Barbarian
Base Class: Barbarian

Your Rage is not driven by anger but by some sort of mental trauma that wracks your mind. 

Note 1: Schizophrenia, Alzheimer’s and the like are awful diseases that affect people’s minds and should seek to be lessened if not cured. Likewise this subclass was created as a variant that a would-be heroic character should seek to relieve themselves of. 

Note 2: The 10th and 14th level features of this subclass are meant to be used in collaboration with your Dungeon Master (DM) to provide a unique and ideally fun/interesting experience; however they do harbor potentially lethal consequences. Be sure to inform your fellow players as well as ensure you can work with your DM so that everyone is ok with and understands the implications of someone coming to the table/computer with a higher leveled Path of Insanity Barbarian so that everyone can have a good time :)

Cause of Insanity: When you choose to follow this Path, or more appropriately before, decide on an event that drove you insane. Alternatively you may roll on the Causes table to help determine how you became insane.

  • D6) Cause
  • 1) You experienced a traumatic event or series of events that eventually caused you to snap.
  • 2) You are plagued by terrible nightmares that haunt you in your waking hours.
  • 3) You somehow stumbled upon an eldritch horror, the sight of which warped your psyche and still afflicts you to this day.
  • 4) Torturous experiments by an evil mage or mad scientist left you in a constant state of panic.
  • 5) You’ve always been a little twisted, or simply following the instructions of something only you believe exists. Adventuring just seemed like a good way to express those urges while simultaneously searching for a cure.
  • 6) reroll

Spark of Insanity

At 3rd level when you follow this Path, you gain resistance to psychic damage. Additionally, you have advantage against charm effects and are immune to fear effects as nothing is more frightening to you than the cause of your insanity; however the spell Phantasmal Killer still affects you normally.

Crazed Attacks

At 3rd level when you follow this Path, the first time you use your Reckless Attacks feature each combat, until the start of your next turn, attacks against you do not gain advantage as creatures have difficulty determining if you’re acting recklessly or are simply insane.

Seeping Madness

At 6th level your insanity begins to leak into reality. While Raging you emit an aura of madness in a 10-foot radius. Creatures of your choice that enter the area or that start their turn there must succeed on a DC14 Charisma saving throw or become confused as if by the Confusion spell. Creatures may repeat the saving throw at the end of each of their turns so long as they end their turn outside your aura. Once a creature succeeds on the save they are immune to this effect for 24 hours. Creatures which are already mad/insane or have no mind of their own like certain Undead are immune to this effect; creatures with multiple heads, that belong to a hive-mind or have a similar shared consciousness have advantage against this effect.

Tormenting Visage

At 10th level at the start of your turn you or your DM can call upon your insanity to grant the DM control of your character for your turn if you fail a DC14 Wisdom saving throw; on a success you may conduct your turn per normal.

In exchange, whether you succeed or fail, the Aspect of your Insanity momentarily appears as a dark shadow looming near you. Each creature currently affected by your Seeping Madness feature as well as each creature within 10 feet of you that can see you must make a DC14 Charisma saving throw or become cursed for 1 minute; creatures affected by your Seeping Madness feature make this save at disadvantage. At the start of each of the cursed creature’s turns, they take 3d8 psychic damage as they attempt to grasp what they’ve seen and may repeat the saving throw at the end of each of their turns so long as their turn ends outside your Seeping Madness’ aura. Once a creature succeeds on this saving throw they become immune to your Seeping Madness feature for 24 hours and the curse ends.

This feature can be invoked only once per Rage by you or your DM each and creatures that rely on senses other than sight and creatures that rely on blindsight are immune to this effect. Additionally from this point on, creatures with Truesight can see your Aspect of Insanity looming near you at all times, cursing them in the same way if they fail the Charisma saving throw just by looking at you; on a success they will no longer see the Aspect unless this feature is invoked by you or your DM.

Waking Nightmare

At 14th level the Aspect of your Insanity breaks into reality hoping to lay you and everyone near you low. While Raging, you or your DM can manifest your Aspect of Insanity with your Bonus Action; if requested by your DM you may make a DC14 Wisdom saving throw to not use this feature or may choose to fail the save; if requested by your DM and you succeed on the save your Bonus Action is not expended. If allowed to manifest, your Aspect of Insanity appears in a space within 5 feet of you, is visible to and can affect anything that can see without reliance on other senses or blindsight. The Aspect moves with you, though it does not occupy its space, and provides you the following benefits as well as penalties.

  • You become cursed; at the end of each of your turns you take 3d8 psychic damage. If reduced to 0hp and knocked unconscious by this damage you have disadvantage on Death Saves and cannot be healed or revived unless Remove Curse, Greater Restoration or something with a similar effect is used first. 
  • You are always considered Raging, regardless of whether or not you attack or receive damage as the Aspect continuously reminds you of its presence.
  • Your weapon attacks deal an additional 3d8 psychic damage on hit as the Aspect joins in on your attacks.
  • Your Seeping Madness' radius increases by 10 feet and creatures cannot become immune to it until the Aspect disappears; however saving against its effects and the effects of your Tormenting Visage feature still end their effects on the creature as normal.
  • Whenever you would be hit by an attack you can use your Reaction to force the attacker to make a DC14 Wisdom saving throw. On a fail you swap places with your Aspect of Insanity causing the attack to miss; if the attack originated from within 5 feet of your Aspect’s new location, it lashes out as part of the same Reaction using your attack and damage rolls except on a hit the entirety of the damage is psychic damage and the creature becomes frightened of you until the end of its next turn; creatures immune to the frightened condition are not immune in this instance.
  • At the beginning of your turn, you must make a DC14 Charisma saving throw or move directly towards the nearest creature to you and attack it. If there is more than one possible target, roll to randomly determine the target. After you attack once, you regain control for the remainder of your turn.

The Aspect of Insanity remains for 1 minute, until you die or if you spend your Turn (Action, Bonus Action and Movement) making a DC14 Charisma saving throw, failure means you move toward and attack the nearest creature once if possible. Whenever the Aspect disappears you gain a Point of Exhaustion. Once the Aspect manifests it cannot do so again until you finish a long rest.

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