Barbarian
Base Class: Barbarian

Few warriors are willing to look into the abyss of their own mind and smile back at it. Barbarians who follow the Path of the Madman do not simply accept their rage, they become it. Each blow they endure pushes them closer to the brink, until the fragile barriers between sanity and chaos crumble entirely. To them, madness is not weakness but a higher state of truth, where reason dissolves and only instinct remains.

Those who walk this path often begin as broken souls, survivors of horrors, victims of cruel experiments, or seekers of truths too terrible to bear. Their fury festers into something radiant and terrible, bursting forth as unrestrained violence. In the throes of their Psychotic Breaks, they glimpse moments of perfect clarity, where pain and purpose intertwine. They learn to silence the endless voices clawing at their thoughts, if only by screaming louder than them.

Yet every battle exacts a toll. The Madman’s power grows as their sanity erodes, and each victory leaves their mind further in ruins. When they surrender to Unbridled Insanity, they transcend mortal restraint becoming stronger and faster but at a cost few could endure. Those who survive such descents are legends whispered in terror and awe. Those who don’t are simply gone, their names lost to the same madness that gave them their strength.

Level 3: Psychotic Break

The first time you take damage from a source other than yourself each turn, gain a stack of Trauma.

At the start of your turn, if you have 3 or more stacks of Trauma, lose all stacks and enter a Psychotic Break until the end of your turn.

While in a Psychotic Break, you may choose to make Wisdom, Intelligence, or Charisma saving throws to end magical effects on you early at the beginning of your turn rather than the end, your walking speed is doubled, and your Strength modifier is doubled.

Level 6: Bloody Banquet

While raging, when you kill a creature with a melee attack, you regain missing hit points equal to the excess damage dealt.

Level 10: Silence the Voices

When you fail a Wisdom, Intelligence, or Charisma saving throw, you can choose to take psychic damage equal Xd12, where X is the difference between the result of your saving throw roll and the save DC. If you do, you may choose to succeed on the saving throw instead.

(I.e. if the DC is 17 and you rolled a 12, you can take 5d12 psychic damage to succeed instead. Your DM does not need to tell you the save DC before you choose.)

 

Level 14: Unbridled Insanity

When you enter a Rage on your turn, you may choose to go Completely Insane. If you do, you gain the benefits of a Psychotic Break for your entire Rage, and cannot gain Trauma stacks. You cannot end this Rage willingly.

At the end of this Rage, make a DC 18 Wisdom saving throw.

On a failure, your mind shatters under the strain. You take 6d12 psychic damage, and you are stunned until the end of your next three turns as your sanity splinters.

Once you use this feature, you can’t use it again until you finish a Long Rest.

Previous Versions

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1/18/2026 7:08:41 PM
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