Barbarian Paths

Supplicants to the Magnate of Terror are members of the organization known as Mist, one which typically opposes Metropolis with vigor and determination. After an attempt to reconcile with Metropolis, much of Mist found itself purged at its hands, and since then those who serve Terror have made it their mission to teach the meaning of fear to their former allies.

When you begin down the Path of Terror at 3rd level, you gain the ability to materialize the worst fears of your enemies. When you enter you rage, you materialize an illusionary Terror Totem within 30 feet of yourself which lasts for the duration of your rage.

This Terror Totem is medium sized, and takes the form of a personal and deep-seated fear specific to each creature that can see it. As a bonus action on your turn, you may move your Terror Totem up to 30 feet. If your Terror Totem is ever more than 60 feet away from you, it instantly teleports the shortest distance to place itself 60 feet from you.

Some abilities of your Terror Totem require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Terror Save DC = 8 + your proficiency bonus + your Constitution modifier

Additionally, when you first enter your rage and as a bonus action on your turn while you are raging, you may call upon the fear your Terror Totem inspires, targeting one creature that can see your Terror Totem and is within 30 feet of it. The target must succeed on a Wisdom saving throw or become frightened of your Terror Totem for 1 minute.

The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This effect ends early if you use this ability on another creature, if the frightened target can no longer see your Terror Totem, or if the target ends its turn more than 60 feet away from your Terror Totem.

You may move your Terror Totem as part of the same bonus action you use to force a creature to make a Wisdom saving throw, either before or after the creature is targeted.

At 6th level, you gain the ability to assault more of your foes with the fear of your Terror Totem. When you attempt to frighten a creature with your Terror Totem, you may attempt to scare additional creatures, who are frozen in place in fear of your Totem. You may force a number of additional creatures equal to half your proficiency bonus rounded down to make an Intelligence saving throw against your Terror Save DC. On a failed save, the creature's movement speed is reduced to 0 until the end of your next turn.

At 10th level, you understand the meaning of fear at its very core. You are immune to the Frightened condition and psychic damage while you are raging. Additionally, when you attack a creature who is Frightened, you do so with advantage and you may deal an additional 1d10 psychic damage to the creature when your attack hits.

At 14th level, your abilities to terrify your opponents allows you to control their actions to a limited degree. When a creature that is Frightened of your Terror Totem starts its turn, you may use your reaction to force it to make a Wisdom saving throw against your Terror Save DC. On a failure, you cause the creature to perform one of the following actions of your choice:

  • Move its full speed in a straight line in the direction you choose, so long as this path would not cause it obvious harm
  • Use one of its available attacks on one creature it can see of your choice, without suffering the disadvantage imposed by the Frightened Condition
  • Fall prone at the end of its turn
  • barbarian_paths.txt
  • Last modified: 2024/01/01 18:07
  • by shto