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# Path of Silence ## The Fury that Waits Not all rages are loud, fiery, bombastic things. Some are suppressed, held onto, and prolonged so that they become cold, calculated things fueling elaborate schemes. They slowly strangle empathy in the heart, allowing for surgical attacks that hit right to the heart of their victims. The Path of Silence is a path of seething, of barely restrained anger, ready to boil over only when the time is right. Most barbarians would chop down every tree in the forest in their fury, but those of this path would wait until the season is right, then poison the water feeding that forest, ensuring nothing would ever grow there again. ## Subclass Features ### Volatile Presence Your simmering anger can be felt by all around you. Beginning when you choose to follow this path at 3rd level, you gain proficiency in Intimidation. At 10th level, your proficiency bonus is doubled for any ability check made using this skill. ### Channeling Arts By 3rd level, you have found that taking up a trade or craft has helped you use your rage as fuel for other pursuits, and that those pursuits help you in turn control that rage. You gain proficiency with one instrument or set of artisan's tools of your choice. At 10th level, your proficiency bonus is doubled for any ability check made using these tools. ### Targeted Rage Beginning when you choose to follow this path at 3rd level, your ability to restrain, control, defer, and aim your Rage has led to a greater degree of control and accuracy. When you enter your Rage, you can choose to either enter a Rage as defined in the Barbarian description in the Player's Handbook, or enter a Targeted Rage, which has the following changes: * While you are Raging, you do not add the Rage Damage bonus from the Barbarian table to the damage from your weapon attacks. Instead you add a number equal to Rage Damage for your level -1 to your attack rolls. * Once per turn while Raging, if you hit a creature with a weapon attack and that creature has resistance to the damage you deal with that weapon, you can attempt one additional weapon attack per creature as a part of the same action. * While Raging, you can Search as a bonus action. * Your Rage ends early only if you are knocked unconscious or choose to end it as a bonus action. These changes last until your rage ends. All other conditions of Rage as defined in the Barbarian class description in the player's handbook apply normally. ### Calculated Catastrophe By 6th level, you have learned to wait and study your opponents so that you may strike at your enemies' most vulnerable points. When you are prompted to roll initiative, you can choose to forfeit the roll and go last in the initiative order. When you do this, if the first weapon attack you make on your turn hits, it is automatically a critical hit. If you enter your rage on this turn, you deal an additional 1d6 psychic damage on every attack that hits for the duration of your rage. ### Tactical Withdrawal By 10th level, your controlled fury gives you an upper hand in predicting your enemies' movements and avoiding reprisals. When you use your Reckless Attack, you gain 1d6 temporary hit points and your movement does not provoke opportunity attacks until the end of your next turn. The temporary hit points gained by this feature increase to 2d6 at 17th level. ### The High Ground By 14th level, you are the master of your own rage, and your restraint and patience allow you the ability to apply your anger to even the most considered and careful of attacks and to defend against the most subtle of mind magic, gaining the following benefits: * You can now use Strength instead of Dexterity for the attack and damage rolls of attacks made with ranged weapons. * All the benefits of your rage can now be applied to ranged weapon attacks as well as melee weapon attacks. * You gain immunity to psychic damage and automatically succeed your saving throws against effects that would charm or frighten you.