Base Class: Barbarian
Barbarians of the Path of Hysteria are often called violently insane or raving mad, but they have given themselves the name of hysteria warriors. They draw their strength not from the rage that burns within them, but from the madness that surrounds and roils within them. Hysteria warriors deal with the mental strain of embracing the terrible truths of the world by harnessing their stress and fear into intense feats of physical might.
Insightful Hysteria
When you choose the Path of Hysteria at 3rd level, you gain insights into dangerous ideas and dangerous foes. You gain proficiency in the Yog-Sothothery skill if you don't already have it; if you already have proficiency in Yog-Sothothery, you gain proficiency in another skill instead. Once per turn while you rage, you can make a Wisdom (Yog-Sothothery) check to recall lore without using an action. In addition, you have advantage on Wisdom (Yog-Sothothery) checks made to identify traits and weaknesses of creatures while you rage. When you hit a creature you have identified this way, you add your rage bonus to damage twice, instead of once, if you are in a rage.
Hysteria Unleashed
At 3rd level, you gain one of the following features of your choice.
Howl of Lunacy. As an action while you are raging, you can unleash your rage in a terrifying howl. Up to four creatures of your choice within 60 feet that can hear you must each succeed on a Wisdom saving throw or become frightened of you for up to 1 minute. The save DC is equal to 8 + your proficiency bonus + your Constitution modifier. Each frightened creature makes another saving throw at the end of each of its turns, ending the condition on itself on a success. You can't choose the same creature again until you finish a long rest. Using this feature counts as an attack to maintain your rage.
Frenetic Haste. You can take the Dash action as a bonus action. You can also use a bonus action to make a Strength (Athletics) check to escape from a grapple or to escape from an effect giving you the restrained condition. When you gain the frightened condition or gain one or more levels of dread, you can enter a rage as a reaction or take one Frenetic Haste bonus action as a reaction. If you enter a rage this way, it doesn't count against your limit.
Frenetic Haste
You can take the Dash action as a bonus action. You can also use a bonus action to make a Strength (Athletics) check to escape from a grapple or to escape from an effect giving you the restrained condition. When you gain the frightened condition or gain one or more levels of dread, you can enter a rage as a reaction or take one Frenetic Haste bonus action as a reaction. If you enter a rage this way, it doesn't count against your limit.
Howl of Lunacy
As an action while you are raging, you can unleash your rage in a terrifying howl. Up to four creatures of your choice within 60 feet that can hear you must each succeed on a Wisdom saving throw or become frightened of you for up to 1 minute. The save DC is equal to 8 + your proficiency bonus + your Constitution modifier. Each frightened creature makes another saving throw at the end of each of its turns, ending the condition on itself on a success. You can't choose the same creature again until you finish a long rest. Using this feature counts as an attack to maintain your rage.
Refuge in Madness
Starting at 3rd level, you can use madness to break free of confining conditions. If you start your turn charmed, frightened, under the influence of a spell of the enchantment school, stunned, or prevented from controlling your actions or movements by confusion, dread, insanity, madness, or an effect that would determine your actions or movement randomly, then you can choose to roll on the Refuge in Madness table to learn the effect. The effect applies until the end of your turn.
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You can use your movement as if you didn't have any of the above listed conditions. |
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You can use your bonus action as if you didn't have any of the above listed conditions. |
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You can use your action as if you didn't have any of the above listed conditions. Then you you move as if you didn't have any of those conditions, but the GM controls your movement, which is erratic. |
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You can use your movement and bonus action as if you didn’t have any of the above listed conditions. You use your action to babble incoherently as if you didn’t have any of the above conditions. |
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You can use your action and bonus action as if you didn’t have any of the above listed conditions. Then you move as if you didn’t have any of those conditions, but the GM controls your movement, which is erratic. |
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You can use your action and movement as if you didn’t have any of the above listed conditions. |
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You can take your turn as if you didn’t have any of the above listed conditions, but you must move as close to the nearest creature as you can. If you end your movement within reach of any of your weapon attacks, you must use your action to attack that creature. |
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You can take your turn normally as if you didn’t have any of the above listed conditions. |
Sense the Unearthly
Starting at 6th level, you automatically become aware whenever certain types of unnatural creatures or forces are within 60 feet of you, including aberrations, celestials, elementals, fey, fiends, undead, magic items, open magical gates and portals, and spells. You have advantage on Wisdom (Perception) checks to notice or recognize those creatures, objects, and effects, as well as magical traps. You can use your action to smell whether a creature, object, or location of your choice within 60 feet is magical and what the school of magic is, if any.
Starting at 14th level, you can precisely locate and target those creatures and objects by smell as if you could see them as long as they are within 60 feet. This magical sense doesn't rely on vision and isn't impaired by blindness or deafness.
Anguished Voice
At 10th level, you gain further insight into Yog-Sothothery and the ability to share your hysteric insight. You add twice your proficiency bonus instead of your normal proficiency bonus on Wisdom (Yog-Sothothery) checks. With your open mind, you suffer a penalty equal to your proficiency bonus on saving throws against dread, confusion, magical fear, insanity and similar effects (DM's discretion).
Additionally, choose one of the following features.
Inhuman Shriek. Your insight reveals tones that violate the bounds of mortal senses. As an action, you give an unearthly cry and choose a creature within 60 feet that can hear you. That creature must succeed on a Wisdom saving throw or be magically paralyzed until the end of your next turn. The save DC is equal to 8 + your proficiency bonus + you Constitution modifier. You can't use this feature on the same creature again for 24 hours. Using this feature counts as an attack to maintain your rage.
Shouted Revelation. As a bonus action, you can shout a terrible truth. All allies that can hear you within 60 feet gain your Refuge in Madness feature and advantage on attack rolls against one kind of creature of your choice that you have identified with Wisdom (Yog-Sothothery) for 1 minute, as if they had proficiency in the Yog-Sothothery skill. However, for the duration they also take a penalty equal to half your proficiency bonus on saving throws against dread, confusion, insanity, madness, magical effects that give the frightened condition, and similar effects (DM's discretion).
Inhuman Shriek
Your insight reveals tones that violate the bounds of mortal senses. As an action, you give an unearthly cry and choose a creature within 60 feet that can hear you. That creature must succeed on a Wisdom saving throw or be magically paralyzed until the end of your next turn. The save DC is equal to 8 + your proficiency bonus + your Constitution modifier. You can’t use this feature on the same creature again for 24 hours. Using this feature counts as an attack to maintain your rage.
Shouted Revelation
As a bonus action, you can shout a terrible truth. All allies that can hear you within 60 feet gain your Refuge in Madness feature and advantage on attack rolls against one kind of creature of your choice that you have identified with Wisdom (Yog-Sothothery) for 1 minute, as if they had proficiency in the Yog-Sothothery skill. However, for the duration they also take a penalty equal to half your proficiency bonus on saving throws against dread, confusion, insanity, madness, magical effects that give the frightened condition, and similar effects (DM’s discretion).
Highest Revelation
At 14th level, you learn to instinctively exploit the workings of alien science and eldritch mathematics even if you can’t consciously grasp the underlying principles. Choose one of the following features.
Star Strider. You gain a flying speed of 30 feet and resistance to cold damage while raging. Even when you aren’t raging, you don’t have to breathe and exposure to the vacuum of space doesn’t harm you.
Unravel Yog-Sothothery. You can end spells on a creature, object, or magical effect within reach of your unarmed strike or a melee weapon you have in hand as an action. For each spell on the target, you can expend one use of rage to make a Wisdom (Yog-Sothothery) check. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
Star Strider
You gain a flying speed of 30 feet and resistance to cold damage while raging. Even when your aren't raging, you don't have to breathe and exposure to the vacuum of space doesn't harm you.
Unravel Yog-Sothothery
You can end spells on a creature, object, or magical effect within reach of your unarmed strike or a melee weapon you have in hand as an action. For each spell on the target, you can expend on use of rage to make a Wisdom(Yog-Sothothery) check. The DC equals 10 + the spell's level. On a successful check the spell ends.
Previous Versions
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