Barbarian
Base Class: Barbarian

A meagre man in baggy clothes stumbles into a dark alley, the smell of ale following his drunken and timid steps. The robbers tailing him follow into the darkness, expecting easy prey and quick cash. Moments later as the screams die out, a towering gentleman with a confident grin steps from the same shadows, familiar clothes pulled taut over his muscular frame as blood drips from his knuckles. Those of the disturbed mind are strange and dangerous creatures, two minds battling for control on the edge of madness.

Brains and Brawn

Starting when you choose this path at 3rd level, you have been the subject of vile experiments that have split your mind into two distinct personalities. While you are not raging, you use your Strength score for Intelligence ability checks and saving throws, and your Intelligence score for Strength ability checks and saving throws. Your dual mind also grants you advantage on all Wisdom saving throws.

Split Personality

Also at 3rd level, your other half can manifest with bouts of strength and aggression, protecting you from danger. When you enter your rage, your physical form changes to your other personality. How they appear is up to you, perhaps becoming taller, more muscular, or even appearing to be a twin brother or sister. While you are raging, you gain the following benefits:

Army of Two, Body of One

At 6th level, your other identity can point out weaknesses, clues and dangers you may have missed. When you make an attack roll, ability check or saving throw, you can expend a use of your rage to add +5 to the roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.

You can use this ability an amount of times equal to your proficiency bonus per long rest.

Twice the Fury

At 10th level, your strength and smarts have grown, enhancing your physical and mental capabilities. Once per turn while you are raging and you damage a creature with a melee weapon attack, you can force them to make a Constitution saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or take an additional 1d8 damage. As a reaction to being damaged by a creature while you are not raging, you can force them to make an Intelligence saving throw against the same DC or take 1d8 psychic damage.

Disturbing Duality

At 14th level, you and your other half have reached an understanding with each other, a dual system of mind and might. You now have permanent resistance to psychic damage, and immunity while you are raging. While you are raging, your melee weapon attacks deal an additional 1d8 psychic damage. When you take the Dash action while you are not raging, you gain the benefits of the Dodge and Disengage actions.

Path Of The Disturbed Mind Image

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