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Path of the Weird

Weird Rage Traits 
d6  Trait
Screaming mouths split your flesh.
Many eyes blink and twitch on your body.
Your skin warps and boils without pattern.
You grow extra heads that rapidly merge and reform.
Your tissue becomes clear, organs and bones visible.
Your joints dislocate and twist at odd angles

Weird Ward

Starting when you choose this path at 3rd level, you learn to allow the touch of the Far Realm to twist you into something alien. While you are raging, your appearance becomes bizarre and disturbing enough to drive others mad with fear. When a creature that can see you starts its turn within 10 feet of you, you can force it to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) if you aren't incapacitated. On a failed save, the creature is frightened of you until the start of its next turn. While frightened of you in this way, a creature can speak only falteringly, the majority of its speech becoming incoherent babble, rendering it unable to provide verbal components for spells. At 14th level, the range of your Weird Ward feature increases to 30 feet.   Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see you until the start of its next turn. If the creature looks at you in the meantime, it must immediately make the saving throw.

Project Thoughts

At 6th level, while your body may become alien for only short periods of time, your mind is much more malleable. You can communicate telepathically with any creature you can see within 10 feet of you, although you must share at least one language for it to be able to understand you.

Twin Torment

Also beginning at 6th level, you learn to use your pain as a tool to hurt others. As a reaction when you take damage, you can choose a creature you can see within range of your Weird Ward feature. That creature must make an Intelligence saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). The creature takes an amount of psychic damage equal to half the damage you took on a failed save, or half as much damage on a successful one. A creature that is immune to effects that would read its thoughts is unaffected by this feature. Once you have used this feature, you can't use it again until you complete a short or long rest.

Unspoken Threat

At 10th level, your telepathy grows stronger, its range increasing to 60 feet. Additionally, you have advantage on Charisma (Intimidation) checks you make against creatures you are communicating with telepathically that don't have a form of natural telepathy.

Mindbreaker

Starting at 14th level, when you hit a creature with a melee weapon attack, you can use your bonus action to invade and weaken its mental defenses. For 1 minute, or until you use this feature on a different target, if the creature fails its saving throw against your Weird Ward feature, it is also stunned until the start of its next turn. Additionally, for the duration, the creature must make the saving throw even if it can't see you or averts its eyes.

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