Path of the Mirage

Some barbarians erupt in fire, fury, or frost. You erupt into uncertainty. Those who follow the Path of the Mirage turn their rage into unreality - distorting sound, space, and sight through sheer will. They shimmer like heat over sand, flicker with impossible motion, and become storms of vanishing violence. A mirage is not a trick. It is a truth so unbearable that the mind bends around it.

Mirage Step (3rd Level)

Your rage warps your form, blurring your presence and creating echoing footfalls and shimmering outlines.

While raging, you gain the following benefits:

  • You have advantage on Dexterity saving throws.

  • The first attack made against you each round is made with disadvantage as your form flickers unpredictably.

  • Once per turn, when you hit a creature with a melee attack, you may move up to 10 feet without provoking opportunity attacks. You may do so before or after the attack.


Phantom Image (3rd Level)

When you enter your rage, you create a mirage double in your space. This image lasts until the end of your next turn. While it lasts:

  • Attackers cannot benefit from advantage when targeting you.

  • You may impose disadvantage on one attack roll made against you per round as a reaction (before knowing the result).

You can create a new mirage image once per rage, and it does not require concentration.


Blurred Assault (6th Level)

Your flickering presence allows you to strike from unexpected angles.

If you move at least 10 feet on your turn while raging, your next melee weapon attack on that turn deals extra psychic damage equal to your Rage Damage bonus + your Dexterity modifier.

Additionally, you can now create a Phantom Image as a bonus action once per rage.


Mirage Mantle (10th Level)

You gain partial intangibility while raging. You can move through creatures’ spaces as if they were difficult terrain, and you do not provoke opportunity attacks when doing so.

Once per rage, you can use your reaction to become intangible until the start of your next turn when you are hit by an attack:

  • You take no damage from that attack.

  • Until the start of your next turn, you have resistance to all damage except force and psychic, and can move through solid objects, though you cannot end your turn inside one.


Horizon Break (14th Level)

You become a true mirage - untouchable and everywhere at once. When you rage, you create two Mirage Echoes in unoccupied spaces within 30 feet of you.

Until the rage ends, at the start of each of your turns, you may teleport to one of the Echoes and swap places with it. When you do, the Echo explodes in visual distortion:

  • All creatures within 10 feet of the Echo must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Constitution modifier).

  • On a failure, a creature is blinded until the end of its next turn and can’t take reactions until then.

  • On a success, the creature is unaffected.

You may create Mirage Echoes once per rage.

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Path of the Masked

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Path of the Mutability