapon attack, you can use a reaction to make a specialized opportunity attack. This attack deals no damage but instead forces the creature to make a charisma or wisdom(they choose) saving throw. On a failure, the creature must fall prone while weeping for 3 turns and automatically miss the attack. This effect automatically ends if the creature takes damage.
Destiny Bond
Starting at 14th level, you can forge a Destiny Bond with one creature of your choice, forcing it to choose between its violent ways and the end of its life. You can, as an action forge a Destiny Bond with one creature of your choice within 30ft of you. When you do so, the following occurs:
This effect lasts for 1 minute. Once you use this feature, you can't do so again until you finish a long rest.