Base Class: Barbarian
Key to a Barbarian's identity is their legendary Rage. Many choose to utilize their anger in a slew of ways, but unique among Barbarians are those devoted to the Path of Terror. By tapping into the horror of the world around them (filled with monsters as it inevitably is) and their own fear, they elevate their Rage to astounding feats of physical prowess that allow them to escape or survive that which would kill a normal person. As well, many who follow this path have proven proficient in invoking this same terror in their allies, such that they too can take flight when the situation calls for it.
Terrified Rage
You revel in the experience of being afraid, and in turn can utilize the emotional energy it provides you to strengthen your martial prowess. When you Rage, you can choose to also become Frightened if you identify a hostile creature or trap to be your source of the Frightened condition (refer to the [Tooltip Not Found] spell for what is considered a trap). The Frightened does not affect your ability to get closer to this target, and you do not suffer disadvantage on saving throws. If you cannot choose a source for your fear, you only gain the normal benefits of your Rage and lose the Frightened condition.
You can double your Rage damage bonus for attacks that target this source. Additionally, if a creature or effect would cause you to be Frightened, you can begin to Rage without expending a use of your Rage feature.
When the source of your fear is reduced to 0 Hit Points, you can choose a new source of fear as a Bonus Action.
Fight or Flight
You have learned to harness the surge of adrenaline that courses through your veins when you are afraid. You have Advantage on attack rolls against creatures of whom you are Frightened, and can roll a d4 and add the result to Dexterity-based d20 Tests you make as long as you can see them.
Bravely Run Away
Seeking to escape that which scares you has fostered in you a nearly supernatural ability to remove yourself and your friends from a situation. While you are Frightened, you and any creature that starts its turn in a 15-foot Emanation from you can use a Bonus Action to take the Dash action, so long as they end their movement further from the creature that has Frightened you than they started.
Existential Dread
There is little more terrifying than being in mortal danger. You have learned to harness this fear and turn it into a potent motivating force. While Frightened, for every 10 Hit Points you are missing below half of your Hit Point Maximum, you gain a +1 bonus to attack rolls and d20 Tests. (For example, if your Hit Point Maximum is 120 and you currently have 40 Hit Points), the bonus would be a +2.) You cannot be Unconscious to gain this bonus, and the bonus gained cannot exceed your Proficiency Bonus.
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