Base Class: Barbarian
There's an energy in your veins you can't explain. A constant buzz you are aware of. You know you can rage, you can choose to do so if you like, but sometimes.. sometimes it happens when you've not decided it should. Sometimes it's out of your control.
With this subclass your rages can be forced upon you by the use of trigger word agreed upon with your DM. If sent into an involuntary rage you automatically attack an enemy within your speed distance. If there are no enemies within your speed distance you must attack the closest ally or creature. If there is no ally or creature within your speed distance then you attack yourself: the attack automatically hits and the damage type is psychic damage.
Optional mechanic: you blackout during rages and cannot remember what happened when you come out of it.
Rebuff Rage
Starting at 3rd level, you get the chance to throw off an involuntary rage. Roll a wisdom save, the DC equals 20 - your proficiency bonus - your Wisdom modifier. If successful, add an extra hit die to the first attack of your next voluntary rage.
Energy Surge
Starting at 3rd level, energy erupts from you as you rage. When you enter your rage, roll on the energy surge table to determine the magical effect produced.
If the surge requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
| d8 | Effect |
| 1 | Protective energy rushes from you. You and every creature you recognise within 60 feet gains +1 to AC. |
| 2 | Necrotic energy bursts from you. Each creature within 30 feet of you takes 1d10 necrotic damage, and you gain temporary hit points equal to the sum of the necrotic damage dealt to the creatures. |
| 3 | You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can activate this effect again on each of your turns as a bonus action. |
| 4 | A brilliant light bursts from you. Every creature within 60 feet must succeed on a Constitution saving throw or take 1d4 radiant damage. If the creature is within 20 feet they instead take 1d6 radiant damage and are also blinded on a failed save. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
| 5 | Arcane energy enshrouds you. Until your rage ends, you gain a +2 bonus to AC, and whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution. |
| 6 | Plant life temporarily grows around you: until your rage ends, the ground within 15 feet of you is difficult terrain. |
| 7 | You conjure 1d4 intangible spirits that look like flumphs in unoccupied spaces within 30 feet of you. Each spirit immediately flies 30 feet in a random direction. At the end of your turn, all spirits explode and each creature within 5 feet of one or more of them must succeed on a Dexterity saving throw or take 2d8 force damage. |
| 8 | Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. |
Quick Reaction
At 6th level you can use your reaction to make an attack of opportunity against a creature that enters your reach. If the attack hits, the creature has disadvantage on their next attack against you.
Out of Mind, Within Sight
Starting at 10th level, you gain the ability to spend a bonus action to will a weapon made of pure psychic energy into existence in your empty hand. This weapon manifests for 1 minute in any form you choose. You are proficient with this psychic weapon which deals 2d8 psychic damage + your proficiency bonus. Your psychic weapon has the light, and thrown properties (range 20/60). If you drop the weapon or throw it, it dissipates at the end of the turn. For the duration of this ability, you can use a bonus action to cause the weapon to reappear in your hand. You may only have 1 psychic weapon manifest at a time. If you use this ability while you already have a weapon manifested the previous weapon dissipates. You regain all uses of this ability after taking a long rest.
At your 14th barbarian level you may use this ability to manifest a weapon that does 3d8 psychic damage. If you do it loses the light and thrown properties.
Reactive Shield
At 14th level when taking acid, cold, fire, force, lightning, necrotic, psychic, radiant, or thunder damage you can use your reaction plus a rage to take half the damage and absorb the other half as temp HP in the form of an ablative psychic shield of crackling energy. If you are not already raging this counts as entering a rage. While you have this temp HP you are resistant to the triggering damage type. In addition, when you hit with a weapon attack you may subtract an amount of your temp HP and apply it to the damage of the attack. The damage type is that of the triggering damage.
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