Base Class: Barbarian
While other barbarians may embrace their anger or their spiritual heritage to fuel their combat prowess, you aren't fully certain what fuels you. In fact, barbarians following the Path of the Nincompoop aren't very sure about many things, but there's one things you do know - it makes a funny sound when you hit bad guys on the head.
Stupid Idiot
Starting when you choose this path at 3rd level, your rage is born from confusion and you are uncertain of anything going on around you. While raging, you gain resistance to Psychic damage. Additionally, whenever you hit with a melee weapon attack while raging you deal additional damage equal to your Intelligence Score Penalty if you have one (Minimum of 0).
Ascended Witlessness
Beginning at 6th level, you have somehow ascended simple simple-mindedness and become too foolish to be fooled. While raging you have advantage on Intelligence Saving Throws and Insight checks.
Hardheaded Buffoon
Beginning at 10th level, you finally understand what others mean when they say to use your head. You may spend your action to make a special unarmed melee attack called a Head Smash. This attack deals 6d12 bludgeoning damage and has the siege property. A creature struck by it must make a Constitution Saving Throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be stunned until the end of your next turn. When you successfully hit a target creature or structure with this attack, your Intelligence Score is temporarily lowered by 1. All points of Intelligence lost this way are restored upon taking a short rest, and this ability may only be used a number of times equal to your Constitution Modifier per Long Rest. (A creature with an Intelligence Score lower than 3 is unable to communicate effectively through language and a creature with an Intelligence Score of 0 is comatose until it is restored).
Absolute Fool
Starting at 14th level, you worry that you sometimes aren't paying close enough attention in combat and hope you aren't missing anything. When you take damage you may spend your reaction to make an Intelligence check with a DC equal to your barbarian level. If you fail, you somehow fail to notice that you've been hurt and suffer no damage. Once you successfully fail you check, you must take a long rest before using this ability again.
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