Barbarian
Base Class: Barbarian

Some barbarians are born with rage; some have rage forged from life events.

The Path of the Tormented takes the nature vs nurture argument and instead chooses the third option; both. 

Ostracized since the beginning, these barbarians are quick to temper and are decisive to a fault following gut instinct and blunt action. Once angered, they take emotional outbursts over logical thinking every time. They are not to be confused with stupid, senseless killers however. These individuals are bound by a moral code of their own making, with honesty and ethical morality at the highest of values. On the other hand, the motto of "bad people deserve bad things" is ingrained in their psyche, and vengeance will be performed with grizzly enjoyment. They are in a constant state of inner turmoil, pushing themselves to the brink of insanity when under prolonged stressors. 

These barbarians are formed after years of unrelenting trauma, and so have an unparalleled survival instinct, both in and out of combat. They prefer to live in solitary, able to live in the wilderness away from those that may wrong them. But meet one in battle, and their honed athletic skill coupled with eons of emotional repression make for a vicious foe, one who would be willing to kill itself just to kill you.

Unleash the Beast

Starting when you choose this path at 3rd level, while raging, you can choose to unleash an furious outburst of unrelenting anger. You can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, roll a d4.
|1| Attack nearest ally.
|2-3| Attack nearest creature (ally or enemy).
|4| You can decide your action as normal.

However, when triggered (WIS Save, DC: 2 x (Proficiency bonus)), you are involuntarily thrust into an emotional tirade. Roll a d20. An even number causes a passive outburst, an odd number causes an aggressive outburst on the nearest individual.

Matter Over Mind

Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

You also get advantage on WIS saves whilst raging as your mind embraces the release of emotional restraint.

Harrowing Presence

Beginning at 10th level, when you rage, any creature within 30ft that can see you takes 1d6 psychic damage and makes a Wisdom save (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failed save they are feared for 1d4+1 rounds, re-rolling the save at the end of their turn.

No End in Sight

At 14th level, you feel your mind losing the fight to the cacophony in your head.

You are now able to transmit that pain telepathically. Once per rage, when you hit a creature with a melee attack, you can do an additional 5 + twice your barbarian level worth of psychic damage.

For each kill, roll a d20. An even number has no effect, an odd number turns your thoughts black and you take an additional action and bonus action (on top of your regular action) to immediately attack the nearest threatening creature within range. If no creature is available in this turn, you are incapacitated with sorrow for the next turn as your mind clears.

 

 

 

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