Base Class: Barbarian
Path of the Mood Swing Barbarian
You've learned to harness the power of your emotions to fuel your rage. When you enter a rage, you roll a d8 to determine which mood takes hold, influencing your abilities and behavior.
Mood Awareness
3rd-level Path of the Mood Swing feature
You've expressed every emotion that you can sense the mood of other around you. You get advantage on Insight ability checks for determining someones mood.
Wild Surge
3rd-level Path of Mood Swing feature
The emotional energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Mood Swing table to determine the magical effect produced.
Mood
| d8 | Effect |
|---|---|
| 1 | Anger +2 Strength and +2 to melee attacks and damage rolls |
| 2 | Cheerful +2 Charisma, you and your allies gain advantage on Saving Throws and Ability Checks if with in 30 feet of you. As a bonus action you use charm. |
| 3 | Sadness -2 Strength, enemies within 40 feet must make a Wisdom Saving Throw (DC= 10+ Strength modifier). You can then use your reaction to have those who failed make the same Wisdom Saving Throw or also be feared. |
| 4 | Depression -2 Dexterity, enemies within 30 feet must make a Dexterity Saving Throw (DC = 10+ Strength modifier) or they lose they're reaction for the turn. You can use your bonus action to do this every turn. |
| 5 | Sleepy -2 Wisdom, enemies within 30 feet of you must make a Constitution Saving Throw (DC= 10+ Strength modifier) or fall prone and go to sleep for 1 round. Enemies must make the same Saving Throw to wake back up. |
| 6 | Fear +2 Dexterity, enemies within 30 feet must make a Wisdom Saving Throw (DC= 10+ Strength modifier) or be feared for until the end of their turn. Feared enemies take 1d8 extra damage from your successful attacks. You can use your bonus action to do this every turn. |
| 7 | Humor +2 Charisma, enemies within 30 feet must make a Constitution Saving Throw (DC= 10+ Strength modifier) or start to laugh uncontrollably for 1 round. Laughing enemies have disadvantage on attack rolls and attacks made against them are at advantage. |
| 8 | Hypomania +2 to All Stats, you gain 30 feet of movement speed. You may attack once using your bonus action and all your attacks get +2 to attack and damage rolls for 3 rounds. You can also take the disengage action for free, you can use uncanny dodge as a reaction. Enemies must make a Constitution Saving Throw (DC= 10+ Strength modifier) or feel sluggish and lose 25 feet of movement. If this moods happens more then 2 times a day you gain 1 point of exhaustion. |
Emotional Fortitude
6th-level Path of the Mood Swing feature
When you rage, you gain +1 AC and gain 15 temporary hit points.
Mood Mastery
10th-level Path of Mood Swing feature
You can choose your mood when entering a rage, rather than rolling a d8. Once per long rest.
Mood Swing Surge
14th-level Path of Mood Swing feature
When you change your mood, you gain a bonus based on the new mood (e.g., +2 Strength for Anger, +2 Charisma for Cheerful).
This subclass adds a layer of unpredictability to the Barbarian's rage, as their mood can shift and impact their abilities. It also allows for creative roleplaying opportunities as the Barbarian navigates their emotions.
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