Barbarian
Base Class: Barbarian

Most Barbarians tap into their rage and fury to fuel their combat abilities, the reason being that anger is the easiest emotion to harness. You, however, have grown weary of the hatred. Whether because of the toll it has had on you, or that it has had on others in your life, you have learned to harness a new emotion: Sorrow. Less impulsive and brash, your sorrow allows you to open yourself up to others, affecting them just as much as the world has affected you.

Tearfall

There are few who know the power of emotion as well as you. As you have learned to channel your anger, you now know how to harness your sorrow and pity.

Starting when you choose this path at 3rd level, you gain the ability to channel your emotions into Psionic energy. As a bonus action, you may expend a use of your Rage feature to begin your Tearfall, rather than entering a Rage.

While in your Tearfall, all class abilities that refer to Rage also include Tearfall, and whenever a Barbarian feature would apply to Strength, apply it to Wisdom as well. In addition, you gain the following benefits if you aren’t wearing heavy armor:

  • You have advantage on Wisdom checks and Wisdom saving throws.
  • When you attack with a weapon, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. (in DNDbeyond this is applied automatically when using magical weapons, but when using non-magical weapons you must change it manually)
  • You have resistance to bludgeoning, piercing, and slashing damage.

While in your Tearfall, you can't cast or concentrate on spells.

Your tearfall lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your Tearfall on your turn as a bonus action.

Empathic Awareness

You gain advantage on Wisdom (Insight) checks.

Additionally, you gain the ability to open your awareness to the emotions of others as an action. Until the end of your next turn, you can sense the emotional state of a number of creatures equal to your Wisdom modifier that you can see within 30 feet of you. The information you receive is limited to the following emotions, as well as the intensity of the emotion from 1 (slight emotion) to 6 (intense emotion).

EMOTIONS
Joy
Surprise
Sadness
Anger
Disgust
Contempt
Fear
Shame
Guilt
Indifference

 

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

At 10th level, when you use this feature, you may cast the calm emotions spell on one creature that was targeted. Wisdom is your spellcasting ability for this spell.

Selfless Tears

At 6th level, your empathy for living beings grows, allowing you to take extra measures to soothe their pain.

Friend In Need: When a creature you can see is reduced to 0 hit points while in your tearfall, you can use your reaction to move up to half your speed.

Ease Suffering: As an action, you can touch a living creature that has 0 hit points. The creature becomes stable. This has no effect on undead or constructs.

Psionic Strikes

Starting at 6th level, you are able to inflict a fraction of your pain onto your enemies. When you hit a creature with a weapon attack, you can cause the over-flow of emotion to lash out at a different creature of your choice that you can see within 10 feet of it. The second creature takes 1d6 psychic damage.

When you reach 18th level in this class, the extra psychic damage increases to 2d6.

Aura of Woe

At 10th level, your sorrow sows uncertainty in your enemies even if for the slightest moment. While in your tearfall, when an enemy within 10 ft. of you targets you with an attack, they gain disadvantage on the attack.

Maddening Wail

At 14th level, your anguish grows stronger than fear and want. While in your tearfall, you are immune to the charmed and frightened conditions.

Additionally, as an action, you can let loose a cry of sadness in a 60 ft cone that shakes enemies to their core. Each creature in that area that can hear you must make a Constitution saving throw, taking thunder damage equal to 5d12 + your wisdom modifier on a failed save, or half as much damage on a successful one. On a failed save, the creature is also stunned until the end of your next turn.

You can use this feature a number of times equal to your wisdom modifier, and you regain all expended uses when you finish a long rest.

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