Base Class: Barbarian
Some Barbarians draw their rage from a dark omen or curse that afflicts them. Such a curse might be passed on through generations, bestowed by a powerful hag or fiend, or even the result of a doomful portent at the Barbarian's birth. The curse these Barbarians bear often comes with exterior sins, such as jet-black eyes or hardened sores that weep green pus.
Cursed Aura
Starting at 3rd level, your curse is unleashed when you rage.
While Raging, your curse fills an aura that extends 10 ft. from you in every direction, but not through total cover. Choose from Screams, Shadows, or Sickness - your aura's effect depends on your choice. You can change this effect whenever you gain a level in this class.
If your aura's effects require a saving throw, the DC equals 8 + your Proficiency bonus + your Constitution modifier.
Screams
Horrific wailing nearly deafens you and all creatures within your curse's aura.
When a creature within your aura makes an attack roll, you can use your reaction to deal 1d6 psychic damage to it. This damage increases as you gain levels in this class - you deal 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
Shadows
Your curse aura cloaks you in shadow.
Within your aura, bright light becomes dim light, dim light becomes darkness, and any existing darkness becomes magical darkness. While Raging, you can Hide as a bonus action.
Sickness
A cloud of pestilence fills your curse aura.
When you Rage, and as a bonus action on each of your turns, you can deal poison damage to all creatures within your curse aura. This poison damage equals your proficiency bonus.
Deafening Damnation
At 6th level, enduring your curse has strengthened within you, granting you additional abilities.
Screams
The screeching in your mind drives away sleep.
You no longer need to sleep, and cannot be forced to sleep by any means. To gain the benefits of a long rest, you can spend that time doing light activity, such as keeping watch or reading a book.
Shadows
You are at home in shadow.
You can see normally in darkness, both magical and nonmagical, out to 120 ft.
Sickness
Your sickness wards off other toxins.
You gain immunity to disease, resistance to poison damage, and advantage on saving throws against being Poisoned.
Contagious Curse
At 10th level, you learn how to infect others with your curse, its effect and range determined by your prior choices.
You can attempt to curse someone a number of times equal to your proficiency bonus, and you regain any expended uses when you finish a long rest.
Screams
You can use your bonus action to shriek at a creature within 10 ft. of you, forcing it to make a Constitution saving throw. On a failure, the target takes 1d12 psychic damage, and is Deafened until the start of your next turn.
Shadows
Once on each of your turns, when you hit a creature with a melee weapon attack, you can force the target to make a Constitution saving throw. On a failure, shadows wrap around its eyes, dealing 3d6 necrotic damage and blinding it until the start of its next turn.
Sickness
When a creature within 10 ft. of you hits you with an attack, you can use your reaction to force it to make a Constitution saving throw. On a failure, it takes poison damage equal to half your Barbarian level, and it is Poisoned until the end of its next turn.
Accursed Assimilation
By 14th level, your curse has become a part of you.
You are immune to spells and effects that would curse you (such as Hex or Bestow Curse).
Moreover, your curse is augmented when you Rage - when you enter your Rage, you can choose to change which type of curse you currently have afflicting you. As well, when you Rage, you can choose to gain the benefits of all three curse selections. Once you do so, you cannot do so again until you finish a long rest.
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