Base Class: Barbarian
Frenzied
Condition.
Frenzied: A creature suffering from the Frenzied condition is overwhelmed by unsettling visions and maddening whispers. While under this condition, a creature must, at the end of each of its turns, make a Wisdom saving throw. On a failed save, it takes 1d4 psychic damage. On a successful save, it takes half as much damage and the condition ends. Additionally, while Frenzied, the creature has disadvantage on Wisdom (Perception) checks. A creature can attempt to end this condition early by using a bonus action on its turn to repeat the Wisdom saving throw, ending the condition on a success.
Level 3: Maddening Incandescence
Starting when you choose this path at 3rd level, your rage ignites with the yellow flames of the Frenzied Flame, and a sliver of Shabriri's madness takes hold. While you are raging, you gain the following benefits:
- You gain resistance to fire damage.
- You deal an additional 1d4 psychic damage with one melee weapon attack per turn (or unarmed strike if you choose). This damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
- Any creature that takes this psychic damage from you on your turn must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or become frenzied until the end of its next turn.
- Shabriri's Gaze: When you enter your rage, your eyes burn intensely. Choose one creature you can see within 30 feet. That creature must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or gain one of the following effects of your choice until the start of your next turn:
- It has disadvantage on saving throws against the frenzied condition.
- It has disadvantage on attack rolls against targets other than you.
- It must use its reaction to make a melee weapon attack against a creature of your choice within its reach.
- Your eyes glow with a searing yellow light, and small, harmless motes of yellow flame flicker around your body."
Level 6: Whispers of the Three Fingers
At 6th level, the insidious influence of the Frenzied Flame begins to manifest in your voice, allowing you to subtly sow discord. As an action, you can target one humanoid you can see within 30 feet of you that isn't hostile toward you. You whisper subtly to them, planting a seed of madness. The target must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or gain one of the following effects (your choice):
- Unsettling Paranoia: The target has disadvantage on their next Wisdom (Insight) check made within the next minute.
- Driven Conviction: The target has advantage on their next Charisma (Intimidation) check made within the next minute.
- Sudden Recklessness: The target must use its next action to move up to its speed in a random direction (determined by rolling a d8 and assigning a direction to each number) unless it has no more movement, or is restrained.
- You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 10: Burning Sacrifice
Beginning at 10th level, you can offer a portion of your own vitality to fuel the Frenzied Flame's destructive desire. When you take damage while raging, you can use your reaction to spend up to half your current hit points (rounded down). Each allied creature within 30 feet of you that can see or hear you gains temporary hit points equal to the hit points you sacrificed. These temporary hit points last until the end of your next turn.
- Alternatively, when you reduce a creature to 0 hit points with a melee attack while raging, you can choose to make a single target within 30 feet of the defeated creature become vulnerable to fire damage until the start of your next turn. Once you use this vulnerability effect, you cannot use it again until you rage again.
Unfettered Conflagration
At 14th level, your connection to the Frenzied Flame becomes absolute, allowing you to briefly become a living embodiment of its destructive unification. Once per long rest, while raging, you can use a bonus action to unleash the full power of the Frenzied Flame for 1 minute.
- During this time, you emit searing yellow flames in a 15-foot radius. Any creature (including allies, but not you) that starts its turn in this aura takes 2d6 fire damage. This damage ignores fire resistance.
- While this feature is active, your melee weapon attacks deal an additional 1d10 fire damage (this is in addition to Maddening Incandescence damage).
- When this effect ends, you gain one level of exhaustion as your body struggles to contain the overwhelming power, and you must make a DC 15 Charisma saving throw. On a failed save, you gain a new short-term madness (DMG p. 259), which lasts for 1d10 minutes.
- "Any creature (including allies, but not you) that starts its turn in this aura takes 2d6 fire damage. This damage ignores fire resistance. Additionally, any creature that takes this fire damage must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or become frenzied until the start of your next turn."
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