Base Class: Barbarian
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Area of Emotion
Starting when you choose this path at 3rd level, you can use an action combine two emotions to make an area effect. These effects only take effect on creatures that breath. The range of the effect is equal to a sphere of 20ft radius. The fog is a heavily obscured area. The caster doesn't feel the effects
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Happiness |
All creatures in the area must make a wisdom save (DC 10 + your charisma mod) or uncontrollably laugh. When laughing they must make another Wisdom Save (Same DC) or cannot take an action |
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Sadness |
All creatures in the area must make a wisdom save (DC 10 + your charisma mod) or lose all will to fight. Any creature that succeeds can try to stop the others from giving up with a (DC 10 + the amount they failed by) |
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Fear |
All creatures must make a wisdom save (DC 10 + your charisma mod) or be frightened of the creator of the fog |
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Adrenaline |
All creatures in the area must make a constitution save (DC 13 + your proficiency mod) or be forced to move at least 30ft every turn |
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Drunk |
All creatures in the area must make a constitution save (DC 13 + your proficiency mod) or be drunken. When drunken they have disadvantage on all checks and their intelligence decreases by 5. If their intelligence drops below 5 they are knocked unconcious |
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Anger |
All creatures in the area must make a wisdom save (DC 10 + your charisma mod) or grow reckless. When reckless they must attack a random enemy regardless of situation. They also don't apply their dexterity modifier to their armour class. |
Inject
Starting at 6th level, you can use an action to stab a creature in range with a tube (use dagger stat block). They must make a constitution save equal to DC10 + the damage dealt on this turn. On a failed save they experience the effect for 1d10 hours
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Happiness |
Uncontrollable laughter and don't experience pain and can't feel anything |
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Sadness |
Can't see point in anything unless persuaded by someone with a persuasion check of DC 15. |
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Fear |
Frightened of all creatures in the area regardless of size, threat and whether they are friend or foe. Also can't stop screaming |
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Adrenaline |
Inability to lie, stay still or sleep. Also cannot sneak |
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Drunk |
Disadvantage on all checks and their intelligence decreases by 5. If their intelligence drops below 5 they are knocked unconscious. Also have a craving for alcohol and will do whatever they can to drink some |
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Anger |
Can't act calm and will confront any enemy or opponent they see. |
Self inject
Starting at 10th level you use an action to stab yourself with a needle and take their effect.
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Happiness |
You heal 10d12 health |
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Sadness |
You lose all charmed effects on you and gain +3 wisdom for 1d4 hours |
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Fear |
You gain advantage on all perception, investigation and wisdom saves. You also are immune to being frightened for 1d4 hours |
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Adrenaline |
You gain 10 feet of movement and gain a second bonus action on the turn you inject yourself |
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Drunk |
You gain +3 strength but -3 intelligence |
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Anger |
You add your strength modifier to your armour class and deal 1d6 extra damage to all melee weapon attacks |
Deadly Emotion
Starting at 14th level, you can take an action to revive a fallen humanoid as a friendly adventurer until you use another pipe for Deadly Emotion or until you use this needle for any other reason.
Also, you can move freely around your clouds of emotion without having to consider your walking speed
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Happiness |
5th level Bard |
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Sadness |
5th level Rogue |
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Fear |
5th level Wizard |
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Adrenaline |
5th level Monk |
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Drunk |
5th level Fighter |
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Anger |
5th level Barbarian |
Previous Versions
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3/31/2019 8:48:18 AM
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4/2/2019 7:01:02 PM
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27
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10/30/2019 3:44:19 PM
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177
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2
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Coming Soon
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