Barbarian
Base Class: Barbarian

Barbarians who walk the Path of the Insane embrace the chaos within their own minds, channeling their fractured psyches into terrifying strength. These warriors are unpredictable and unrelenting, driven by a cocktail of madness, fearlessness, and bursts of inexplicable clarity. For them, the line between reality and hallucination blurs during combat, making their every move a gamble that unnerves allies and terrifies foes.

These barbarians often see visions, hear whispers, or feel compelled by forces no one else perceives. While others might see this as a curse, followers of the Path of the Insane treat their fractured minds as a weapon—one that drives them to unparalleled feats of brutality. Their connection to their inner chaos grants them bizarre, almost supernatural abilities, and their erratic behavior makes them utterly unpredictable on the battlefield.

Level 3: Mad Fury

At level 3, When you rage, add an extra 1d4 physic damage to any attack roll you make. If you get hit whilst raging you can use your reaction to knock the attacker prone.

Level 6: Paranoia of the insane

At level 6, you become paranoid of anybody you haven't previously known. You have advantage on on rolls to resist being Charmed and Seeing through lies, but you also get disadvantage to intimidation saves. 

Level 10: Insane Ramblings

At level 11, you can use this feature (Barbarian level + proficiency bonus). when you use this feature any creature that can somewhat comprehend the language your rambling in slowly breaks down and takes 1d20 physic damage

When used while raging add 1d10 physic damage to this.

Level 14: Completely insane

At 14th level Enemy's instantly see how insane you are and get stunned and suddenly thinking of how to deal with you. You get a free surprise round every time combat starts.

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