Barbarian
Base Class: Barbarian

Those who walk this path search for dominance in battle, and that alone is the most important thing to them. The Path of Dominance is a path of complete dominance of the battlefield by causing fear or awe and taking advantage of it.

Fervor Rage

starting when you choose this path at 3rd level, you can attempt to control a creature when you rage. When you first enter rage, you can attempt to charm a humanoid as if by the Charm Person spell with a Spell save DC of 15. 

When you reach 10th level in this class, you can attempt to charm two creatures as if by the Charm Monster spell, with the save DC being 18.

Unconquerable

Starting at 6th level, you gain resistance to the controlling powers of others. You gain immunity to the Charmed condition and can choose an additional ability of your choice.

Charming Rebuke

When a creature attempts to charm you, you can use your reaction to make them take 6d6 psychic damage and stun them until the end of their next turn.

Charming Reversal

When a creature attempts to charm you, you can use your reaction to charm or frighten them for 1 minute instead, with the wisdom save DC being 16. They can repeat the saving throw at the end of their turn, ending the effect on a success. 

Assertive Presence

Beginning at 10th level, you can use your action to frighten or charm someone with your presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened or Charmed by you (your choice) until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Overawe

Starting at 14th level, your intimidating gaze is enough to make even the greatest foes avert their eyes. You can use an action to make a creature within 10ft. of you to look into your eyes, forcing them to make a DC 21 Wisdom saving throw. On a successful save, they take 2d6 cold damage. On a failed save, the creature takes 2d6 cold damage and becomes frightened of you as they drop any objects they're holding (if any).  You can use this a number a times equal to your proficiency bonus, with uses resetting after a long rest.

Additionally, you deal an additional 6d8 psychic damage to any creature charmed or frightened by you.

Previous Versions

Name Date Modified Views Adds Version Actions
4/23/2021 12:30:12 AM
2
0
1
Coming Soon
4/23/2021 12:44:00 AM
4
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes