Barbarian
Base Class: Barbarian

The path of the crazed is a path not many barbarians go down. The path is often followed by those who lack empathy and care for other beings as well as a never-ending bloodthirst. Those who choose this path often find themselves losing their mind as they let go of their own mind to conquer their opponents. Their fighting is ferocious and devastating, often taking the time to display their crazed nature to their foes to destroy their morale.

Note that this Subclass may be disruptive in parties and it is intended to be played around the idea of high risk high reward playstyles around losing control of your character. You can minimize the risk of losing control by focusing on having high Wisdom, or embrace it by ignoring Wisdom. I'd personally recommend talking with the other people in the party and the DM to make sure everyone is okay with this risk as it might ruin the fun of those you play with if they don't know what they are getting into.

This subclass has yet to be playtested. If you have given it a try, please do contact me regarding your thoughts on the subclass.

Crazed Rage

Starting when you choose this path at 3rd Level, when you enter your rage you can choose to lose your mind. Until the crazed rage ends, you gain the following effects

  • Your rage damage is doubled
  • You will always perform Reckless Attacks
  • All damage is reduced by two

While in a crazed rage, you also have difficulty discerning friend from foe. At the start of your turn, roll a DC 12 Wisdom Saving Throw. On a success, the DC increases by 1 and you are able to discern friend from foe. On a failure, Your mind has gone too far to recognize friend from foe and you see everyone as hostile and you enter a Mindless State.

Mindless State

Starting when you choose this path at 3rd Level, while you've lost your mind you gain the following effects

  • You cannot end your rage willingly
  • You must attack the closest creature. If there are multiple creatures who are equally close to you, you must roll a die to decide which one will be randomly chosen.
  • You gain an extra attack that stacks with the Extra Attack feature

You may choose to make a DC 12 Wisdom Saving Throw at the end of your turn to end the crazed rage and regain your mind. Every time you forgo the saving throw, the DC is increased by 1 to a maximum of 18. Otherwise, a Crazed Rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a creature since your last turn or taken damage since then.

Brutalize

Beginning at 6th level, whenever you are in a crazed rage and deliver the final blow to a creature you can use your bonus action to brutalize them. Whenever you brutalize a creature, every hostile creature around you that can see you must make a DC 8+(Strength Modifier)+(Proficiency Bonus) Wisdom Saving Throw. On a failure, they become frightened of you and can perform the saving throw again at the end of their turn. On a success, they are not frightened by your brutality and are immune to Brutalize for 24 hours.

If you've lost your mind in the crazed rage, Brutalize will always be used whenever possible and any friendlies must also make a saving throw against Brutalize to avoid its effect. Creatures who previously succeeded or now succeed are not immune to the effect of a mindless Brutalize

Aura of Insanity

Beginning at 10th level, while in a crazed rage you emit an Aura of Insanity attacking the very minds of those around you. The aura extends from you in a 10 foot radius. When a creature starts their turn in your aura they receive one stack of insanity, stacking to a maximum of 3. If a creature has any insanity and start their turn outside of your aura all insanity is removed.

  • At 1 stack, Insanity causes a creature to take a -2 penalty to Attack rolls
  • At 3 stacks, Insanity causes a creature to get disadvantage on Wisdom Saving Throws
  • At 5 stacks, Insanity causes a creature's speed to be halved and they have disadvantage on attack rolls against you as long as you are in their field of view.

While in a Mindless State, Insanity can be stacked to a maximum of 5. Your aura's radius increases to 15 feet.

Spine-Chilling Presence

Beginning at 14th level, your presence alone creates an uneasy feeling in those around you. You gain expertise in intimidation. If you already have expertise in intimidation you may pick another skill that you are currently proficient with instead of intimidation.

Creatures in your Aura of Insanity now gain two stacks of insanity whenever they start their turn in your aura.

Path Of The Crazed Image

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