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Path of the Wendigo

Bonus Proficiency

Starting at 3rd level, you gain proficiency in Stealth and Intimidation if you do not have it already.

Frightful Ambush

When you adopt this path at 3rd level, you have learned to keep your fury bottled until just the right moment to cause the most fear. When you are raging and take the Attack action against a surprised creature any enemies within 20 feet of you that can see you must make a Charisma saving throw with a DC equal to 8 plus your proficiency bonus plus your Strength modifier. Anywho fail are frightened of you until the end of their next turn.

Gory Display

Starting at 6th level, you can dismember and savage a corpse to intimidate and terrify your foes. When you reduce a creature to 0 hit points you can spend an action on your next turn to tear the corpse apart as an example. If you do so, all enemies within 30 feet must make a Charisma saving throw with a DC equal to 8 plus your proficiency bonus plus your Strength modifier. Anywho fail are frightened of you until the end of their next turn.   If you reduce a creature to 0 hit points while you have a creature frightened, that creature must make another saving throw if it is within 30 feet of you. If it fails, the condition continues for an additional turn.

Totemic Trophies

Starting at 10th level, you have begun to amass a series of trophies from kills that you wear on your body. You add double your proficiency bonus to Intimidate checks.   Whenever you reduce a creature whose challenge rating is higher than your character level you can take a trophy from it. If you do, you can roll an additional 1d4 and add it to any Intimidate checks you make for the next 7 days.

Unnerving Howl

Starting at 14th level, while you are hidden from your foes you can unleash an ethereal and terrifying howl. While hidden you can use an action to let loose a howl. All enemies within 60 feet who can hear you must make a Charisma saving throw with a DC equal to 8 plus your proficiency bonus plus your Strength modifier. Those who fail are unnerved and panicked for the next minute. Any attacks against them have advantage until they are hit and they have disadvantage on saves against being frightened. Those who succeed are aware that there is an enemy in the area but cannot pinpoint your location.

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