Barbarian
Base Class: Barbarian

Not all rage is chosen. Some barbarians do not find their fury—it finds them. Those who walk the Path of the Rabbit Hole have surrendered the reins of their own mind to something older and wilder. Their rage is not a weapon they wield; it is a storm that breaks over them uninvited, triggered by the swings of fate itself: a stroke of perfect fortune, or a catastrophic failure.

 

In exchange for this loss of control, the Rabbit Hole barbarian is granted rages of terrifying potency, a body hardened against exhaustion, and a mind so fractured that even magic cannot easily find purchase within it.

“Those who descend forfeit control for power.”

Level 3: Rages of Insanity

Unstable Rage

You can no longer choose when to enter a rage.

When you roll a d20 for an attack roll, saving throw, or ability check during combat and the result is a triggering number shown below, you must immediately enter a rage if you are able to do so (no action required).

Barbarian Level Confused Rage Exalted Rage
3rd 1 20
6th 1–2 19–20
10th 1–3 18–20
14th 1–4 17–20

This uses one of your rages as normal. If you have no rages remaining, nothing happens.


Exalted Rage (High Roll)

When you rage due to a high triggering number, your rage damage bonus becomes:

  • +4 at 3rd level

  • +6 at 9th level

  • +8 at 16th level

This replaces the normal rage damage bonus from the Barbarian table.


Confused Rage (Low Roll)

When you rage due to a low triggering number, your mind fractures.

  • You treat all creatures as hostile.

  • If a creature damages you, you must use your next attack to target that creature if it is within reach or range.

  • If you have no mandatory target, at the start of your turn roll a d4:

d4 Behavior
1 Move toward and attack the nearest ally.
2–3 Move toward and attack the nearest creature.
4 You act normally this turn.

While in a Confused Rage:

  • A creature attempting to cast a beneficial spell on you that requires a touch must first succeed on a melee spell attack against your AC.

Level 3: Maniacal Body

 

  • If you have levels of exhaustion when you enter a rage, the effects of exhaustion are suppressed until the rage ends.

  • You cannot gain levels of exhaustion while raging.

 

Level 3: Calming Allies

While you are in a Confused Rage, a creature within 5 feet of you may use an action to attempt a Charisma (Persuasion or Intimidation) check against a DC equal to:

8 + your proficiency bonus + your Constitution modifier

On a success, your rage ends immediately.

At 6th level, a successful check instead converts your Confused Rage into an Exalted Rage.

At 10th level, creatures make this check with advantage.

Level 6: Mind of Lunacy

  • You cannot be charmed by magic.

  • You cannot be put to sleep by magic.

  • You gain resistance to psychic damage while not raging.

  • You are immune to psychic damage while raging.

Level 6: Mind and Body

At the end of each short or long rest, you gain temporary hit points equal to:

  • 2d4 + your barbarian level (3rd–8th level)

  • 2d6 + your barbarian level (9th–15th level)

  • 2d8 + your barbarian level (16th+ level)

These temporary hit points last until you finish your next rest.

Level 10: Rage Over Matter

When you fail a Wisdom saving throw, you may expend one use of your Rage to instead succeed.

You may choose to use this feature after rolling, but before knowing whether the roll succeeds or fails.

Level 14: Hint of Sanity

When you would enter a Confused Rage, you may expend one additional use of Rage to instead enter an Exalted Rage.

Additionally, when you enter a rage, you may reduce your exhaustion level by 1. If this reduces it to 0, it ends.

Down The Rabbit Hole Image

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