Barbarian
Base Class: Barbarian

Nighty dwelly

Creatures of the Night

Starting when you choose this path at 3rd level, you can call upon the creatures of the night to aid you in battle. As a bonus action, you can choose up to 3 creatures you can see within 120 ft. of you. You summon one ethereal swarm of bats to surround each target. Each swarm of bats surrounds its target in the target's space, and moves with the target when it moves. If a target enters the Ethereal plane from the Material plane or vice versa, the bats follow the target into the new plane. Each swarm of bats can only surround its assigned target, and a swarm disappears if it dies or if its target dies. The swarms all disappear after 1 minute, or if any of them are dispelled, or if you call them all off as a bonus action.

At the start of each of your turns, each swarm can make one attack against its target. While a swarm surrounds a target, you always know the location of the target while it is within 120 ft. of you. After you use this feature, you can't use it again until the next dusk.

Disappear Into Darkness

Beginning at 6th level, you gain a reaction that helps you escape from danger. If you take damage, you can use your reaction to teleport up to 30 ft. to an unoccupied space you can see. At the same time, you can cast darkness, without requiring components or concentration to do so. This darkness lasts until the end of your next turn.

After you use this feature, you can't do so again until you complete a long rest.

Dazzling Presence

Beginning at 10th level, you can dazzle onlookers with your very presence. As an action, you take on a sparkly bishoujo appearance, and each creature that can see you must succeed on a Wisdom saving throw or be charmed by you for 1 minute. The DC for this saving throw is equal to 8 + your proficiency bonus + your Charisma modifier. The condition ends early for all creatures if you or your allies deal any damage to a charmed creature from something other than your bite attack. If you bite a charmed creature, or if another creature uses its action to shake some sense into a charmed creature, the target can repeat its saving throw, ending the condition on itself on a success.

After you use this feature, you can't use it again until the next dusk.

Nighttime Thrall

Starting at 14th level, you can permanently enthrall creatures for an entire night. As an action, you choose a number of creatures up to your Charisma modifier that can see you and that have a challenge rating of 1 or lower, and force those creatures to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). A creature has disadvantage on this saving throw if it is currently charmed by you. A creature that fails its saving throw becomes permanently charmed by you until the next dawn, at which point it knows it was charmed by you, and becomes immune to this feature for the next 24 hours. While the creature is permanently charmed, it regards you as a trusted leader and romantic interest, and does its best to carry out your wishes and please you, which includes fighting and taking damage for you and your allies. Any magical effect that ends the charmed condition can end this condition on a creature early.

This feature can only be used at night, between dusk and dawn. Any attempt to use this feature during the daytime automatically fails. After you use this feature, you can't use it again until the next dusk.

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