Barbarian
Base Class: Barbarian

The Path of the Tormented subclass has focus on adding magic to the Barbarian via a source of torment.

Torment can come in many forms, eldritch entities, deals with the fey, demonic curses, forbitten knowledge, horrific science experiments, parasites and many more, that torment is the source of your magical capabilities though not in a willing way, you did not chose your condition but you chose to endure.

Your magical abilities come at the cost of your health so you must be careful when to use them.

Infected by Torment

Beginning at 3rd level, you gain access to 2 cantrips and 1 1st level spell from the Warlock spell list, your spellcasting ability is Wisdom, you cannot cast ritual spells. You do not use spell slots to cast spells, instead, if you wish to cast one of the selected spells, you can at the cost damaging yourself for 1d4 psychic damage per level of the spell, you may roll the damage before choosing to cast the spell, cantrips are 1 psychic damage per cast.

You also gain additional cantrips and spells from the Warlock spell list at the following levels in Path of the Tormented Barbarian:

  • At 6th level, 1 cantrips and 1 1st level spell.
  • At 9th level, 1 2nd level spell and 1 1st level spell.
  • At 12th level, 1 2nd level spell and 1 1st level spell slot.
  • At 15th level, 1 cantrips, 1 2nd level spell slot and 1 3rd level spell.
  • At 18th level, 2 cantrips, 1 3rd level spell slot and 1 4th level spell.

 

Unstable Rage

While Raging, if you wish to maintain control of your Torment, you must make a Wisdom saving throw of DC 15 at the end of your turn to keep your Torment under control.

On a success nothing different happens, but on a fail, you lost control of your Torment and you will damage yourself for 1d4 psychic damage at the end of every turn you don't have control of your Torment plus 1d4 psychic damage for every turn you didn't have control of your torment.

You also gain the following benefits while you have lost control of your Torment:

  • You become emotionally uncontrollable, becoming immune to being charmed and frightened, If you were charmed or frightened when you lost control of your Torment, the effect is suspended until you regain control.
  • Your damage bonus granted by Rage is increased by half of your proficiency bonus rounded up.
  • You can cast while Raging, though the cast will be at disadvantage and still you can't use concentration.

If a player wishes to regain control, at the beginning of their turn they must succeed at the same Wisdom saving throw said above to regain control of their Torment, or sacrifice 2 hit dice for the same effect.

If you are not Raging, you will regain control. 

Torment Aura

At 6th level you can use an action you make so that all creatures in a 10ft radius around you, friendly or not, have to make a Wisdom saving throw.

Creatures that successfully pass the save have no changes, those who failed are frightened of you for 1 full turn.

If you use this feature while you lost control of your Torment you gain the following benefits.

  • Upon use this feature is in constant effect, activating whenever a creature enters or ends it's turn inside Torment Aura, if you wish to deactivate this feature you must use 1 bonus action.
  • Creatures take 1d4 psychic damage at the end of every turn while inside Torment Aura, they also take 1d4 psychic damage for every action and reaction they do inside Torment Aura.
  • Any attack or spell you hit does an additional 1d4 psychic damage if the target is inside Torment Aura.

Penetrating Gaze

At 10th level, as a bonus action, you choose a creature that you can see in a 60ft radius around yourself to gaze at them, the target must make a Wisdom saving throw, on a fail they take 3d8 psychic damage, on a success they take half the damage.

This feature has 2 uses, you replenish all uses of Penetrating Gaze with one short rest. 

If you use this feature while you lost control of your Torment you gain the following benefits.

  •  If a creature fails the save they also become mentally weakened for 1 full turn, mentally weakened creatures have disadvantage on Intelligence, Wisdom and Charisma saving throws.
  • if you use this feature on a frightened creature, the creature becomes paralyzed for the remainder of your turn.

Fate Chosen

At 14th level you now choose how the relationship between you and your Torment ends, changing your features based on what you chosen.

Fate Chosen: Cooperation.

  • Whenever Raging, you can choose at will to lose or maintain control of your Torment with out needing a Wisdom saving throw, though it still costs 1 bonus action.
  • Whenever you deal psychic damage to a creature other than yourself you gain temporary hit points equal to the damage dealt, up to 20 total temporary hit points, any psychic damage dealt beyond that won't give any more temporary hit points.
  • You can change the damage type of spells to psychic as a means to overcome resistances and immunities to damage types.

 

Fate Chosen: Domination.

  • You will never lose control of your Torment when you Rage, you also gain and the ability to cast normally and to keep concentration while Raging.
  • The bonus damage from Rage now applies to damaging spells.
  • You become immune to being charmed or frightened as well as to any source of psychic damage.
  • You and any allied creature within 30ft of you gain advantage on Wisdom checks and saving throws.

 

Fate Chosen: Submission.

  • You permanently lose control of your Torment and losing control of your Torment no longer damages you.
  • You gain advantage on attack rolls against frightened creatures who's source of fear is you.
  • Torment Aura's radius is increased to 15ft.
  • You increase uses of Penetrating Gaze to 4 times. 

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