Base Class: Barbarian
Some Barbarians their rage comes from some trauma that has made them insane or near insane. This trauma could be from some horrifying decimation of their clan, the experiments of an insane warlock, some strange mutation, or from being enthralled by some greater being and escaping. The Path of the Psycho unleashes this insanity in their rage. They may not always act psychotic, but when raging their insanity erupts from them in wild phrases and mindless movement.
Psycho's are often adapting and testing their limits. This leads them to finding new ways to kill their prey. Each Psycho is different, but they tend towards specific areas to better kill their foes. Where a totem warrior has their totem spirits a psycho has their mental conditions and interior sanity. The inner voices guide the psycho's towards goals and keep them on task, mostly. Their mental conditions will lead them towards flames, poisons, and bloodlust.
Insane Mind
Your insane mind makes your mind difficult to affect with magic. It's constantly changing landscapes and the internal voices resist all intrusion. At 3rd level when you adopt this path you gain resistance to being charmed or frightened.
Psychosis
At 3rd level, When you choose this path, you choose a psychosis and gain it's feature. Your psychosis affects your rage granting special benefits. This psychosis is also more intricate than most often finding some magical, psionic, or spiritual nature. This means that your psychosis manifests itself in your rage. For example, if you're a pyromaniac, your hair may begin to flame, or if you're a toxicomaniac, your mouth may begin to ooze a green poison.
Demonomania
While raging you have resistance to necrotic damage and your attacks do additional necrotic damage equal to half of your barbarian level rounded up. Your psychotic nature manifests itself from some fiendish influence giving you the power of the chaotic darkness.
Pyromania
While raging you have resistance to fire damage and your attacks deal extra fire damage equal to half of your barbarian level rounded up. Your pyromania has lead to an obsession with fire and the ability to manifest it in your attacks.
Toxicomania
While raging you have resistance to poison damage and your attacks deal poison damage equal to half your barbarian level rounded up. Your toxicomania has enveloped you and you have become enraptured by poisons and how they affect your prey.
Seeking Asylum
At 6th level, you have a mutation based off of your psychosis and how it evolves. As your mind is growing and your psychosis changes you can choose a different psychosis than the one you picked at 3rd level.
Demonomania
Your psychosis develops deeper as the fiends of your past envelop your mind. You gain devil's darkvision which grants you darkvision up to 60ft and it can't be diminished by magical darkness. You also gain proficiency in persuasion and deception as you gain the charismatic nature of a fiend.
Pyromania
You gain the light of fire. You are able to create magical flames that can illuminate the darkness up to 30ft of bright light and an additional 30ft of dim light on yourself that deal no damage as a bonus action. Also as an action you can touch an object that isn't being worn or carried and cause it to catch fire. If it is flammable it will burn till put out or the object is described. If it is not flammable it burns for a minute unless put out.
Toxicomania
The intricacies of poison are constantly on your mind. You are proficient in the creation of poison you have learned how to use the poisoner's kit and how to harvest poison. You gain proficiency with the poisoner's kit and advantage on harvesting poison. Your constant exposure to poisons has also built up your tolerance granting you advantage on saving throws against being poisoned.
Psychotic Ramblings
At 10th level, you can use your psychotic ramblings to re-center someone within 30ft of you. You can as an action yell at someone to end a charm effect or fear effect on them.
Psychotic Embodiement
At 14th level, your psychosis and mania mutates and you become the embodiment of it. You may choose the same mania as your previous ones or a different one. If this psychosis effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Demonomania
While you're raging, your body mutates as the fiendish influence fills your body. When you hit with attacks you regain hit points equal to half the damage rounded up.
Pyromania
When raging your attacks have a chance to cause your enemies to catch fire. They must make a Dexterity saving throw. On a fail they catch fire taking 1d10 fire damage at the start of each of their turns until someone uses an action to put it out.
Toxicomania
While raging, your attacks have a chance to poison your enemy. They must make a constitution saving throw. On a failed save they are poisoned for 1 minute.
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