Barbarian
Base Class: Barbarian

Barbarians are defined by their rage, channelling emotion to unleash brief but potent destruction on their enemies. A rare few study esoteric psychological techniques that split their rage off from the rest of their psyche, diving their identity into two parts: ego and id. When their ego is in control, the Fractured, as these barbarians are known- are capable of a degree of self-control and cunning that few other Barbarians are. When they allow their id to take control, their countenance turns monstrous and their bodies swell with the power of rage made physically manifest.

Level 3: Contorted Rage

Starting at 3rd level, when you enter your rage, your features distort and your body swells such that your appearance completely changes. Creatures who don't witness your transformation and have not witnessed it in the past do not recognize you. In addition, while raging, you gain the following benefits if you aren't' wearing heavy armour:

  • You can roll a d8 in place of the normal damage of your unarmed strike, and your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your unarmed strikes also have the nick property.
  • When you use the attack action with an unarmed strike and are not wielding a shield, you can make one unarmed strike as a bonus action.
  • You count as one size larger when determining who you can target and who can target you with grappling.

When entering you rage you gain resistance to all damage except force, psychic, radiant and necrotic.

Masks

At 3rd level the broken barbarian can tap into his fractured mind and call upon skills beyond the monster within.

You gain proficiency in history and arcana and persuasion and deception. You can use your strength modifier instead of the required modifier when making these rolls.

Level 6: A Broken Mind

At 6th level a broken barbarian can tap into his dual psyche applying the analytical mind to the raging. The barbarian now scores a critical hit on a 19 and 20.

You can add +1 to your Feral Attacks to hit and damage rolls, this increases to +2 at 10th level and +3 at 14th level.

Level 10: Dual Nature

At 10th level when you are not raging you can take the dodge, disengage or help action as a bonus action. When you are raging you can take the dash action as a bonus action.

Level 14: Brutal and Cunning

At 14th level, when you take damage that would reduce you to 0 hit points, you can use your reaction to drop to 1 hit point instead and gain temporary hit points equal to half your maximum hit points. In addition, if you were raging your rage ends, and if you weren’t raging, you enter a rage (even if you have no remaining uses of your rage). You lose all remaining temporary hit points after 1 minute. Once you use this feature, you can’t use it again until you finish a long rest.

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