Barbarian
Base Class: Barbarian

The Path of Silence is one of harmony and becoming one with the universe. Understanding that there is chaos within all harmony, and harmony within all chaos, the silent barbarian guards their heart and mind, channeling their rage with an unnerving calm. Inspired by the monks of the Temple of Anym (from The Mask of Uhramel), silent barbarians develop skills to protect their minds, fight what they cannot see, channel chaos through their weapon, and strike fear into the hearts of their enemies.

Inner Peace

When you adopt this path, you take the first steps toward the mastery of self, learning to quiet your heart and mind to prevent distraction. You become proficient in Perception. If you are already proficient in Perception you become double proficient. You are able to discern the precise location of creatures and objects within 10 feet of you, even if you cannot see, provided that you pass a perception check, which you can do as a bonus action. When you are raging, anything that wishes to hide from you does so at disadvantage and you are not at disadvantage to attack targets that you cannot see, provided that you know their location.

Self Control

Starting when you choose this path at 3rd level, you manifest a self control that is rare to all, let alone barbarians. Your self control makes you resistant to enchantment spells and abilities, as you filter every thought that passes through your mind. While raging, your self control becomes so intense that you are completely silent, and cannot be detected by creatures who rely on tremor sense, sound or echolocation. Creatures who search for you through telepathic means cannot detect or locate you unless you are willing.

Unnerving Calm

Beginning at 6th level, you silent stare unnerves and strikes fear into the hearts of those who oppose you. You become proficient in Intimidation. If you are already proficient in Intimidation, you become double proficient. As a bonus action on each of your turns, you may cast Cause Fear on a single target without a spell slot. Your DC for this spell is 8+Your Intimidation modifier.

Harmonic Shield

At 10th level, you have become so adept at finding harmony within chaos that you mind becomes nearly unbreakable. While raging, the harmony within you becomes a shield to your mind, and you become immune to Psychic damage, as well as to any spell, attack or ability that would diminish your intelligence, probe or modify your thoughts and memories, or cause damage to your brain (or cause you to lose your brain). If you were under a spell or effect that caused modification to your thoughts or memories when your rage began, that effect ends.

Chaotic Strike

At 14th level, you learn to channel chaos through your weapon. When you make a reckless attack and successfully hit a target, roll 1d20 to select an effect from the Chaotic Weapon Attack list:

1- The target takes an additional 2d6 fire damage.
2- The target takes an additional 2d6 cold damage.
3- The target takes an additional 3d4 lightning damage.
4- The target takes an additional 1d12 thunder damage.
5- The target takes an additional 3d4 force damage.
6- The target takes an additional 3d4 psychic damage.
7- The target takes an additional 2d6 poison damage.
8- The target takes an additional 1d12 acid damage.
9- The target takes an additional 1d12 necrotic damage.
10- The target takes an additional 3d4 radiant damage.
11- The target takes an additional 2d10 damage of the type from the weapon used.
12- You recover 2d4 hit points.
13- You recover 3d4 hit points.
14- You recover 4d4 hit points.
15- The next time you use Unnerving Calm, you may cause fear on an additional, hostile target within 30 feet of you. (this ability does not stack)
16- The next time you use Unnerving Calm, you may cause fear on two additional, hostile targets within 30 feet of you. (this ability does not stack)
17- The next time you use Unnerving Calm, you may cause fear on all, additional hostile targets within 30 feet of you. (this ability does not stack)
18- Roll another d20. If it is another 18, you take 4d4 force damage and are thrown back 5 feet.
19- Roll another d20. If it is another 19, you become hasted until the end of your next turn. You then suffer a point of exhaustion.
20- Roll another d20. If you roll another 20, the target takes 4d6 psychic damage, and then becomes vulnerable to all damage until the end of your next turn.

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