Base Class: Barbarian
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Crown of the Oathbreaker © 2022, Elderbrain, Inc.; Authors: Gabor Dan, David Feher, and Tamas Marton; edited by Wrexxal.
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Taking advantage of one’s weakness is a crucial tactic in combat. These barbarians learn how to instill fear in their enemies and exploit their opponents’ hesitation when facing a raging menace. The disregard and disdain these barbarians feel for those who fear them gives them an extra surge of power as if they would feed on the fear they create. Many of the Vordani war tribes use this tactic to overcome their foes.
Demoralizing Blow
Starting at 3rd level, you can break the ferocity of those whom you attack. As a bonus action, you can choose a creature that you have dealt damage to with a melee weapon during your turn. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equals 8 + your Proficiency Bonus + your Charisma modifier) or have disadvantage on its melee attack rolls against you until the end of your next turn.
Terrifying Onslaught
Starting at 6th level, you can instill fear in the hearts of those you attack. As a bonus action, you can choose a creature that you have dealt damage to with a melee weapon during your turn. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equals 8 + your Proficiency Bonus + your Charisma modifier) or become frightened until the end of your next turn.
Culling the Weak
Starting at 10th level, you can take advantage of those who fear you. You gain advantage on melee attack rolls against frightened creatures and your melee weapon attacks score a critical hit against them on a roll of 19 or 20.
Intimidating Slaughter
Starting at 14th level, the fear in the eyes of your enemies intensifies your combat prowess. As a bonus action, you can make a melee weapon attack against a frightened creature and your melee weapon attacks score a critical hit against them on a roll of 18, 19 or 20. On a critical hit, all hostile creatures within 30 feet who saw your critical hit must succeed on a Wisdom saving throw (DC equals 8 + your Proficiency Bonus + your Charisma modifier) or become frightened until the end of your next turn.
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