Barbarian
Base Class: Barbarian

Barbarians who thrive in the world of war, death and combat, often known for their battlecry "Fueled by pain, Pain for fuel", these deranged warriors use the pain of combat to fuel their rage, these barbarians are also just as well known for their usual rage induced insanity-this insanity has evolved to work in their favor preventing their minds from easily being tampered.

Self Depreciation

At 3rd level, while you're raging as a bonus action, you injure yourself with a weapon dealing (1d6) damage sending waves of pain throughout your body focusing your rage granting the following benefits until the end of your next turn.


 

  • Your next attack deals extra damage equal to (2x the self damage dealt).
  • Adrenaline fills your veins increasing your movement speed by 5ft.
  • Any person hit by your attacks while this feature is active suffer -1d4 to their next saving throw until either 1 minute has passed, their knocked unconscious, or until their next saving throw

Stout Frame

At 3rd level, while raging you gain immunity to Poison, and Disease, in addition you can Carry, Lift, Drag, and Pull objects and creatures one size larger than your size category.

Psychotic Demeanor

At 6th level, when you fail a saving throw from either Enchantment, or Illusion spells, as a reaction you injure yourself allowing you to reroll your saving throw, you must keep the new number rolled.

When you use your self depreciation feature you now gain resistance to Psychic damage, in addition all your weapon attacks now deal Psychic as their base damage instead of Slashing, Piercing or Bludgeoning.

 

Aboard the Pain Train

At 10th level, while raging once per turn when you take damage, you make a grapple check against that creature, if successful they are considered restrained, and you can move up to your total movement speed without suffering half movement.

In addition when you use Self Depreciation, your movement speed increases to +10 instead of +5.

Everlasting Rampage

Starting at 14th level, while raging once per turn you regain hit points equal to half your total damage dealt to one target, that target must make a Constitution saving throw or cough up heaps of blood taking an additional (1d6) psychic damage.

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