Base Class: Barbarian
For some barbarians, their rage might be the result of a difficult past or a simple indulgence in a compulsive bloodlust. For others, it is the natural response to a world that no longer makes sense. The Path of the Psycho is a confusing and chaotic journey. While you may not understand the nuance of the world around you, others will pull you into their life of adventure due to the practicality of your destructive tendencies. They may also do this to pull you away from civilized society in order to protect the common folk.
Crumbling Mind
Starting when you choose this path at 3rd level, your mind begins to crumble. You have a penalty to your Intelligence score equal to 1 + half your proficiency bonus, and if you fail any ability check using your Intelligence modifier, you must succeed on a DC 10 Wisdom saving throw or immediately attack a creature at random.
Note: you must manually adjust your intelligence score, which you can do by clicking on your intelligence score on your character sheet and adding the penalty to the "Other Modifier" field.
Masochistic
Starting at 3rd level, you stop trying to avoid incoming attacks because you enjoy the pain. While you are not wearing any armor, your Armor Class equals 10 + your Constitution modifier, and if you wear armor or wield a shield, all attack rolls against you have advantage due to this being a facade of defense. Additionally, your maximum hit points increase by 6, and when you gain additional barbarian levels, you add a bonus of 2 to your maximum hit points.
Whenever you take slashing, piercing, bludgeoning, or force damage while unarmored, you can use your reaction to flex your muscles and reduce the total damage by a number equal to 3 + your Constitution modifier. You must be able to see the attacker to use this feature, and if you still take damage after this reduction while not in a rage, you may immediately enter a rage and as part of this reaction and make a melee weapon attack against the attacker (or another creature, if the attacker is too far away). Damage resistances granted to you by your rage applies to the remaining damage.
If you need to doff armor quickly, you can do so using an action with a successful Strength (athletics) check against a DC equal to the armors base AC. On a success, you destroy the armor. On a failure, you permanently reduce the armor's base AC by an amount equal to half your Strength modifier, which also destroys the armor if the AC is reduced to 9 or lower.
Salt the Wound
Starting at 6th level, whenever you take damage that your rage grants resistance against, you may choose to salt the wound by forgoing the damage resistance. You must be unarmored and raging to use this feature, and you can do this a number of times equal to your constitution modifier. You regain all charges when you stop raging, and there are multiple options for recovering charges while you are raging. You may recover one charge by choosing to:
- gain advantage on an attack roll
- make a melee weapon attack as a bonus action
- double your rage damage bonus until the start of your next turn
- recover your reaction once per round to make an opportunity attack
You may only choose to gain these benefits when recovering an expended charge, and so these benefits are unavailable to you when you have regained all of your charges. Lastly, if you wish to replace your resistance with a vulnerability to the triggering damage, you must use two charges in order to do so.
Thrill of the Kill
Starting at 10th level, when you make a melee weapon attack that drops a target to 0 hit points, you regain a number of hit points equal to the amount of damage that was in excess of the target's hit points prior to you landing the attack.
Release the Beast
Starting at 14th level, when you enter your rage while below half your maximum hit points, you regain all of your hit points and you gain the benefit of the enlarge/reduce spell (enlarging only) for the duration of your rage. Once you have used this feature, you still gain the benefit of the enlarge/reduce spell when you enter your rage under half your maximum hit points, but you cannot regain your hit points with this feature again until you complete a long rest.
Those who try to understand how you accomplish this feat are perplexed. If anyone ever asks how you enlarge yourself, make a DC 15 ability check using Intelligence (arcana). If you succeed on your ability check, in a stroke of genius you suddenly realize that you have no idea, and you can no longer use this feature for 24 hours, which is roughly how long it takes for you to forget about the question. Otherwise, just try not to attack anyone and say the first thing in your head because that's probably the right answer.
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