Base Class: Barbarian
In the Feywild, there exist extremely animated creatures. These wacky, goofy, daffy characters are able to defy the laws of nature with their comical movements and actions which they utilize to harass some deserving or undeserving creature. Barbarians of this path usual result as a jest from these fey, though some deliberately seek them out to learn their ways. Fighting and combat for these barbarians becomes more of a silly game with extreme acts of violence punctuated with a comedic gags. This dichotomy is where the Path of the Loony gets its name as many view these antics as insane; your rage making you more mad than mad.
(This subclass was made by deannedeeclasses on GM binder, I just wanted to port it on dndbeyond.)
Animated Character
Your movements become impossibly lively and things affecting you become comically visual. Your proportions squash and stretch as you move. When stunned stars, colorful shapes, or birds may swirl around your head. Taking lightning damage may illuminate your skeleton, while taking fire damage may briefly char your entire body or taking cold damage may encase you in a block of ice for a moment before it shatters. Hits to your head may result in large sized welts. Falling from a great height may leave you completely flat momentarily when you hit the ground. Or after combat is finished, you may find yourself wrapped in cosmetic bandages and splints that do not aid your wounds that you immediately remove and throw away into thin air.
Expressive Anger
Your rage manifests physically in some way. When you rage as a bonus action on your turn, you may choose one of the following benefits below:
Incendiary Rage. Your face turns a deep shade of red possibly accompanied by steam boiling out of your ears or a small fire igniting on your forehead. Until the end of your turn, your attacks deal additional fire damage equal to your barbarian level.
Super Strength. Your muscles bulge extraordinarily large in a ripple that moves throughout your body. You immediately end any effect causing you to be restrained, break free from all grapples and restraints, such as manacles, and stand up from prone without it costing movement.
Rabid Ramblings. Your words turn into gibberish as you let loose a tirade of nonsense while flailing in place. Each hostile creature within 10 feet of you that can hear you becomes frightened of you until the end of of its next turn.
Turbo Speed. Your legs travel in a whirlwind as you gather speed in place which you unleash in a burst of movement. Until the end of your turn, your movement speed is tripled and opportunity attacks made against you are at disadvantage.
Malleable Physics and Physicality
At 6th level you can overcome some of the limitations of the natural world. You can continue moving onto thin air parallel to the ground you left for a total amount of feet equal to half your movement speed as if it were solid ground, after which you fall as normal. You also fall if you end your turn while in the air or if you look down while in the air.
Also, you can squeeze through the smallest of spaces often accompanied by a popping sound. You can now move through a hostile creature's space regardless of its size and can move 1 foot through an opening, if the opening is at least 1 square foot in total area. If the exit of the opening is further than 1 foot, you instead become stuck in the opening and must succeed a DC 16 Strength check to become unstuck and return to the entrance of the opening.
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Hammerspace
You gain access to a pocket dimension behind your back that holds a variety of bludgeoning weapons. As a bonus action on your turn, you may draw one of these weapons which can take on a variety of shapes such as a giant club or mallet, an anvil, kitchen wash basin, or a frying pan. Regardless of its appearance, the weapon counts as a martial melee weapon with which you are proficient, and deals 3d10 bludgeoning damage on a hit. On a successful hit, the target must succeed on a Constitution saving throw or become stunned until the end of your next turn. At the end of your turn, the weapon is returned to the pocket dimension.
Once you use this feature, you can't use it again until you finish a short or long rest.
Storm of Violence
When you reach 14th level, you may create a storm of violence as an action while you are raging. Each creature of size Medium or smaller within 5 feet of you must make a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failure, the creature is restrained by the storm. You are automatically restrained by the storm.
At the beginning of your turn, the storm moves 10 feet along the ground in a random direction, and any creature restrained by the storm moves with it. The storm will occupy a number of squares that the creatures restrained by it occupy. If at the start of your turn the storm is within 5 feet of a creature size Medium or smaller or moves within a creature size Medium or smaller during its move, the creature must make a Strength saving throw against the DC. On a success, it is pushed out of the way of the storm's path to the nearest unoccupied space. On a failure, it becomes restrained by the storm as well. A creature may choose at anytime to voluntarily join the fray and become restrained by the storm if it is within 5 feet of the storm (no action required).
A restrained creature can use an action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the DC. If successful, the creature is no longer restrained by the storm and is flung 10 feet away from its edge in a random direction landing prone.
The storm is a heavily obscured area. Creatures in the storm are blinded and deafened to everything outside of the storm. And creatures outside see only a thick, swirling cloud of dust, fists, and weapons where the storm is and hear only the din of battle and cursing coming from it.
If a creature takes the Attack action while restrained by the storm, the creature makes a single weapon attack against each creature in the storm other than itself, instead of the normal number of attacks it usually makes. All creatures restrained by the storm are considered in range for this attack.
The storm ends when your rage ends, you become incapacitated, you are no longer restrained by the storm, or if you choose to end it as an action. When the Storm of Violence, ends you suffer one level of exhaustion.
Once you use this feature, you can't use it again until you finish a long rest.
Previous Versions
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