Path of the Psycho, Variant (5e Subclass)
From D&D Wiki
Path of the Psycho
Rage is not always explosive and volatile. Sometimes, the anger remains hidden, just to be unleashed in a sudden burst of violence, on the right moment. Barbarians from the path of the psycho keep the rage hidden under a facade of calm and politeness. They lure their victims with a false sense of security, before striking with deadly and cold aggressiveness.
Starting at 3rd level, you gain the ability to pretend to be inoffensive and manipulative. You gain proficiency in Persuasion and Deception. If you are already proficient in any of those skills, you can add twice your proficiency bonus on checks with them.
- Controlled Rage
Starting at 3rd level, you can keep your anger slowly burning inside you. When you use your bonus action to end your rage, you can store the remaining rounds for later use.
For example, if you end your rage as a bonus action on your 4th turn of combat, you can use a bonus action to store the six rounds of rage for later use. Any non-spent rage is lost after a rest. You also lose your stored rage if you fall unconscious.
- Emotional Void
At 6th level, you become a cold and emotionless killer. You can't be charmed.
In addition, if you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.
At 10th level, you rejoice in the fear and pain you provoke. you can forgo one of your attacks as part of your Attack action to force a creature to make a Wisdom saving throw against a DC equal 8 + your proficiency bonus + your Charisma modifier. On a failed save, the target is frightened until the end of your next turn.
In addition, if you make an attack against a creature frightened or charmed by you, you deal additional 1d6 psychic damage on a hit.
- Treacherous Strike
At 14th level, the first time you make an attack after entering in rage is a critical on a hit.