Barbarian
Base Class: Barbarian

Rotgath, Lich of the Amber Mire, smiled as he commanded a board of his zombies to slaughter the town, reveling in the destruction and screams. His enjoyment was cut short by something deeply confusing; one of his own Flesh Golems nearly running him over as it ran the wrong way. Turning to seek where it had come from. Rongath was met with something as novel as it was unsettling. His undead army was rushing out of the northern section of the city in a disorganized retreat. It should have been impossible. He hadn't commanded it, and had specifically engineered out any survival instincts that could have led to such behavior. So why-
The wall of undead broke, and through it Rotgath locked gazes with a nightmare. The towering monster of a man wielding an axe amidst the undead radiated a wrath that permeated the world around him. A clawing, ferocious hate that screamed into Rotgath's mind, that crushed his will that rendered him down to mere prey. The man's shape seemed to flicker, twisting and shifting into a familiar form ripped from the pits of Rotgath's mind. To his eyes, his childhood mastiff now loomed before him, rabid maw frothing red with his parent's blood. Darkness crawled inwards from the edges of Rotgath's vision, and his body began to tremble in a way it hadn't since it last bore flesh. Fear. An emotion he'd thought long since left behind roared up within him as the beast lunged towards him. As he felt both the axe and the phantom pain of teeth bite deeply into his chest. Rotgath knew that death had finally found him.
Be it through personal trauma, eldritch gift, or deliberate training, a Phobia Barbarian is able to connect to their targets through their aura. Be it flooding them with the Barbarian's rage or prodding with more subtle manipulations, the Phobia Barbarian is able to elicit intense fear and evoke the most deeply held terrors of the target. Shrouding themselves in illusion of their victim's own imagining, they assault the mind even as they brutalize the body, drawing a tapestry of death and trauma in their wake like a grim cloak.

BE VERY AFRAID

Some of your features require your targets make saving throw against its elfects. The saving throw DC is calculated as follows.

Terror save DC = 8 + your proficiency bonus + your Charisma modifier.

Additionally, creatures you afflict with the Frightened condition with abilities of this class may make Wisdom saving throw at the end of their turn, escaping the condition on a success. They have advantage on the saving throw if they end their turn in a position where they don't have a line of sight to you.

EMBODIED PHOBIA

Also at 3rd level, you evoke the deepest, most visceral fears of those subject to your wrath, assaulting their mind even as you maul their bodies. Your attacks deal an additional 1d6 of Psychic damage to creatures that are Frightened of you.

Additionally, whenever a creature becomes Frightened of you, it takes 1d6 Psychic damage. The Psychic damage dealt by this ability increases to 1d8 at 6th level in this class. 1d10 at 10th level, and 1d12 at 14th level.

INFLICT TERROR

At 3rd level, those in your presence can feel your smoldering rage just beneath the surface, instilling a burgeoning fear in those near you. You gain proficiency in the Intimidation skill, and have advantage on intimidation checks while raging.

Additionally, as a bonus action or in place of an attack, you may project your rage on a burst of aura to Intimidate a creature you can see within 5ft times your proficiency bonus, or twice that distance while raging, forcing that creature to make a Wisdom saving throw. On a success, that creature becomes frightened of you. If that creature cannot see or hear you, it has advantage on the saving throw.

Terror save DC = 8 + your proficiency bonus + your Charisma modifier.

WEAPONIZED EMPATHY

At 6th level, you can better read the emotions of others, and can utilize those emotions to more effectively traumatize them. You gain proficiency in the Insight skill, and have advantage on Insight checks to determine what a creature is afraid of, and if that creature is currently afraid of anything other than you.
Additionally, whenever you deal non-psychic damage to a creature, each other creature that's both frightened of you and within the range of your Inflict Terror feature takes 1d8 Psychic damage. This damage increases to 1d10 at 10th level in this class, and 1d12 at 14th level

PRIMAL FEAR

At 10th level, the fear you inspire transcends the bounds of emotion and becomes nothing short of a primal force. You ignore all resistances and immunities to the Frightened condition and to Psychic damage you inflict.

Additionally, your targets no longer have advantage on your Inflict Terror saving throw if they can't see you. and you may add your Strength modifier to Intimidation checks you make and to your Terror save DC if the creature can see you.

PREMONITION OF DEATH

Also at 10th level, fearing you in as natural as fearing death, and those fears often go hand in hand. Whenever you roll a critical hit against a creature, that creature becomes frightened of you before damage is dealt. If it's already frightened of you, you roll an additional number of Psychic damage dice equal to the number of additional dice you roll for Brutal Critical.

Additionally, whenever you kill a creature, any number of creatures of your choice within the range of your Inflict Terror feature must make a Wisdom saving throw. On a failure, they became frightened of you.

LIVING PHOBIA

At 14th level, while raging, you unleash an aura that preys upon the deepest fears of those who feel it, making you appear as the embodiment of their nightmares. Your aura extends in a 10 foot radius sphere around you. When a creature enters your aura, or is within it when you enter a rage, you may have that creature make a Wisdom saving throw. On a failure, that creature becomes frightened of you. Creatures that succeed on this saving throw are immune to it for 24 hours or until the next time they become frightened of you through other means.

Additionally, when you use your Inflict Terror feature on a creature already frightened of you, that creature comes under the effect of the Fear spell and takes 1d12 Psychic damage on a failure. For as long as it remains under the effects of the spell, it is vulnerable to Psychic damage

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