Barbarian
Base Class: Barbarian

You are a martyr. Your self-sacrifice has brought you to a point of no return, and you accept the consequences. You know that in order to get ahead someone has to get hurt. You are okay if you are the one hurting, and you sure as hell are gonna make your enemies hurt more. 

As Aspect of the Hanged Man, the power of the Major Arcana flows through your body and soul. You understand that restraint is warranted, and your vitriol is calculated. You hold back your lust for violence knowing that there is a time and place for it. Progress can only be made if one is willing to take a few steps backwards as well. 

Serenity in Sacrifice

When you choose this path at 3rd level you learn to use your connection to the Arcana to confound creatures around you. As an action, while you are raging, you can inflict damage against yourself. You take 1d12 plus your Constitution modifier psychic damage. This damage cannot be mitigated in any way. After you take damage in this way, you emit a wave of emotional energy in a 15 foot radius around you. All creatures in this area must make a wisdom saving throw (DC equals 8 + your proficiency bonus + your Constitution modifier). On a failure,  the creature takes psychic damage equal to the damage you rolled against yourself and cannot move or take reactions until the start of their next turn. On a success, the creature takes half as much damage and can act normally on their turn. 

When you use this feature you must make a Constitution saving throw. The DC is equal to 10 plus your Constitution modifier. On a failure your rage ends.

You can use this feature twice per long rest. 

When you reach 10th level in this class the damage rolled increases to 2d12 plus your Constitution modifier.

Vision of the Arcana

When you choose this path at 3rd level,  while you are raging you gain the ability to sense magic within 30 feet of you. For the duration of your rage, you can see an aura surrounding creatures and objects that bear magic. 

This effect cannot penetrate barriers. 

Furious Restraint

Beginning at 6th level, your connection to the Hanged Man deepens and you realize the benefit of restraint in violence. As an Action, while raging, you can choose to leave yourself exposed. All attacks against you have advantage until the beginning of your next turn. On your next turn, you have a plus 10 to your first melee attack and damage rolls made on that turn.

Impairment Pro Aliis

Beginning at 10th level the magic of The Hanged Man allows you to help your allies in battle by making a sacrifice. As an action you inflict damage upon yourself. You take 2d12 plus your Constitution modifier psychic damage. This damage cannot be mitigated in any way. Choose a number of creatures within 30 feet that you can see equal to your proficiency bonus. The chosen creatures are influenced by the Hanged Man. Choose one of the following effects to take hold in the chosen creatures.

  • The creatures can use their reaction to make one attack or cast one cantrip. 
  • The creatures can remove either the charmed or frightened condition, and gain temporary hit point equal to half your Barbarian level plus your Constitution modifier. 
  • The creatures can move up to their movement away from hostile creatures without provoking opportunity attacks, and as a reaction, can take either the dash or hide action.

You can use this feature once per short rest.

Hanged Man Reversed

At 14th level, you can inflict feelings of uncertainty and confusion amongst your enemies. When you use your Serenity in Sacrifice feature, choose a number of creatures you can see that failed the Wisdom saving throw. Those creatures become stunned for one minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Creatures stunned for the full minute become docile, and incapable of taking the attack action or casting spells for the next hour. 

You can use this feature once per long rest.

Previous Versions

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4/24/2023 2:00:22 AM
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