Barbarian
Base Class: Barbarian

Unbridled insanity and rage isn't uncommon among Barbarians, yet there are those who take this craziness to the utter extreme. The primal rage of a twisted mind is much to be feared, so is that of the Path of the Lunatic. Those who follow this path may strive to spread chaos among the ranks or spread their perverted view of joy to the rest of the world. In their raging state, the laws of reality themself bend to their whim. They often can ignore simple things like Gravity and summon objects of great size to crush their foes. Any method that can spread insanity will do.

Bits and Bobbles

Starting at 3rd level, you can craft whimsical trinkets during a long rest, imbuing them with primal magic. When you do so, you expend a number of charges for each item you create. You have a number of charges equal to twice your proficiency bonus, and all trinkets created this way last until the end of your next long rest or until you use this feature again.

Some trinkets require creatures to make a saving throw to resist their effects. The saving throw DC for these effects is calculated as follows:

Trinket Save DC = 8 + your Strength modifier + your proficiency bonus

During a long rest, you can create any combination of the following trinkets, as long as you do not exceed your total number of charges.

  • Umbrella (1 charge): While holding this trinket, your fall speed is reduced to 60 feet per round, and you take no fall damage.
  • Rake (1 charge): You can use your action to ready this trinket on the ground. A creature that steps on the rake must succeed on a Dexterity saving throw or take 2d6 + half of your barbarian level bludgeoning damage on a failure.
  • Grand Piano (2 charges): As an action, you can throw this trinket at a point within 60 feet. On impact with a solid surface, it expands into a full-sized piano. Each creature in a 15-foot radius must make a Dexterity saving throw, taking 3d6 + half of your barbarian level bludgeoning damage on a failed save, or half as much on a successful one.
  • Anvil (2 charges): As an action, you can make a ranged weapon attack with this trinket against a creature within 60 feet. On a hit, the trinket expands into an anvil, dealing 3d8 + your barbarian level bludgeoning damage.
  • Squeaky Hammer (3 charges): This trinket functions as a martial weapon (warhammer). When you hit a creature with it, the target must succeed on a Constitution saving throw or be deafened until the end of your next turn.
  • Dynamite (3 charges): As an action, while holding this trinket, you can cause this trinket to explode in a 15-foot radius. Creatures in the area must make a Dexterity saving throw, taking 5d6 + your barbarian level fire damage on a failed save, or half as much on a successful one. You take half damage from the explosion and are coated in black dust afterward.
  • Raincloud (4 charges): As an action, you can crush this trinket to release a rain cloud that follows above you for 1 minute. During the duration, you receive resistance to fire damage and vulnerability to lightening damage.
  • Rocket Backpack (4 charges): While wearing this trinket on your back, you can activate it as a bonus action, causing it to violently launch you 60 feet in a straight line before exploding in a 15-foot radius. Non-allied creatures caught in the blast must make a Wisdom saving throw or be frightened until the end of your next turn. You can use the Rocket Backpack twice before it becomes nonfunctional.

Warrior of Many Words

At 6th level, while raging, everything you say appears as a floating caption beneath you which disappears soon after being spoken. These words act as natural weapons you are proficient with. As a part of the attack action, you can forgo one of the attacks to hurl one of these captions at a creature within 60 feet, making a ranged weapon attack that uses your strength modifier. On a hit, the target takes 3d8 + half your barbarian level bludgeoning, piercing, or slashing damage (your choice). This damage is considered magical for the purposes of overcoming resistances. You can use this feature a number of times equal to your proficiency bonus until you take a long rest.

 

Ire of the Painter

At 10th level, you gain proficiency with Painter’s Tools and can use said tools to create illusions with the utmost care and attention. As an action, you can paint one of the following effects on a surface within 5 feet:

Painted Door: Creates a functioning doorway on a solid wall or obstacle, lasting for 1 minute.

Pitfall: Creates the illusion of a hole in the ground. The first creature to step on it must succeed on a Dexterity saving throw against your Trinket DC or fall prone and take 5d6 bludgeoning damage on a failure. The illusion disappears once you finish a long rest.

False Passage: Creates a realistic hallway or opening, or conceals an existing passageway. A creature who inspects the false passage must succeed on an Investigation check against your Trinket DC to recognize it as fake, at which point the illusion becomes transparent to that creature.

You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.

Mind Wrack

Beginning at 14th level, your weapon's begin to match your whimsical aura in ways that the common mind cannot fathom. Once per turn, when you hit a creature with a weapon attack, you can force the target to make a wisdom saving throw against your Trinket DC. On a failure, the target becomes affected by a random effect from the confusion spell until the start of your next turn. A creature who succeeds against the saving throw cannot be affected by this feature for 1 hour.

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