Barbarian
Base Class: Barbarian

Some who have been thrown into harsh environments alone for years, or have been experimented on and tortured day in and day out find their minds altered irreversibly. Their anger-fueled rage now consumed by an all but terrifying smile, and laughter of pure insanity.

Barbarians who delve into the madness and chaos of the world find their enjoyment in the heat of bloodshed. Many who walk this path find themselves questioning whether it is truly them on the inside, or a second personality thriving in their corrupted minds. Covered in scars from whatever horrid place made them; a friendly reminder of the darkness that dwells in the minds of all sane men.

 

Frightful Smile

Starting when you choose this path at 3rd level, your hideously wide grin and widened eyes send shockwaves of fear and bloodlust towards your enemies. The instant you rage, other creatures within 10 feet of you that can see you must each succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you for 1 minute. Creatures can repeated the saving throw at the end of their turn. 

Consuming Insanity 

At the start of your rage, you must succeed on a DC 10 Wisdom saving throw or move directly toward the nearest creature in a fit of madness and use the Attack action against that creature. You must continue the save until you have succeeded. 

If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.

Variant: Discuss with your DM about the possibility of increasing the save DC with a failure or other situations applicable to your character.

Hard to Break What's Already Broken

Starting when you choose this path at 3rd level, your madness creates a mental barrier to protect you. While raging, you gain resistance to psychic damage and have advantage on saving throws against being charmed or frightened.

Psychotic Laughter

Beginning at 6th level, your cacophonous laughter can damage and impare your enemies. As a bonus action while raging,  make a range attack against one creature you can see.On a hit, the target takes 2d6+CHA modifier in psychic damage and must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be stunned until the start of your next turn. If the target creature is frightened they will have disadvantage on the save.

You may use this feature a number of times equal to your Charisma modifier (minimum of 1) which are regained after a long rest. At 12th level the damage increases to 4d6.

Infectious Madness

Beginning at 10th level, your madness begins to seap out of your body causing others to become corrupted by it. As an action, a random creature of your choice that you can see within 30 ft must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or become charmed by you for 1 minute. Roll a dice to determine the affected creature. While the target is charmed in this way, a sickeningly twisted smile crawls across their face, hideous laughter echoes from them, and a black madness fills their eyes. The charmed target must use its action and movement to make an attack against a creature other than itself that you mentally choose. The target can make a Wisdom saving throw at the end of each of its turns. On a success, the effect ends. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

You have a number of uses equal to your proficiency modifier which return after a long rest.

Sacrificial Blood Psychosis

Beginning at 14th level, your maddening sacrifices become fuel to your abilities or affect the abilities of friend and foe. You can choose to sacrifice a barbarian hit dice allowing you the use one of the following traits:

  • As a bonus action, roll the hit dice to deal additional necrotic damage during one attack.
  • As a reaction, roll the hit dice to reduce an enemy's ability check, saving throw, or attack roll.
  • As a reaction, roll the hit dice to increase you or an ally's ability check, saving throw, or attack roll.

You have a number of uses equal to your hit dice pool. 

Path Of The Maddened Mind Image

Comments

Posts Quoted:
Reply
Clear All Quotes