Barbarian
Base Class: Barbarian

You've abandoned all logic and embraced the wildest parts of your mind. you have become an uncontrollable beast, afraid of nothing. The more you kill the stronger you get. You aren't just any normal psycho though, you're special; Almost as if you were more than one being. Each part of your shattered mind has taken its own shape, sometimes this can result in different personalities, emotions, and sometimes its not even noticeable, but what you do know is that your emotions fuel your power and make your stronger 

Split Personalties (saving throw mode)

Beginning at third level, you house a schism in your mind between a voice of reckless disregard for your pain and a voice of caution in your anger, while raging, you have resistance to all damage except psychic damage. Additionally, you may use a bonus action to forgo this benefit and gain a +5 to all saving throws until your rage ends or until you use another bonus action to switch back, regaining your resistances but losing your bonuses. Regardless of which bonus is activated, your base barbarian resistances are still in effect (bludgeoning, slashing, piercing)

Skillful Malevolence

You have harnessed the anger you are holding to benefit you in social encounters instead, refining your skills whilst your rage fuels you. Choose three skills in which you now have expertise in and two more to be proficient in

Bonus Proficiency and Expertise

You gain 2 Proficiency and 3 expertise in skills of your choice (in that order below)

Invigorating Pain

The damage you take fuels you to go on. At the tenth level, halves damage of an oncoming source of damage at the cost of a reaction each time. This can be done a number of times equal to your proficiency bonus

At 12th level, after using this feature, you also gain a +5 to all damage rolls against the creature responsible for the source of damage, assuming it was a creature that damaged you, on your next turn. if it was not a creature that damaged you, this additional benefit does not apply

Exceeding fury

At sixth level, when you kill a creature with a melee weapon attack or land two or more attacks on a single target during your turn, you gain a fury point (you can have up to three points at a time.) There is no limit as to how many points you can spend in a turn, but you can only get a maximum of 2 fury points per turn

The next time your rage is about to end, you can ignore it and continue raging for one extra round at the cost of one point. You can also spend 1 point to dash as a bonus action

If you choose to spend 2 points, you can cause a target you have successfully hit with a melee attack to roll at disadvantage on their next attack roll, or temporarily allow for both schisms from "split personalities" to be active at the same time until the end of your next turn; meaning you would benefit from both the boost to your saving throw as well as your resistances to all types of damage except psychic temporarily 

If you spend all 3 points at once, when you hit an enemy with an attack, you can roll damage as if you were rolling damage for a critical hit. If you use this ability on an attack you have already crit on, you once again add the additional dice you get from "Brutal critical." 

Death Blow

You can add damage to your attack equal to your barbarian level+ 1d10 per every reasonably harmful creature you have killed after your last long rest at the cost of hp equal to half your barbarian level rounded up. You only take the damage if the attack hits. This can be done once per turn. You can do this equal to your proficiency bonus.

Note: for a creature to be reasonably harmful, it must be capable of damaging you or at least posing some sort of threat, meaning something like a tiny mosquito, would not count. Additionally, your crit range now grows to 19-20; it becomes 18-20 at level 17

unyielding spirit

While your previous features seem arcane in nature, they are in fact the opposite. Your schisms have an aversion to magic, granting you the gift of magic nullification. When striking an object with a melee attack that is created by magic, a magical effect, or a creature affected by magic, it then becomes dispelled, dispelling the object or effect a number of time equal to your proficiency bonus per long rest.


If you are the creature affected by magic, your schisms will automatically nullify the magical affect on your self one at the beginning of your next turn, though you can still strike yourself to remove it earlier if you can/choose to

Examples:

  • An object made by magic: soul cage, wall of force, animated objects
  • A magical effect: Ray of sickness
  • A creature affected by magic: you were hit by the banishment spell, someone is charmed

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