Barbarian
Base Class: Barbarian

Prerequisite: Intelligence score of 13 or higher.

While most typical Barbarians are brutish outlanders, devoid of morality or sophistication; You were a creature of science who sought to separate themself from their darker desires. You succeeded in a manner of speaking. Now your mind is free from your darker urges, but they have manifested into a mind of their own, a mind that shares your body and sometimes takes control in a bloodthirsty rage. 

 Roleplay Tip

When playing a Path of the Splintered Mind barbarian your mind has been.. well, splintered. With two personalities sharing the same body, consider how these personalities would act individually, whether they would identify with different names or even genders, and how (if at all) they would interact with one another.

 Path of the Splintered Mind Features

Level Feature
3rd Man of Science, Creature of Instinct
6th Knowledge is Power
10th Intelligent Ferocity
14th Hateful Symbiosis

Man of Science

As a man or woman of science you have spend years studying the more complex aspects of the world, and in banishing the darkness from your personality you've left more room to learn. When you choose this path at 3rd level you gain proficiency in one tool of your choice, one skill of your choice out of Arcana, History and Medicine, and can learn one additional language of your choice.

Creature of Instinct

The darkness has a mind of its own, taking the more primal and instinctual aspects of your being with it. When you choose this path at 3rd level, if you or an ally you can see within 60 feet of you is hit with an attack, you can use your reaction to instantly enter a Rage, as the darkness takes over in your moment of panic.

Knowledge is Power

The more you let the darkness take control, the more it begins to learn from you. Starting at 6th level while you are raging you have advantage on Intellgence saving throws and you can add your Intelligence modifier to your Rage damage.

Intelligent Ferocity

Your darker side has gained more of your knowledge as you've given control over to them over and over. At 10th level your darker side has learned how to pinpoint a creature's weakness and exploit it. While raging, once per turn you can add your Intelligence modifier to your attack roll. If you hit with this attack, you can designate a creature you can see within 30 feet of you and point out the exposed weakness to them. During their next turn they can add your Intelligence modifier to any attack rolls against that creature.

Hateful Symbiosis

At 14th level you gain certain benefits depending on whether or not you are Raging, i.e. depending on which personality is in control.

If you are not Raging, when you take damage from a weapon attack you can use your reaction to expend a use of your Rage to gain resistance to the damage as your darker personality comes out to protect you. Immediately after using this feature you can enter a Rage as part of the same reaction.

If you are Raging, and an ally is at 0 hit points but not dead, you can expel the adrenaline coursing through your body into theirs to resuscitate them as an action, healing them by an amount equal to your Intelligence modifier. They must be within melee range for you to do this, and immediately after you do so your Rage ends.

You can use this feature (regardless of which effect you use) a number of times equal to your Intelligence modifier.

Previous Versions

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3/24/2022 4:07:42 PM
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