Barbarian
Base Class: Barbarian

Babarians who walk the Path of Madness draw their Rage from pure insanity, currupting their souls. Such a babarian might be inhabited by a cursed spirit or be transformed from evil beings. You can choose the origin of your insane might or determine it by rolling on the Origin of the Madness table.

 

Origin of Madness

d4     Origin

1       One of your family is a cultist, and you've inherited some of their curse.

2       You are possessed by an evil spirit.

3       An ancient might dwells within you and is currupting you.

4       You've driven crazy after a long time in captivity.

Level 3: Rebellion of Madness

As an action, you give space to the madness dwelling inside of you. Until the end of your next turn, a creature of your choice within 10 feet must succeed a Wisdom saving throw [DC equal to 8 + your Constitution modifier + your proficiency bonus], or becomes afflicted with the Short-Term Madness. When a creature enters the Short-Term Madness, roll on the Short-Term Madness Table to determine the madness effect produced. You can use this feature a number of times equal to your profiency bonus, and you regain all expended uses when you finish a long rest.

 

Short-Term Madness 

d100 Effects (lasts 1d4 minutes)
01-20 The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage.
21-30 The character becomes incapacitated and spends the duration screaming, laughing, or weeping.
31-40 The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear.
41-50 The character begins babbling and is incapable of normal speech or spellcasting.
51-60 The character must use his or her action each round to attack the nearest creature.
61-70 The character experiences vivid hallucinations and has disadvantage on ability checks.
71-75 The character does whatever anyone tells them to do that isn't obviously self-destructive.
76-80 The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.
81-90 The character is stunned.
91-100 The character falls unconscious.

Level 6: Afflicted Soul

The power within you increases, causing your melee attacks to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can also alter your form to adapt to your madness. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:

- Once on each of your turns when you make an melee attack roll on an afflicted creature, additionally deal 1d10 psychic damage and absorb the targets madness to gain 1d10 temporary hit points.

- Grow additionally eyes to prevend yourself from unseen harm. You gain Truevision within 30 feet. In addition you can't be surprised.

- Grow additionally mouths to mimic voices and different languages. You can cast Vicious Mockery at will. The target must succeed on a Wisdom saving throw or is afflicted with short-term madness.

 

Level 10: Foul Madness of the Far Realm

When you hit a creature with an melee attack while you are raging, the madness within you can erupt to chain your minds together. The target must succeed on a Wisdom saving throw [DC equal 8 + your Constitution modifier + your prficiency bonus] or is afflicted with long-term madness and takes 4d6 psychic damage. Roll on the long-term madness table to determine the madness effect produced. You can use this feature a number of times equal to half of your proficiency bonus and regain all expended uses when you finish a short rest.

 

Long-Term Madness

d100 Effects (lasts 1d10×1 minutes)
01-10 The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.
11-20 The character experiences vivid hallucinations and has disadvantage on ability checks.
21-30 The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks
31-40 The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the Antipathy/Sympathy spell.
41-45 The character experiences a powerful delusion. Choose a potion. The character imagines that they are under its effects.
46-55 The character becomes attached to a "lucky charm," such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it.
56-65 The character is blinded (25%) or deafened (75%).
66-75 The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity.
76-85 The character suffers from partial amnesia. The character knows who they are and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect.
86-90 Whenever the character takes damage, they must succeed on a DC 15 Wisdom saving throw or be affected as though they failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute.
91-95 The character loses the ability to speak.
96-100 The character falls unconscious. No amount of jostling or damage can wake the character.

Level 14: Feed the Madness

The madness within you grows so powerful that you can spread its intensity to others and gain resilience from them joining your madness. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier [minimum of one creature]. You gain 1d8 temporary hit points for each creature that acceps this feature. Until the rage ends, the chosen creatures additionally deal 2d8 psychic damage on melee attacks. After every attack the creature must succeed a Wisdom saving throw [DC equals 8 + your proficiency bonus + your Constitution modifier] or is afflicted with short-term madness. 

Path Of Madness [E 5.0] Image

Comments

Posts Quoted:
Reply
Clear All Quotes