Base Class: Barbarian
Not all barbarians have the luxury of being born into societies that cherish the battle-hardened warrior. Many born into more genteel or subdued cultures of the world are forced to hide the primal fury in their hearts, lest society should attempt to tame them instead. Lives of measured anger have led these barbarians down this path. These barbarians are masters of their emotions and refuse to let it show even in the throes of rage.
Veil of Calm
Starting when you choose this path at 3rd level, years of hiding your rage have steeled your outward emotions. Once per turn, you can go into or out of your rage at will, without using your bonus action.
Pointed Words
You know that the sword and axe are not the only weapons of battle. You hone you words to be as sharp, sowing doubt into the mind of you adversary. As a bonus action, you may choose a target within 30 ft. of you that understands your language. You make a Charisma (Intimidation) check against their contested Wisdom saving throw. If the creature fails, it has disadvantage on attacks against you until the start of your next turn.
Calculated
Beginning at 6th level, amidst your rage, time seemingly slows as your stalwart mind races to find the weaknesses of your opponents. As a bonus action to make an Intelligence check on a creature you just attacked with a melee weapon. If the total is more than the creature's Dexterity score, you can make another attack against it.
Patient Anger
Beginning at 10th level, you learn to let your enemies play into your hands, rather than rushing to meet them where they stand. If you have taken the dodge action on your turn, when a creature misses a melee attack against you, you can attempt a retaliatory melee attack against them. You can only retaliate once per creature that misses a melee attack against you per round.
Snap
Starting at 14th level, you allow your hardened exterior to crack, letting rage scream into your expression. While raging, if you land an attack on a creature, you can choose to make it a critical hit. If that creature drops to 0 hit points, every creature that could see the attack and doesn't consider you an ally must make a Wisdom saving throw (DC 8 + your Charisma or Strength modifier + your proficiency bonus). On a failure, the creature becomes frightened of you.
You can use this feature a number of times per long rest equal to your Constitution modifer. You can use this once per turn in combat.
Previous Versions
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2/8/2022 9:06:50 AM
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2/10/2022 8:32:06 AM
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