Base Class: Barbarian
Barbarians that give into the surge of negativity of an uncontrolled rage can channel the essence of shadowfell. Weather by accidental visit or inherited by a parent that stepped into the corrupted plane, they have become the very monster of their negative emotions.
Sense Emotions
Starting when you first choose this path at 3rd level, you become in touch with the emotion of living creatures near you and you have a strong sense for creatures with negative emotions within 15 feet of you. As an action you can choose to target a creature you can sense within 15 feet that you can see, you must make an insight check against their deception and on a success, you can read their emotions. Whenever you read a creature’s emotions, you get a fully visual projection of what they are feeling. For the next minute you and any creature you convey this information with gets advantage on charisma checks (Deception, Intimidation, Persuasion) when talking to targeted creature. You can do this a number of times equal to your proficiency bonus and regain all spent uses on a short rest.
Devouring Negativity
Beginning at 6th level, you become so accustomed to the negative energy bottled within that you can channel it into other creatures. As part of your action, you can target a creature that you can see within 30-feet to make a DC (8+ your Constitution Modifier + your proficiency Bonus) Charisma saving throw or become overwhelmed by your emotional aspect for the next minute, on the start of their turn they can repeat the saving throw, ending the effects early on a success, on a failed save you heal 1d4 hit points. Additionally, when you hit a creature under the effects of this feature, you can choose to the end the effect, adding 1d4 to your damage roll against the creature. You can use this feature a number of times equal to half your proficiency bonus regaining all spent uses on a long rest.
Angry:
The target creature gets advantage on attack rolls and whenever the creature makes an attack, until the end of their next turn, all attacks against that creature gets advantage.
Hungry:
The target creature can’t benefit from food and water. Whenever dealt necrotic damage, the creature can’t regain hit points until the end of its next turn.
Lonely:
When target creature ends its turn with no creature within 5-feet, until the end of its next turn, it suffers disadvantage on ability checks and takes 1d4 psychic damage.
Rush Of Carnage
Beginning at 10th level, you can as action you rush towards a creature of your choosing in a straight line. The target creature can’t be no closer than half your total speed and can’t be further than your current speed away. You must have line of sight, however you can pass through gaps as narrow as 1 inch wide while rushing them. Upon reaching the creature of choice, you crash into them as a force of pure unnatural energy, the creature must succeed on a DC (8 + your constitution modifier + your proficiency bonus) Dexterity saving throw, taking d6 necrotic damage per 10 feet you moved (8d6 Max) and takes a lingering injury. On a successful save they take half damage. You also take 2d12 psychic damage. You can use this feature once per short rest.
Swarm Of Horror
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
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