Base Class: Barbarian
The Path of Gea'lai is a path born from Riri Gea'lai, and a path that will die with her. The path that Riri took was not of a rage-head barbarian, but of a cool-headed demon, focused on destruction. She realized her power and, as such, she put it to use.
Lust for Fear
Starting from the 3rd level, Riri began to revel in the fear of creatures she destroyed. The taste of fear from the worthless beings beneath her boots made her euphoric. From then on, she would make sure that her presence inflicts fear. She would turn her rage into a tool of fear. Nothing scarier than someone dead calm in the face of danger. She has no fighting spirit in this form. The only thing detectable from her, from any creature capable, is raw fear. She also gains immunity to being frightened.
When Riri rages:
Her body reaches an internal temperature of 60 degrees Fahrenheit. Cold to the touch. Her heartrate falls to 30 bpm. An aura radiates from her body in a 5-foot radius around her. Any creature inside must succeed a DC=8 + Proficiency Bonus + STR Mod wisdom saving throw or become frightened of Riri for 1 minute. Succeeding on this save makes a creature immune to this effect for 24 hours. This effect's radius increases to 10 feet at level 7, 15 at level 11 and 20 at level 15.
This effect also spreads to her attacks. Any creature she hits must succeed a DC=8 + Proficiency Bonus + STR Mod wisdom saving throw or become frightened of Riri for 1 minute. Succeeding on this save makes a creature immune to this effect for 24 hours.
A creature may only be affected by one of these effects at a time, and only once per combat.
Spectral Shackle
Beginning at 6th level, Riri's aura grows stronger. She finds fighting so many weak creatures can be boring, so she creates a shackle for herself. She creates a spectral shackle, a woman who lays upon her shoulders. The specter is beautiful. She has a blue tint over her body, with pale skin and orange hair. A human woman who lays upon Riri's shoulders and cries bloody tears, her eyes gouged out and throat slit. She whispers soft things on occasion and often speaks to Riri in a loving way. When this woman lays upon Riri's shoulders, the following happens:
Riri gains a +1 AC bonus and any creature with a CON score less than 15 immediately fails the wisdom save for the "Lust for Fear" feature. In exchange, she takes a -2 penalty on CON, a -1 penalty on STR and a -10 feet penalty on speed. Also, as a bonus action, the spectral shackle may let out a shriek. All creatures, except for Riri, with the ability to hear must take 3d8 thunder damage and become frightened of Riri for 1 minute on a failed DC = 8 + Proficiency bonus + STR Mod CON save, or half as much on a success. Once you use this effect, you cannot use it again until you finish a long rest.
However, Riri can choose to destroy her spectral shackle, by ripping her in half. When Riri's body is coated in the blood of the shackle, and she is raging, the following happens:
Riri loses her +1 AC bonus, and her aura of fear ceases to exist. In exchange, her stats revert back to normal, and she gets a +2 bonus to strength, +1 to dexterity and she may make one additional attack for the remainder of this rage. It takes 1 hour and 1 pint of blood to create a new spectral shackle.
Presence of Fear
Beginning from the 10th level, Riri wishes for more chaos. She is fear, and as such, she will do what she does best...scare. She learns how to best utilize fear to overcome her adversaries. She increases the potency of the fear radiating from her body. Her body now stays cold, and her heartrate remains low, even outside of her rage. Her breath is so cold it comes out as a fog cloud. Her red eyes gain a bright luminescent glow, and her presence is now enfeebling. Using her natural skill at telepathy, Riri learns how to create hallucinations. Any creature that is scared of Riri must make a DC=8+Proficiency bonus + STR mod Wisdom save at the start of every turn they start frightened or take 2d8 psychic damage. A hallucinating creature can still take its turn, but they have disadvantage on all attacks made. Once a creature succeeds this save, they cannot be made to hallucinate for 24 hours.
When not shackled, Riri gains the following effects:
She undergoes a visual change. To those not looking into her eyes, she is wrapped in a black mist, but to those looking into her red eyes, they must succeed a DC=8+Proficiency bonus + STR mod Wisdom save or become frightened and begin hallucinating. She gains advantage on all attacks made against a hallucinating enemy. She also gains HP equal to half the damage she deals against a frightened enemy, as she feasts on their fear.
Any creature that receives non-psychic damage while hallucinating may repeat the wisdom save to overcome the hallucination.
The Queen of Fear
By the 14th level, Riri has been dubbed the embodiment of Fear. She feeds on it.
Riri's aura of fear is now active at all times, but outside of combat, it only gives her expertise in intimidation.
No creature can escape her fear. Her fear overrides immunity. Creatures no longer gain immunity to being frightened of her, unless she allows them to.
While Shackled: Any creature with a constitution score under 10 cannot stay standing within her aura's range. As an action, she can make a ball of raw fear and throw it up to 60 feet away. When the ball hits the ground, it explodes in a 20-foot radius with fear. All creatures within must make a DC=18 Dexterity save or take 8d6 psychic damage and become frightened. On a success, targets take half as much damage and are not frightened. Once she uses this feature, she cannot use it again until she finishes a long rest.
While not Shackled: She undergoes another visual change. While her eyes remain glowing red, she now wears a flowing black, shoulder-less dress and has two large wings made of blood, a crown of thorns wraps around her head and two bloodstained antlers grow out of her head. All creatures have disadvantage on saving throws against being frightened and disadvantage on saving throws against hallucinating. She may also make one additional attack per turn, while raging.
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