Base Class: Barbarian
Most barbarians act as a force of brawn over brain, throwing all thought away in mindless rages, but some find a way to continue using their full mind while keeping the strength of their attacks. Barbarians who walk this path learn to treat different parts of their mind as separate entities and split them. This allows them to continue using the strength of their brain with one part, and the strength of their body with another, and let these parts work in tandem. This splitting of the mind does often cause quirks in personalities, most commonly the barbarian in and out of rage having completely different personalities and mannerisms due to different parts of the brain being at the forefront.
Hidden Mind
You learn how to hide parts of your mind from your enemies. While raging, you gain resistance to psychic damage.
Snap Psyche
You learn to attack with parts of your brain and your body simultaneously. When entering rage and as a bonus action while raging, you may choose a creature within 30ft. The creature must make an Intelligence saving throw with a DC equal to 8 plus your Intelligence modifier and proficiency bonus. On a failed save, the creature takes 2d6 plus your Intelligence modifier psychic damage. This damage increases to 2d8 at level 6 and 2d10 at level 14.
Dual Mind
You learn to keep a part of your brain focusing an another task while others are engaged in combat. When raging, you can continue to concentrate on spells cast before you entered rage, following the normal rules for concentration.
Reckless Mind
You learn to use your body's strength to increase the potency of your mind. When you use your reckless attack feature, you can forgo your advantage on attacks to instead give all creatures disadvantage on saving throws against magic effects you inflict until the end of your turn.
Shattered Shield
You learn to use the mindless part of your brain during a rage to protect the other parts from magical effects. While raging, you gain a bonus to your Intelligence, Wisdom, and Charisma saving throws to resist magical effects equal to your rage damage bonus. Additionally, if you fail one of these saving throws, you may choose to expend a use of rage to reroll the saving throw, and you must take the new roll.
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