Barbarian Subclass: Path of Horror

by jjchuckles

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Path of Horror

Sometimes living through a fight leaves you with more than scars. A barbarian does not choose the Path of Horror; they survive something so terrible it changes them forever. Whether an abomination from the Underdark or witnessing the death of everyone they loved, a barbarian that has been put on the Path of Horror has a terrible past that refuses to be pushed away. Path of Horror barbarians are masters of their own fear, and as such have learned to channel their fears, increasing the potency of their rage and turning them into a terrifying opponent. A person that has been forced down the Path of Horror is unfortunate, but an enemy to that person is much more so.

The only way to deal with fear for these barbarians is to cut and slash through them one by one. Only when they have exhausted themselves or the supply of enemies can they cease their maelstrom of fear and rage.

Trepidation

At 3rd level, the power of your rage is drawn from your fears of the past. You have a few unique mechanics regarding Rage.

  • When you are frightened, you can use Rage as a reaction instead of a bonus action if you are capable of going into rage.

  • When you choose to rage, you may also choose a target within 25ft that you can see to be the object of your fears, causing you to be frightened by that target.

  • While both frightened and in Rage, you gain advantage instead of disadvantage against the object of your fear, but you must attack or move into attack range of it.

  • When your Rage ends, you are cleansed of your fears and lose the frightened status.

Paranoia

At 6th level, your constant paranoia that your past will come back to haunt you causes your sense of ambush to be heightened.

If you would become surprised, you instead may activate Rage. Doing so is considered a reaction, but does not consume a use of Rage. This bonus only applies if you are not blinded, incapacitated, or unconscious.

Dread

At 10th level, your fear of the past combines with your rage so strongly that a creature attacking you can't help but reconsider.

When a creature becomes the object of your fears, it must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or become frightened by you for the duration of your rage.

You may also, as a bonus action, attempt to project your fears on an enemy within 20ft that can see you. The creature must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or become frightened by you. If you choose to frighten a creature regardless of whether or not it succeeded, you cannot do so again until you finish a short or long rest.

Terror

At 16th level, the sight of you terrified, enraged, and eviscerating an enemy is too much to behold.

When you frighten a creature as described in Dread, if that creature's save fails and it is frightened, you can choose for other creatures within 20ft that can see you and that creature to make the same save or all be frightened and forced to live out your fears as if they where you. Creatures frightened in this way see your allies as a part of the hallucination of fear, causing them to be frightened of your allies. If you choose to frighten enemies in this way you must finish a long rest before doing so again.

Credit

Created by u/jjchuckles using GMBinder "Murmuring Phantasm" art created by Peter Mohrbacher for Magic: The Gathering

 

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