Base Class: Barbarian
"One ought to hold on to one's heart; for if one lets it go, one soon loses control of the head too."
The Path of Insanity, walked by those filled by both rage and madness, perhaps even more. It is an unhealthy, well source of power, utilized by those who have been hurt, harmed, and perhaps even twisted to their limits. Very rare are those who are born upon this path, and should they be, I feel nothing but pity.
That said, their mind is typically tormented by some form of mental ailment/trauma, that which defines the mechanisms of this path; should that ailment/trauma be soothed and healed, they will no longer walk this path.
Sparks of Insanity
3rd-level Insanity Feature
Due to the nature of your mind, It is a challenge to even affect the chaotic wreck that It already is. You gain advantage against effects, spells, and etc that wish to charm you, whilst being Immune to effects, spells, and etc that wish to bring feat upon you, as nothing is more frightening to you than the cause of your insanity; with the exception of the spell phantasmal killer.
Psychotic Mania
3rd-level Insanity Feature
When you eater a rage, you able to sink deeper, and let your Inner madness take over as to reinforce your mind and strengthen your body so that you no longer feel most types of pain.
At the beginning of the round you can use your reaction to enter a Psychotic Mania, if you're not already raging this will activate rage as well by using the bonus action of your upcoming turn. During a Psychotic Mania, you become immune to Bludgeoning, Slashing, and Piercing, and are resistant to all the other damage types other than Psychic. For Instead of being resistant, you take full damage, but the enemy who sought to affect your mental state will be forced to peer Into It, amd must succeed on a wisdom saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be frightened of you for one minute.
Psychotic Mania lasts for one round/6 seconds In combat, but for each level milestone [3-6-10-14] within his path, It doubles. When Psychotic Mania ends, you take damage equal to 1d4 necrotic damage for every attack or spell that had it's damage to you reduced or eliminated during Psychotic Mania's duration. This increases to 1d8 at 8th level and 1d12 at 14th level.
Seeping Madness
6th-level Insanity Feature
Your insanity begins to leak into reality. While Raging you emit an aura of madness in a 10-foot radius. Creatures of your choice that enter the area or that start their turn there must succeed on a Charisma saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or become confused as if by the Confusion spell.
Creatures may repeat the saving throw at the end of each of their turns so long as they end their turn outside your aura of madness. Once a creature succeeds on the save they are immune to this effect for the remainder of that encounter. Creatures who are already mad and or Insane or have no mind of their own like certain Undead are immune to this effect; creatures with multiple heads, that belong to a hive-mind or have a similar shared consciousness have advantage against this effect.
Get a Grip
10th-level Insanity Feature
While raging, you now grow one size larger for the duration of your rage. The barbarian's size doubles in all dimensions, and his weight is multiplied by eight. This growth increases his size by one category-from Medium to Large, for example. If there isn't enough room for the barbarian to double his size the barbarian suffers the effects of squeezing in that space unless forcibly shrunken by the Enlarge/Reduce spell. Until the rage ends your carrying capacity (including maximum load and maximum lift) is doubled, you also gain advantage on Strength checks made to push, pull lift, or break objects. As well as becoming Immune to effects of charm; with the exception of those deemed "glowing" or a source of "light" within your eyes. At the start of your turn you must also make a DC 17 wisdom save or attack the nearest creature to you.
While he is enlarged the barbarian's melee attacks an deal 1d4 extra damage.
In this form, the barbarian grows considerably taller and likewise his muscle mass greatly expands, One notable change is that his pupils are "burning" within this form.
Realized Nightmare
14th-level Insanity Feature
At this level, you've come face to face with what haunts you, the voices that plague your mind and the version of yourself that you hate, your tormented mind and misguided wrath has come to your surface to show Itself to harm both you and everything else. While raging. you can now enter a more Intense form. Upon entering this form you Immediately must make a Wisdom saving throw DC 25 or go completely berserk: attacking the nearest creature to you (With the exception of those deemed your "Light"). This effect will last for the duration of vour rage if you fail the save.
While in you're in this state you gain the following benefits, in addition to the Wrath state and Psychotic Mania. In this form, your appearance has changed and is up for you to decide, but you're no longer the same as you were before. Psychotic Mania ends as It usually does. Additionally, when activated if you are at 1/4 or less of your HP maximum, you heal for 1/4 of your HP maximum + 2d8.
Joy of Destruction: Now within the darkness, you're fully unable to tell what Is reality, and fall back onto the basic Instinct that is rage. When you enter this state, you consume all your rage uses until you take a long rest, but your rage lasts as long as the combined total of those rages consumed.
Hypermetabolism: You gain advantage on saving throws against being paralyzed, poisoned, put to sleep, or stunned.
Standing Leap: Your long jump is up to 30 feet and your high jump is up to 15 feet, with or without a running start.
While berserk in this form you cannot end your rage prematurely of your own accord, and MUST be assisted by those deemed your "light". For those deemed your Light will automatically be able to take you out this state by conversating and by touch. Those deemed "glowing" gain advantage to beat the DC of 25 to calm you down.
At this level you become a truly monsterous terror to deal with if you've gone berserk. As all you desire is desctruction, and will just keep fighting and fighting until there is nothing left.
Growing Power: The longer you stay in this form, the more powerful you become, Each round you stay in this form, you gain extra benefits -
- Your Seeping Madness' radius increases by 10 feet and creatures cannot become immune to it until the form ends.
- Round 2: You gain an additional +3 to Rage damage rolls an as listed on the Barbarian Rage damage column, and +10 to speed until you leave this form.
- Round 3: You may add 3d6 to the damage dice of your melee strikes.
- Round 4: Your damage die for your unarmed strikes increases to 1d12 and you may make an additional extra attack If you attack with your horns.
- Round 5: You may take an additional action on each of your turns, and your speed Increases by 60ft.
It stops at the 5th round. For every turn within this form you take 3d8 Psychic Damage, If taken below 0hp, you have disadvantage on death saving throws and cannot be healed or revived unless Remove Curse, Greater Restoration or something with a similar effect is used first.
Previous Versions
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11/1/2024 9:59:34 AM
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