Base Class: Barbarian
Some barbarians do not fear death. They embrace it. You do not fear an enemy and are ready to dive head first. These are the barbarians that bite, kick, rip and tear their opponents apart. Barbarians that do not follow their mindset, often see them as lunatics. As a path of the insane, you never have a goal. Your mind has fallen to mad. You don't necessarily kill everyone you see. Even though you are insane, you know the difference between friend and foe. When choosing this path, think of what made you go insane. Where you born like this? Did a curse fall upon you? Did you see something that made you insane? Whatever it is that made you insane, the fact is that you are insane, and do not care for your own life. You are often feared by your own tribe, but a great warrior that can they not deny you are
Leeping Insanity
When first taking this path. You will have developed a mind of insanity. Whilst raging you can as an action leap 10 feet forward against an enemy. The target has to make a dexterity saving throw which is 8 + your proficiency modifier + your dexterity modifier. On a fail, the enemy is pushed 5 feet back. On a hit, the target takes 1d6 + your strength modifier damage. Also on a hit, the target becomes prone. You can only use this feature a number of times equal to your strength modifier after a long rest. At 6th level, this on a hit the target has to make a wisdom saving throw which is 8 + your proficiency modifier + your strength modifier, on fail, the target becomes feared of you for 1 round.
Mind Of a Madman
When you reach level 6, you are immune to the feared condition whilst raging. Also while raging you have advantage on any wisdom saving throw. If you are frightened before you rage the condition is removed when raging. The same goes for if you were put under an illusion spell the effect goes away.
bite of madness
At 6th level, you can as a bonus action, take the bite attack. With the bite, you deal 1d4 + your strength modifier damage.
Battlecry Of Madness
At 10th level as a bonus action, you can make a battlecry and every creature in a 30-foot sphere of you has to make a wisdom saving throw over 16. On a fail, the creature becomes frightened of you for 2 rounds, and you have advantage on the creature as long as it is frightened of you.
Insane fighter
At 14th level, you become immune to any illusion spell when raging. You are immune to psychic damage and the fear condition whether if you are raging or not.
Previous Versions
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