Base Class: Barbarian
For the vast majority of barbarians, the all-consuming rage that they feel is little more than that, rage. For some select others, their minds long since unhinged, the anger is nothing more than a byproduct of their psychopathic tendencies. When entering their rage, these barbarians focus their unhinged minds on causing carnage in the midst of the enemy.
Barbarians who follow this path are known for mindlessly running into the midst of the enemy alone and being able to take the punishment while demolishing individual targets on their own.
Clarity in Insanity
Starting when you choose this path at 3rd level, you begin to be able to focus your insanity into your rage. While raging, your mind becomes so unstable that it becomes significantly more difficult for magic to trick or affect your mind. You gain the benefits of your rage as normal, but also add the following effects from focusing your insanity:
- You can never be the willing target of a spell from the enchantment school. If you are targeted by a spell from the enchantment school that does not normally have an associated save (such as bless or heroism), you must make a Wisdom saving throw against the caster's spell DC.
- Advantage on saving throws against all spells of the enchantment or illusion schools.
Numbing Psychosis
Starting at 3rd level, your mind will occasionally dampen the pain of any injuries that you receive. As a reaction upon being hit by an attack, you can halve all damage from the attack by convincing your body that the hit didn't hurt as much as it actually did. This works in conjunction with the damage reduction from raging. After using this ability, you must complete a long rest before using it again.
You can use this ability twice between rests beginning at 6th level and three times between rests at 10th level. Upon reaching 14th level, you recharge uses of this ability on taking a short rest.
Mad Ramblings
Beginning at 6th level, you have started to occasionally jabber to yourself incoherently. You suffer disadvantage on stealth checks involving sound, however when you use the attack action, you can use your bonus action to direct your words of insanity at the target of your attack. The creature must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or become frightened of you.
At the end of each of the target's turns, it can make a new Wisdom saving throw. On a successful save, the fear fades from the creature and they become immune to this ability for the next 24 hours.
If multiple targets are under the effects of this ability, they gain advantage on the saving throw.
Instability to Antipathy
Upon reaching 10th level, your focused insanity during your rage has progressed even further and is now causing you to suffer from heavily fluctuating emotions. Most prominently you have begun feeling bursts of hatred and paranoia towards everything around you, which you subconsciously use to fuel your attacks. While raging, melee attacks deal an additional 1d8 damage.
Your fluctuating emotions are not limited outwards however, and will occasionally be directed towards yourself if you feel frustrated enough with your own failures. While you are raging, if you miss an attack or roll a natural one on an ability check or saving throw, you punch yourself in frustration, taking 1d8 + your strength modifier in bludgeoning damage.
The additional rage damage dice and self damage dice increases to 1d12 upon reaching 14th level
Solitary Hysteria
Upon reaching 14th level, your insanity while raging is reaching its peak and being in combat now makes you feel pure, unadulterated rapture. The enthusiasm that you feel for combat has led to some highly unpredictable movements that makes it easier for you to duck past the enemy's guard, but you become distracted by allies who get in between you and your current source of "fun". While raging, making a melee attack against a creature who an ally does not threaten gives you the following benefits:
- You score a critical hit on a roll of 19 or 20
- When you score a critical hit, the bonus damage die from Instability to Antipathy automatically deals maximum damage.
Previous Versions
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