Base Class: Barbarian
The sanity of a path of madness barbarian is shattered. It may be caused by a sudden plannar hole to Pandemonium, a touch of a forgotten god, or a brain-devouring parasite that absorbs the free will of its owner. While madness can be extremely painful, barbarians of the madness path allow it to take control, and their strikes in the fight become led by outworldly forces. Can you save your consciousness after the fight is done, or will it be consumed, leaving only meaningless words and indistinguishable memories?
Mindless strike
Starting when you choose this path at 3rd level, you gain an ability to let your madness guide you in battle. While raging, whenever you make a weapon attack, you may add a mindlessness bonus to the attack roll and to the damage roll. A mindlessness bonus is equal to +1, and increases at levels 7 (+2) and 15 (+3). If that attack misses, roll a d6. You get a mindlessness effect and you have disadvantage on checks and saving throws using corresponding characteristics. These effects last until your next turn.
| d6 | Mindlessness effect | Disadvatnage on saving throws |
| 1 | A headache strikes into your head, distracting you from battle. Your AC is decreased by 3. | Strength |
| 2 | The time accelerates for you, making unable to react in time. You can't take reactions. | Dexterity |
| 3 | Sudden pain pulses throughout your body and soul. You take 2d8 psychic damage. | Constitution |
| 4 | A series of rambling words, numbers and ideas flood your mind. You can't communicate and you speak nonsence. | Intelligence |
| 5 | Your vision blurs, preventing you from seing what's around. You have a disadvantage on Perception checks and can't make opportunity attacks. | Wisdom |
| 6 | Your enemy becomes an undefeatable death machine for you. You are frightened by a creature you missed. | Charisma |
Constant Paranoia
Beginning at 6th level, you become extremely paranoic about all the little things that around you, and you learned to recognize if something's wrong. You may spend your action to give yourself an advantage on the next Perception or Investigation check. You may use this ability the number of times equal to your proficiency bonus, and you regain all uses after a long rest.
Feverish offencive
Beginning at 10th level, your insanity makes you lose your mind on failures. When you miss on attack for the first time each turn, if you added a mindlessness bonus to that attack, you can make a single melee weapon attack, and you must add a mindlessness bonus to that attack.
Eldritch insight
Starting at 14th level, you start to realise that your sanity doesn't have to participate in battle, and the safety can be reached only with your curse. Whenever you hit a creature with a melee weapon attack, if you added a mindlessness bonus to that attack, you gain 2d6+half your barbarian level temporary hit poins.
Previous Versions
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