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# Barbarian ### Path of the Heroic Coward A skinny middle-aged human wearing a hat labeled "Wizzard" flees terrified from a giant spider, smashing through an entire tribe of goblins in his path. A mystery-solving dog, spooked by his own shadow, runs in a blind panic, accidentally knocking over a ladder and stack of cans before knocking over the costumed goblin that was pretending to be a beholder to terrify the local villagers. Sometimes, a hero does not charge bravely towards danger. There are times when the most powerful thing a hero can do is run away. These are those heroes. #### Panics *3rd level Path of the Heroic Coward* Starting when you choose this path at 3rd level, you can spend a use of your rage feature to go into a panic instead of a rage. When you do, you must select a creature or object that is the source of your panic. For the duration of your panic, you can't willingly move closer to the source of your panic. You must take the Dash action and move away from that source on each of your turns, unless there is nowhere to move, until you either end the panic or no longer have a direct line of sight to the source. While panicking, you gain the following benefits if you aren't wearing heavy armor: * Your speed increases by fifteen feet. * You have resistance to bludgeoning, piercing, and slashing damage. * At the beginning of your move you can choose to use up 5 feet of your movement to run in place. If you begin your move in this way you do not provoke attacks of opportunity during your move. If you are able to cast spells, you can't cast them or concentrate on them while panicking. Your panic lasts for 1 minute. It ends early if you are knocked unconscious, or until you lose line of sight from the source of your panic. You can also end your panic on your turn as a bonus action. If you gain the frightened condition from a source other than yourself, you may panic without spending a use of your rage. #### Frenzied Crash *3rd level Path of the Heroic Coward* Also beginning at 3rd level, while fleeing from the source of your panic, you may select a number of targets up to your proficiency bonus that you attempt to crash into along your path. To crash, make an attack roll, adding your proficiency bonus and Constitution modifier. On a successful hit, a crash deals 1d6 + your Constitution modifier bludgeoning damage. \columnbreak #### Share the Panic *6th level Path of the Heroic Coward* While moving away from the source of your panic, you may use your reaction to call to an ally, who may then move up to your speed in any direction away from that source. #### Cowardly Attack *6th level Path of the Heroic Coward* When you attack, you may choose to have disadvantage on that attack. If you do so, attacks against you have disadvantage until the beginning of your next turn. #### Impossible Passages *10th level Path of the Heroic Coward* While in a panic, you may pass from one doorway to another within 30 feet without using movement. You may ignore locks and traps on these doors when traveling in this way, and the doors remain closed, locked or trapped in the condition they were in as if you had not passed through them at all. #### Spinning In Your Wake *14th level Path of the Heroic Coward* You gain the following benefit while you are in a panic: * Each target you hit in a Frenzied Crash must succeed on a Constitution saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or fall prone.
*images copyright Hanna-Barbera, Guillaume Binnet*
[https://www.deviantart.com/zazb/art/Rincewind-457098938](https://www.deviantart.com/zazb/art/Rincewind-457098938 "title")