Base Class: Barbarian
Level 3 - Insane Mind
Your insane mind makes your mind difficult to affect with magic. Constantly shifting landscapes and conflicting voices resist mental intrusion.
- Benefit: Gain resistance to being charmed or frightened.
Level 3 - Psychosis
At 3rd level, you choose a psychosis that influences your rage, granting you unique abilities tied to your madness. Your psychosis is more than just a quirk—it’s a manifestation of power.
Demonomania
While raging, you have resistance to necrotic damage, and your attacks deal additional necrotic damage equal to half your barbarian level (rounded up). Your fiendish connection brings out chaotic, dark power that warps the battlefield.
Buff: Add an extra ability to further increase the damage or utility of Demonomania—when you reduce a creature to 0 hit points, you regain hit points equal to half the necrotic damage dealt.
Pyromania
While raging, you have resistance to fire damage, and your attacks deal extra fire damage equal to half your barbarian level (rounded up). Your body manifests flames as you attack.
Buff: Add a secondary effect to enhance combat—on a critical hit, you can cause a secondary explosion of fire, dealing 1d6 fire damage to creatures within 5 feet of the target.
Toxicomania
While raging, you have resistance to poison damage, and your attacks deal poison damage equal to half your barbarian level (rounded up). Your obsession with toxins manifests as a dangerous poison that courses through your enemies.
Buff: When you hit a poisoned creature, they must make a Constitution saving throw against your DC (8 + proficiency bonus + Con modifier) or become poisoned for an additional 1d4 rounds.
Level 6 - Seeking Asylum
At 6th level, your psychosis evolves and mutates as your mind continues to shift and change. You gain a new feature based on the development of your chosen psychosis.
Demonomania - Hellbound Vision
You gain devil's darkvision, granting you darkvision up to 60 feet, which cannot be negated by magical darkness. Additionally, you gain proficiency in Deception and Persuasion, reflecting the fiendish charisma that now controls your mind.
Buff: While in combat, you can use a bonus action to cause enemies within 10 feet of you to make a Wisdom saving throw (DC = 8 + proficiency bonus + Con modifier) or suffer disadvantage on attack rolls against you for 1 turn.
Pyromania - Infernal Presence
You gain the ability to create magical flames that illuminate the area around you. As a bonus action, you can create flames that emit 30 feet of bright light and an additional 30 feet of dim light around you. You can also ignite an object that isn't being worn or carried, setting it on fire for 1 minute or until extinguished.
Buff: As an action, you can launch a fireball-like blast (DC = 8 + proficiency bonus + Con modifier), dealing 2d6 fire damage in a 10-foot radius.
Toxicomania - Toxic Perfection
Your knowledge of poison deepens. You gain proficiency with the Poisoner’s Kit and have advantage on rolls to create or harvest poisons.
Buff: You gain the ability to apply multiple toxins to your weapons. As a bonus action, you can coat a weapon or piece of ammunition with one poison, dealing additional poison damage (based on the poison applied) or inflicting additional effects such as disadvantage or exhaustion.
Level 10 - Psychotic Ramblings
At 10th level, your ramblings can cause confusion and disarray among your enemies. As an action, you can shout a distorted, chaotic command, forcing creatures within 30 feet of you to make a Wisdom saving throw.
- On a failed save, they suffer disadvantage on attack rolls against you until the start of your next turn.
- On a success, they are compelled to attack a creature within their range (other than you) for their next attack.
Level 14 - Psychotic Embodiment
Your rage and psychosis have reached their peak. You fully embody your madness, becoming a terrifying physical manifestation of your chosen mania.
Benefit: When you rage, your chosen psychosis mutates further, providing additional abilities.
Demonomania - Infernal Resurgence
While raging, your body mutates with fiendish power. When you hit with a melee attack, you regain hit points equal to half the damage dealt (rounded up) as dark energy fills your wounds.
Buff: Once per rage, when you drop an enemy to 0 hit points, you can immediately move 15 feet without provoking opportunity attacks.
Pyromania - Living Blaze
When you rage, your body becomes an inferno. You can cause creatures within 5 feet of you to make a Dexterity saving throw or suffer 1d10 fire damage at the start of their turn.
Buff: On a failed save, they catch fire and take 1d6 fire damage at the start of each of their turns until extinguished.
Toxicomania - Venomous Fury
Your attacks are imbued with a potent, corrupting toxin. When you hit a creature, they must make a Constitution saving throw. On a failed save, they become poisoned for 1 minute and take 1d4 poison damage at the start of their turns.
Buff: When a creature is poisoned by your attacks, they suffer disadvantage on attack rolls against you, and their movement is reduced by 10 feet for the duration.
These changes make Demonomania a much more potent and useful feature, especially in combat, by giving the barbarian the ability to heal from their own attacks and manipulate enemies more directly. Pyromania and Toxicomania are buffed with added effects and enhanced utility for controlling the battlefield and adding further strategic value.
The goal is to make the subclass more balanced while giving each psychosis its own unique strengths to fit different playstyles in combat.
Level 3: Insane Mind
Your insane mind makes your mind difficult to affect with magic. Constantly shifting landscapes and conflicting voices resist mental intrusion.
- Benefit: Gain resistance to being charmed or frightened.
Level 3: Psychosis
At 3rd level, you choose a psychosis that influences your rage, granting you unique abilities tied to your madness. Your psychosis is more than just a quirk—it’s a manifestation of power.
Demonomania
While raging, you have resistance to necrotic damage, and your attacks deal additional necrotic damage equal to half your barbarian level (rounded up). Your fiendish connection brings out chaotic, dark power that warps the battlefield.
Buff: Add an extra ability to further increase the damage or utility of Demonomania—when you reduce a creature to 0 hit points, you regain hit points equal to half the necrotic damage dealt.
Pyromania
While raging, you have resistance to fire damage, and your attacks deal extra fire damage equal to half your barbarian level (rounded up). Your body manifests flames as you attack.
Buff: Add a secondary effect to enhance combat—on a critical hit, you can cause a secondary explosion of fire, dealing 1d6 fire damage to creatures within 5 feet of the target.
Toxicomania
While raging, you have resistance to poison damage, and your attacks deal poison damage equal to half your barbarian level (rounded up). Your obsession with toxins manifests as a dangerous poison that courses through your enemies.
Buff: When you hit a poisoned creature, they must make a Constitution saving throw against your DC (8 + proficiency bonus + Con modifier) or become poisoned for an additional 1d4 rounds.
Demonomania
While raging, you have resistance to necrotic damage, and your attacks deal additional necrotic damage equal to half your barbarian level (rounded up). Your fiendish connection brings out chaotic, dark power that warps the battlefield.
Buff: Add an extra ability to further increase the damage or utility of Demonomania—when you reduce a creature to 0 hit points, you regain hit points equal to half the necrotic damage dealt.
Pyromania
While raging, you have resistance to fire damage, and your attacks deal extra fire damage equal to half your barbarian level (rounded up). Your body manifests flames as you attack.
Buff: Add a secondary effect to enhance combat—on a critical hit, you can cause a secondary explosion of fire, dealing 1d6 fire damage to creatures within 5 feet of the target.
Toxicomania
While raging, you have resistance to poison damage, and your attacks deal poison damage equal to half your barbarian level (rounded up). Your obsession with toxins manifests as a dangerous poison that courses through your enemies.
Buff: When you hit a poisoned creature, they must make a Constitution saving throw against your DC (8 + proficiency bonus + Con modifier) or become poisoned for an additional 1d4 rounds.
Level 6: Seeking Asylum
Demonomania - Hellbound Vision
You gain devil's darkvision, granting you darkvision up to 60 feet, which cannot be negated by magical darkness. Additionally, you gain proficiency in Deception and Persuasion, reflecting the fiendish charisma that now controls your mind.
Buff: While in combat, you can use a bonus action to cause enemies within 10 feet of you to make a Wisdom saving throw (DC = 8 + proficiency bonus + Con modifier) or suffer disadvantage on attack rolls against you for 1 turn.
Pyromania - Infernal Presence
You gain the ability to create magical flames that illuminate the area around you. As a bonus action, you can create flames that emit 30 feet of bright light and an additional 30 feet of dim light around you. You can also ignite an object that isn't being worn or carried, setting it on fire for 1 minute or until extinguished.
Buff: As an action, you can launch a fireball-like blast (DC = 8 + proficiency bonus + Con modifier), dealing 2d6 fire damage in a 10-foot radius.
Toxicomania - Toxic Perfection
Your knowledge of poison deepens. You gain proficiency with the Poisoner’s Kit and have advantage on rolls to create or harvest poisons.
Buff: You gain the ability to apply multiple toxins to your weapons. As a bonus action, you can coat a weapon or piece of ammunition with one poison, dealing additional poison damage (based on the poison applied) or inflicting additional effects such as disadvantage or exhaustion.
Demonomania - Hellbound Vision
You gain devil's darkvision, granting you darkvision up to 60 feet, which cannot be negated by magical darkness. Additionally, you gain proficiency in Deception and Persuasion, reflecting the fiendish charisma that now controls your mind.
Buff: While in combat, you can use a bonus action to cause enemies within 10 feet of you to make a Wisdom saving throw (DC = 8 + proficiency bonus + Con modifier) or suffer disadvantage on attack rolls against you for 1 turn.
Pyromania - Infernal Presence
You gain the ability to create magical flames that illuminate the area around you. As a bonus action, you can create flames that emit 30 feet of bright light and an additional 30 feet of dim light around you. You can also ignite an object that isn't being worn or carried, setting it on fire for 1 minute or until extinguished.
Buff: As an action, you can launch a fireball-like blast (DC = 8 + proficiency bonus + Con modifier), dealing 2d6 fire damage in a 10-foot radius.
Toxicomania - Toxic Perfection
Your knowledge of poison deepens. You gain proficiency with the Poisoner’s Kit and have advantage on rolls to create or harvest poisons.
Buff: You gain the ability to apply multiple toxins to your weapons. As a bonus action, you can coat a weapon or piece of ammunition with one poison, dealing additional poison damage (based on the poison applied) or inflicting additional effects such as disadvantage or exhaustion.
Level 10: Psychotic Ramblings
At 10th level, your unhinged shouts and deranged speeches can jolt allies back to reality or drive them into a heightened state of madness-fueled clarity.
As a bonus action, you can unleash a barrage of erratic words, laughter, or screaming at a creature within 30 feet. Choose one of the following effects:
- Break the Chains: You end one charmed, frightened, or stunned condition affecting an ally as your manic energy snaps them out of their affliction.
- Frenzied Focus: An ally gains advantage on their next attack roll or ability check before the start of your next turn as your chaotic words push them beyond their limits.
- Unnerving Roar: A hostile creature of your choice within range must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or become frightened of you until the end of your next turn.
You can use this feature a number of times equal to your Constitution modifier (minimum of once) per long rest.
Level 14: Psychotic Embodiment
Demonomania - Abyssal Resurgence
While raging, your body mutates with fiendish power. When you hit with a melee attack, you regain hit points equal to half the damage dealt (rounded up) as dark energy fills your wounds.
Buff: Once per rage, when you drop an enemy to 0 hit points, you can immediately move 15 feet without provoking opportunity attacks.
Pyromania - Living Flame
While raging, your attacks ignite enemies with supernatural flames. When you hit a creature with a melee weapon attack, they must make a Dexterity saving throw or immediately catch fire, taking 1d10 + your Constitution modifier fire damage at the start of each of their turns until an action is used to extinguish the flames.
Additionally, once per rage, you can release a Fiery Eruption as a reaction when you take damage. Creatures within 10 feet of you take fire damage equal to your Barbarian level, ignoring resistance to fire. This ability refreshes when you enter a new rage.
Toxicomania - Plague Bearer
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