Barbarian
Base Class: Barbarian

The Path of Madness isn't something a barbarian chooses, but rather is a destiny laid out by a harrowing event or tragic past. Barbarians of Madness are colloquially referred to simply as madmen, but those who underestimate them will learn there true ferocity.

Unpredictable Rage


While raging from a 1-2, you cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on you must succeed on an attack roll. If you are attacked, you must attack the creature that last attacked you until that creature is dead or out of sight.

If you do not have a mandatory target, roll on the table below at the beginning of your turn to decide how you spend your turn.

Spend Your Turn:
d4 Action
|1| Attack nearest ally.
|2-3| Attack nearest creature.
|4| You can decide your action as normal.

At 6th level, a confused rage occurs at a roll of 1-3 a normal rage occurs at a roll of 18-20.
At 10th level, a confused rage occurs at a roll of 1-4 and a normal rage occurs at a roll of 17-20.
At 14th level, a confused rage occurs at a roll of 1-4 and a normal rage occurs at a roll of 15-20.

Calming Allies

At 3rd level, your allies may attempt to calm you down in moments of rage. If you're raging from a 1, an ally may attempt a Charisma check. If they succeed (DC: 8 + your proficiency bonus + your Constitution modifier - your Wisdom modifier), you come out of your rage.

At 6th level, your allies can make this check with disadvantage to turn your rage from low roll as if you had raged from a high roll.

At 10th level, your allies no longer have disadvantage on checks to turn rages.

Unfettered Havoc

At 3rd level, your insanity forces your body to push through physical strain on your body. If you have any points of exhaustion when you enter a rage, the effects of exhaustion are suspended until your rage ends. While raging, you cannot gain any more points of exhaustion. This additional feature you gain at 3rd level, is meant to counteract the lost of choice with the main class feature.

At 14th level, entering a rage resets your exhaustion counter to 0.

Numbed Nerves

At 6th level, your insane mind begins to affect your nervous system, helping you feel less and less pain. At the end of each rest, you gain temporary hit points equal to 2d4+your barbarian level.

The die changes to a d6 at 9th level, and d8 at 16th level.

Defensive Psychosis

Beginning at 6th level, you’ve given up even more control of your mind that even your enemies have trouble affecting it. You are unable to be charmed by magic or put to sleep by magic, and you have resistance to Psychic damage while not raging, and immunity to Psychic damage while raging.

Double Down on Lunacy

Upon reaching 10th level, you have fell so far from sanity that dismissing the suggestions of others is second nature. After you make a Wisdom saving throw, you can instead expend one of your rages and choose to succeed on the saving throw. You can choose to use this ability after seeing the result, but before the DM tells you if you pass or fail.

Dominance of Delusion

At 14th level, you can use your unyielding assurance to force your will over your confusion. If you would go into a rage stemming from a low roll, you can choose to expend an additional rage to rage as though you had rolled high.

Path Of Madness (Base On Squigsthetruth's Version) Image

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