Base Class: Barbarian
Barbarians are warriors capable of great feats of physical power, with abilities that typically put them on the front lines in battle; taking wounds and blows on behalf of their allies. Their path in life is one fraught with danger and barbarians often find themselves developing lasting injuries and their resulting conditions. If a barbarian wasn’t born with a disability, it’s extremely likely that they will, at some point, develop one – the same can be said for any adventurer who leads a dangerous life. Over the years, a Path for barbarians has formed that focuses on coming to terms with their disabilities and chronic illnesses, with an emphasis on working with them. Dabbling in low level Psi Magics, these barbarians learn to manage their chronic pain and fatigue, providing themselves with a disability aid whilst in combat. They seek not to cure themselves, but to continue their lives of adventure and devastating combat prowess.
Fatiguing Aura
Your path is built on your years and experiences with chronic fatigue. Choosing this path at 3rd level, you gain the ability to harness your fatigue and suffuse it into a magical Psi aura whenever you rage.
For the duration of your rage, any creature that ends its turn within 5ft of you must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or be unable to take any Reactions until the end of their next turn.
On a success, the creature is unaffected. This effect ends if the creature moves more than 5ft away from you.
If a target creature that ends its turn within 5ft of you rolls a critical 1 on this Wisdom save, they also take 1 point of Exhaustion. This exhaustion doesn’t end if the creature moves more that 5ft away from you.
At 12th level, the creature is also unable to take any Bonus Actions until the end of their next turn.
Higher Threshold
Beginning at 6th level, your experience with chronic pain means you have a pain threshold higher than most and know how to manage it in ways that work best for you – whether these methods be mental or physical. Your pain hasn’t subsided, you don’t hurt any less, but your pain management has now also become useful in combat.
Whenever you rage, you regain 2HP at the beginning of each of your turns for the duration.
As you level in this path, the amount of HP you regain whilst raging increases. At 11th level, you gain 3HP back, and at 16th 4HP.
The amount of HP regained in this way can’t exceed your Hit Point maximum.
Empathic Strikeback
At 10th level, you channel impressions of your chronic pain and fatigue into a magical force of Psi energy. This doesn’t affect your own chronic pain or fatigue in any way.
On the next successful melee attack you make against a target, you can use your bonus action to deal 2d10 psychic damage. On a failed Constitution save, the target takes 1 point of Exhaustion that lasts for 1 minute, or else no Exhaustion and half damage.
Overwhelming Echoes
Starting at 14th level, you target a number of creatures within 30ft of you that you can see. The number of targets you choose is equal to your Constitution modifier (minimum 1).
Using your bonus action, you channel your psi magic – which is imbued with the echoes of your chronic pain and fatigue – outwards into each target within range. This ability doesn’t affect your own chronic pain and fatigue levels.
Every target must make a Wisdom save (DC equal to 8 + your proficiency bonus + your Constitution modifier) or find themselves abruptly overwhelmed, becoming stunned until the end of their next turn. Creatures that succeed this save are unaffected.
You can use this feature a number of times equal to your Constitution modifier (minimum 1) per long rest.
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