Base Class: Barbarian
You have the ability to "rage" through channeling emotion, but rather than channel anger, you channel the ability to make others feel guilty through your endless wellspring of emotional defense mechanisms. Enemies will not so much fear you as feel bad about attacking you, and guilt trips flow from you effortlessly. You take charge of situations because all fear the emotional damage you can inflict at a moment's notice, and thus they would cave to your might just so they can bring the guilty feelings to a swifter end.
Guilt Knows Guilt
Starting when you choose this path at 3rd level, when raging, you gain resistance to psychic damage as well as resistance to bludgeoning, piercing and slashing damage, as your mind becomes hardened towards attacks by those who are really to blame in this situation (and all other ones, probably.)
Guilt Rebuke
Beginning at 6th level, when hit by an opponent, you can use your reaction to unleash a Guilt Trip on the one who hit you. This reaction acts like the spell Hellish Rebuke, but the enemy must make a WIS saving throw or suffer 2d10 psychic damage for adding to your troubles in such a violent and inconsiderate manner.
Guilt-Inducing Presence
Beginning at 10th level, you can use your action to make someone feel overwhelming guilt with your presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or have the frightened condition you until the end of your next turn as they struggle with their inner guilt having added to your burdens and tribulations. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours, as they are so over your guilt trips already.
Guilt Master
Add 1d12 psychic damage to all attacks, as it's clear your enemies were only thinking about themselves while your endless suffering continued. (And you use the d12 because isn't the d12 underused and neglected?)
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