Path of Voices (5e Subclass)

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Hush, it will only hurt for a moment, after she rips you to shreds that is...
—One of the "voices" speaking to a hostile city guard

Path of Voices[edit]

Barbarian Subclass

Barbarians who chose this path follow a Path of Voices that leads many aspiring Barbarians minds fractured. This subclass hollows out the minds of many and nourishes the voice but of course, it deals stress upon those who follow it. leaving voices of spirits to all who are affected by it or use it.

Whispers[edit]

At 3rd level, the voices that constantly echo in your mind hinder your ability to rest and focus. You have disadvantage on any Wisdom (Perception) checks made to hear, as the voices overwhelm your senses. Additionally, any short or long rest you take takes an additional hour to gain the full benefits of the rest.

However, these same voices shield your mind against outside influences. You have Advantage on Wisdom saving throws against any spells or abilities that require you to hear to take effect.

Finally, sometimes the voices alert you about dangers and threats. You have Advantage on Wisdom (Insight) checks to detect an attempt of deceit from another creature, and you can act normally when you are surprised.

Mind Whispers[edit]

Beginning when you choose this path at 3rd level, the voices begin to offer more than just distractions — they begin to speak to you directly, offering guidance and power. While raging, your weapon attacks deal an additional 1d6 psychic damage as the voices lend their strength to your blows. In addition, you gain resistance to psychic damage.

Voices Guidance[edit]

At 6th level, the voices guide you through moments of uncertainty. As a reaction when you make a saving throw, ability check, or attack roll, you gain advantage on that roll. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses after finishing a long rest.

Whispering Command[edit]

At 10th level, your voice now commands authority, resonating with a terrifying power. When you speak, your words are like steel, piercing through the wills of your enemies. As an action, you can force one creature within 30 feet of you that can hear you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature is charmed by you for 1 minute. A creature who succeed this save is immune to this effect for the next 24 hours.

In each subsequent turn, you can command a creature charmed in this manner to perform one simple, one word action (as if compelled by the command spell) using an Action. After performing each command the creature can retry the saving throw against this feature.

Fractured Mind[edit]

Ar 14th level, the voices in your mind have become more than mere whispers — they are now a constant force that fortifies your mind. You are immune to being charmed, frightened, or stunned, as the voices provide unyielding protection against mental and emotional manipulation.

In addition, while raging, you can use an bonus action to project the voices outward. All creatures within 10 feet of you must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, creatures take 3d6 psychic damage and are stunned until the end of your next turn. You can use this ability once per rage.

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