Path of Unnerving Calm (5e Subclass)
Path of Unnerving Calm[edit]
Barbarian Subclass
Some barbarians learn to control their rage, granting them a level of focus unseen in their kind. Whether they gain this control through therapy or by growing up with healthy control mechanisms is based on what the player wants. When a barbarian rages with this subclass, their emotional fortitude radiates out as an ethereal calm, disconcerting all who are in its gaze.
Barbarians who channel their inner senses can better focus on what makes them the most provoked, allowing them to hit the foe harder than one might expect. Barbarians who follow this path may be more religious or spiritual than other barbarians, using prayer beads or meditation in their downtime.
- Menacing Glare
Starting when you choose this path at 3rd level, your eyes grow dark and your breathing slows as you enter your rage. While you're raging, when a creature hits you with a melee attack, you can use your reaction to glare at them menacingly. The target must make a Wisdom save (The DC for this save equals 8 + your proficiency bonus + your Charisma modifier). On a failure, The creature is frightened by you and can't use its reaction while in your line of sight. Additionally, you gain advantage when making Charisma (Intimidation) checks incorporating your glare.
- Prudent Attack
Beginning at 6th level, your stoic demeanor when raging grants you an ability to focus on an enemy. When you hit a creature with your Reckless Attack Feature, you can choose to remove the advantage on strikes against you. If you do so, creatures instead get a d4 bonus to attack rolls against you.
You can use this ability a number of times equal to your Wisdom modifier per long rest (minimum of once).
- Emotional Fortitude
By 10th level, you've learned how to ignore mental interruptions and external manipulation. You gain advantage on saving throws against being Charmed and Frightened, as well as against spells that would coerce you into doing something (such as the Command or Confusion spells). In addition, you gain resistance to psychic damage.
- Enough of This
At 14th level, you have grown tired of people trying to hurt your friends and family. As an action while raging, you can yell with a terrifying call to stop. Choose up to 10 creatures within 60 feet to make a Wisdom saving throw (The DC for this save equals 10 + your Charisma (Intimidation) modifier. On a failure, they become frightened by you and your allies, and can no longer use bonus actions or reactions. If this would cause all opposing creatures in a combat encounter to become frightened of you, combat ends and all targets run away crying.
You can use this feature once per long rest.
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