Barbarian
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

 

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

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)

Fear

All creatures must make a wisdom save (DC 10 + your charisma mod) or be frightened of the creator of the fog

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

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

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

 

Happiness

Uncontrollable laughter and don't experience pain and can't feel anything

Sadness

Can't see point in anything unless persuaded by someone with a persuasion check of DC 15.

Fear

Frightened of all creatures in the area regardless of size, threat and whether they are friend or foe. Also can't stop screaming

Adrenaline

Inability to lie, stay still or sleep. Also cannot sneak

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

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.

 

Happiness

You heal 10d12 health

Sadness

You lose all charmed effects on you and gain +3 wisdom for 1d4 hours

Fear

You gain advantage on all perception, investigation and wisdom saves. You also are immune to being frightened for 1d4 hours

Adrenaline

You gain 10 feet of movement and gain a second bonus action on the turn you inject yourself

Drunk

You gain +3 strength but -3 intelligence

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

Happiness

5th level Bard

Sadness

5th level Rogue

Fear

5th level Wizard

Adrenaline

5th level Monk

Drunk

5th level Fighter

Anger

5th level Barbarian

Previous Versions

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