Barbarian
Base Class: Barbarian

You have become possessed by an unknown entity for an unknown realm or origin. Roll a d12, or choose one from the list below.

1: An Intellect Devourer has taken over your mind.

2: A powerful Vampire has chosen you as its servant.

3: A shadow demon has infested your mind.

4: A ghost has possessed you.

5: You are slowly turning into a Myconid's spore servant.

6: A demon inside you brings out the worst in you.

7: A fey spirit has taken over you and forced you to do its bidding.

8: A mind flayer tadpole is feeding on your brain, but ceremorphosis has been delayed. It makes a spirit that appears to you in dreams and convinces you to do its bidding.

9: An Aboleth has enslaved you.

10: A powerful wizard has taken over your mind and turned you into their host that they can use to commit atrocities without being found out.

11: A lich has decided to control your soul as a means of surviving. He makes you do things for him as he feeds on your soul.

12: Your body has never been yours. Your rage is the original inhabitant attempting to regain control.

 

Since your rage is more so something taking over you, instead of you choosing your actions, roll a d4 every time your rage ends to see how much of it you remember.

1: You remember most of your rage.

2: You remember a little bit of your rage, most of it is either foggy or non-existent.

3: You remember all of your rage.

4: You remember absolutely nothing that happened during your rage. 

Attack Takeover

Upon taking this subclass at 3rd level, your attacks while raging deal extra damage according to the origin of your possession. Options 1, 7, 8, and 12 give psychic damage, 2, 3, 4, and 11 give necrotic damage. 5 give poison, 6 gives fire, 10 gives force, for 9, choose either acid or psychic. The damage die used for these is 1d4, which increases at higher levels. You also now have resistance against that same damage type.

Harness Possession

Also at 3rd level, while raging, as an action, you can make a unarmed strike against enemies that deals a number of d6 equal to half your barbarian level. This attack has a +5 to hit, and if it hits, you receive advantage on your next attack. If it is a critical hit, you receive advantage and you heal a number of hit points equal to half the damage dealt. You can do this a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.

Illusion of Pain

At 6th level, while raging, as an action, you can give out a loud cry that can be heard by up to 5 creatures of your choice within 80 feet of you. The creature(s) must make a DC 15 Wisdom saving throw or be put under an effect called "Tricked", which grants them advantage on attacks against you, but each attack damages them a number of d4 equal to half your barbarian level. The type of this damage is determined by the damage granted by your possession origin. This effect last for 1d4 rounds or until they die, when the effect is removed, they take 1d10 psychic damage, and make a DC 15 Charisma saving through or be unconscious until their next turn. Your Attack Takeover damage also increases to 2d4. You can use this a number of times equal to your constitution modifier, and you regain all expended uses after a long rest. 

Summoning Soul

At 10th level, while you are raging, you can summon a creature that relates to your possessor. This creature is fully under your control, and comes directly after you in initiative order. For intellect devourer (1), you can summon a swarm of cranium rats. For Vampire (2), you can spawn a giant bat. For 3, you can spawn a shadow mastiff. For 4, you can summon a sword wraith (warrior). For 5, you can summon a myconid (sovereign). For 6, you can spawn a Hell Hound. For 7, you can spawn a redcap. For 8, you can summon an intellect devourer. 9, Troglodyte. 10, rug of smothering. 11, zombie. 12, Doppelganger. These creatures stay on the battlefield until you either die, use an action to dismiss them, or your rage ends. Your Attack Takeover damage also increases to 3d4. You can do this a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.

Undying Rage

Upon reaching 14th level, your possessor has done their to make sure you do not die anytime soon. You rage no longer ends when you fall to 0 hit points, when you come back from 0 hit points, and rage for more than 1 turn, you make a DC 15 (+ 1 for every extra turn you raged) Constitution saving throw or take one level of exhaustion. If you rage for more than 5 extra turns after being revived, you have disadvantage on this saving throw. Also, if someone attempts to revive you with a spell, it does not require any components. Also, you have advantage on death saving throws as long as you were not raging when you died. Your attack Takeover damage also increases to 5d4.

 

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