Barbarian
Base Class: Barbarian

A tempest of madness and flame erupts from within but such power does come with drawbacks.

Frenzy

Starting when you choose this path at 3rd level, you can choose to go into a frenzy when you rage. If you do so, your eyes glow a yellowy orange and you blackout (This is for Roleplay only. Blacking out will not inhibit your ability to strategize or use certain gameplay features. While in a frenzy you can make an attack with your bonus action and also inflict 1d4 Fire and Psychic damage with each melee attack (Damage die increases to 1d6 each at 8th level and 1d8 each at 14th level). When your rage ends, you suffer one level of exhaustion.  You only suffer this exhaustion while outside of rage and all exhaustion gained from frenzying can be expelled from a single long rest.

You can’t be charmed or frightened while raging. If you start raging while already having one of these conditions, you will lose them.

Flame of Frenzy

Beginning at 6th level, when you frenzy, your hands erupt in yellow orange flames and your eyes begin to grow similar flames at a smaller size. While in a frenzy you can take the following actions;

Yellow King's Roar: Yellow orange flames erupt from your eyes and burn anyone within a 15ft cone in front of you. Yellow King's Roar deals 1d10 Fire damage and 1d10 Psychic damage. 

Grasp of Frenzy: Make an attack roll to shoot a flaming whip from your hand up to 20ft and lasso your target. Your target must make a strength save of (8 + Your Proficiency Bonus + Your Strength Modifier) or be pulled towards you. While the flaming whip is on a target they take 1d4 Psychic and Fire damage on each of their turns until it is removed. The Grasp of Frenzy will disappear once attacked by you or if the target succeeds on their strength saving throw. 

You can use these abilities as many times equal to your proficiency modifier.

Havoc Blast

Beginning at 10th level, upon entering a Frenzy you can choose to unleash a havoc blast dealing 5d6 Fire and 5d6 Psychic damage in a 20ft radius. All creatures within the radius must make a Dexterity Saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) if they succeed they only take half damage.

you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Eyes of Madness

Select one target within 5 feet of you and attempt to grab them forcing them into a STR Saving Throw of 8 + Your Proficiency Bonus + Your Strength Bonus. If the target succeeds on the saving throw, nothing happens. If the target fails on the saving throw you erupt frenzied flames straight into their eyes dealing 2d10 Fire Damage + 2d10 Psychic Damage and forces the target to roll a WIS Saving Throw with a DC of 13. If the target fails they become Maddened for 3 turns. While Maddened the creature attacks the nearest target that isn't you.


This ability can be used twice per long rest.

Crown of Madness

Starting at 14th level, when you enter a frenzy, bright yellow and orange flames erupt from your eyes. Upon activating your frenzy, every creature within a 10ft radius must make a wisdom saving throw DC 12 or temporarily become maddened for 3 rounds. When a creature becomes maddened they must make a melee attack against the closest creature that isn't you. 

Previous Versions

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9/25/2025 10:22:41 AM
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