For April Fool's Day, I thought it would be fun/funny to make drafts of subclasses designed to fulfill the opposite of the class design. Obviously these are very thrown together subclasses with no playtesting and no balance changes, so use them at your own discretion! I also decided after writing a few that I'm going to release them one by one.
Barbarian Path of the Tranquil Heart
While most barbarians have accepted their inner rage as an unavoidable part of their life and habits, a spare few others have honed their ability to convert that rage into a deathly calm. The Path of the Tranquil Heart is often scoffed at and viewed as laughable, but these barbarians are no less deadly simply because they keep their blood pressure low.
Your "Rage" ability becomes "Calm" instead. Normal class features that affect Rage, also affect Calm in their usual manner.
In battle, you avoid fighting with a deathly calm. On your turn, you can enter a calm as a bonus action.
While calm, you gain the following benefits if you aren't wearing heavy armor:
- You have advantage on all rolls that are not attack rolls.
- You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you may continue to do so.
Your calm lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you have made an attack roll. You can also end your calm on your turn as a bonus action.
Once you have calmed the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can calm again.
At 3rd level, when you adopt this path, you have learned to channel what was once rage into intense calm. As a result, your calm nature affects your allies around you as well.
When you use a bonus action to enter a Calm, all friendly creatures that can see you benefit from the effects of Calm as well, until they make an attack roll, the effects of which end immediately for them as the attack is declared, and before any dice are rolled.
At 6th level, your calmness in the face of danger is unsettling and startling even to your enemies. When you would spend a bonus action to enter a Calm, any hostile creatures who can see you, hear you, or otherwise perceive you must succeed on a Charisma saving throw, DC equal to 8+your Constitution modifier+proficiency bonus, or else be unable to take actions that call for an attack roll until the end of your next turn (or if your Calm effect ends for another reason before then).
Paragon of Calm
At 10th level, you learn to project your calm energy onto others. You gain the ability to cast the spell Calm Emotions, as a non-spell class feature. Your "spell" save DC is 8+con mod+proficiency. This is a non-spell in the sense that it cannot be counter spelled, or affected by items or other effects that would modify spell details (such as a Wand of the War Mage, for example). You may use this feature a number of times equal to your "Rages" count on the class table.
By 14th level, you've learned to remain calm in even the most threatening and chaotic situations. Even a dragon's breath poised to strike you, or attacks that threaten your psyche have no bearing on your inner ability. You are immune to the Charmed, Frightened, and Paralyzed conditions. In addition, you gain resistance to psychic damage.