Base Class: Barbarian
Barbarians who follow this path have encountered the terrors of the far realm, touched by horrors known to break even the strongest of minds. No matter how they came to know of the unknowable, that knowledge has forever changed them.
Barbarians who follow this path have begun down the path towards madness, which manifests itself in their rages. Drawing upon this new, unknown power, these warriors begin to tap into the horrors from which they now run, or seek.
Eldritch Connection
Starting when you chose this path at 3rd level, your rages reopen your connection to the far realm. Whenever you enter a rage, you may choose one of the following options:
Subliminal Coupling. Choose a non-abberation creature you can see. That creature must make an Wisdom saving throw, with a DC of 8 + your proficiency modifier + your Intelligence modifier. On a failed save, until your rage ends, that creature becomes frightened of you, and you always know the target's location, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it's invisible, it gains no benefit from that condition against you. Melee attacks you make against that creature while raging deal an extra 1d4 psychic damage.
Otherworldly Buffer. Until your rage ends, you have resistance to psychic damage, your thoughts can't be read against your will, and you gain advantage on saving throws against being charmed or frightened. In addition, add your intelligence modifier to your AC until your rage ends.
After your rage ends, no matter which effect you chose, make a roll on the short-term madness table. That effect takes you for 1d10 minutes.
Awakened Mind
In addition, when you chose this path at 3rd level, you begin to tap into the eldritch realm to which you've been exposed, which manifests in horrific, but revealing, dreams. After you finish a long rest, you can choose to gain proficiency in one Intelligence related skill of your choice until your next long rest. If you already have proficiency in that skill, add double your proficiency modifier instead.
You can also speak, read, and write Deep Speech.
Supernatural Manifestations
Starting at 6th level, your connection to the far realm has begun to alter your body in unforseen ways. Choose one of the following abberations your body undergoes:
Chthonic Limbs. Your bond to the far realm has manifested in the growth of tentacles from your body. Choose a spot on your body, from which 2d8 tentacles grow. You can grasp things with two of these tentacles: they each have a reach of 10 feet, and can lift a number of pounds equal to five times your Strength score. You can use them to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Attempts to grapple with these arms are made with advantage. Your DM might allow other tasks to be added to that list of options.
Accursed Growth. Your bond to the far realm has manifested in the warping of your body and limbs. Your body grows unnaturally, increasing your size by one catagory (for example, from medium to large). You gain disadvantage on Wisdom saving throws, but gain proficiency in both Strength (Athletics) and Dexterity (Acrobatics) checks. If you already have proficiency in these skills, add double your proficiency modifier instead.
In addition, your speed increases by 10 feet, and whenever you roll a hit die, you may roll two dice and choose the higher number.
Abyssal Eye. Your bond to the far realm has manifested in the growth of a third, eldritch eye in the middle of your forehead. You gain darkvision out to 60 feet, if you didn't already have it, and blindsight out to 30 feet.
In addition, as an action, you may turn this blindsight into truesight for 10 minutes. If you do, after those 10 minutes, roll on the short-term madness table. That effect takes your for 1d10 minutes. For each time after the first you activate this ability without taking a long rest, instead roll on the long-term madness table, and that effect takes you for 1d10 hours for each activation after the first.
Cerebral Bulwark
At 10th level, you learn to extend your connection to the far realm to creatures near you. Once per long rest, you can cast the intellect fortress spell at 5th level. This spell not require concentration, and lasts for the full duration or until you dismiss it as a bonus action.
Abberant Evolution
At 14th level, your rages further alter your body, forever drawing you closer to the abberitions of nightmares. When you enter a rage, a pair of large, eldritch wings emerge from your back, granting you a flying speed equal to your walking speed.
In addition, when you take the attack action while raging, you may choose to forgo one or two of those attacks to target that many huge or smaller creatures within 120 feet of you that you can see. Your hand becomes a mass of fleshy tentacles, which rush towards those creatures. Those creatures must make a strength saving throw, against a DC equal to 8 + your proficiency modifier + you Intelligence modifier, or become restrained. While restrained in this way, at the begininng of each of those creature's turns, they take psychic damage equal to your barbarian level. They may attempt the saving throw again at the end of each of their turns, freeing themselves on a success. Once you've used this ability, you can't use it again until you take a long rest.
Each of these tentacles have an AC of 15 and hit points equal to 50 + 5 for each barbarian level you are above level 14. If a tentacle drops to zero hit points, it is destroyed and the creature is released.
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