Barbarian
Base Class: Barbarian

Path of the Shattered Barbarians are many entities that inhabit one body. They may be a singular person with multiple personalities, a hydra with multiple heads or cursed with being possessed by several beings or a person trained in several multiple disciplines. But these are just suggestions, get as creative as you want!. Either way, these barbarians have access to a plethora of options that allow them to become a versatile combatant and a great amount of utility in exploration and social settings, always dependent on their mood and a healthy amount of luck.

Level 3: Lvl 3: Shattered Mind

When you become a Path of the Shattered barbarian, you designate three distinct personalities that your character may take, including your normal personality if you desire, you give them an order from 1-3. When you acquire this ability and at the end of every long rest from now on, you roll a d6 to determine the dominant personality until your next long rest or until something happens that would cause you to change personalities(specified later on):
1-2: First personality
3-4: Second personality
5-6: Third personality

The personality rolled determines the main way your character may act for the duration. Different personalities always have some discriminating factor, be it a visual or physical change, the way they talk, walk or their moral compass. A creature that has seen all of your personalities and knows you are afflicted with multiple personalities can attempt a dc 20 wisdom (Insight) check as a study action to determine which personality is the dominant one in that moment, you can choose to cause a creature to automatically succeed on this check if you believe the change is obvious enough. A creature that witnesses you change personalities can attempt a dc 20 medicine, arcana or history (You or your dm may choose one or more of these as viable options depending on the origin of your personalities) check to diagnose your condition on a success.

When you reach Character level 10, you gain a fourth personality which you add into your rotation, roll a d8 instead of a d6 whenever you would decide a dominant personality, add in your forth personality as the result for rolling 7-8.

Level 3: Lvl 3: Archetypes

Your personalities alter the way you fight, think and act, assign one of the following archetypes to each of your personalities, you cannot repeat archetypes between personalities and these archetypes can't change after you pick them. In special occasions, a personality might undergo circumstances that may warrant a change of archetype, if you believe this is the case, disregard the rule about not being able to change. The archetype of a personality determines most class features, which you can only access while that personality is the dominant one.

Brute: 
A Brute personality is generally simple-minded and straightforward, Brute personalities focus on general improvements and play most similarly to a stock barbarian.

Tactician: A personality with the Tactician archetype provides the most battlefield utility in the form of a commanding presence that allows them to gain a strategic advantage.

Gentle: A gentle personality may exemplify the more subdued  and subtle aspects of a person, gentle personalities focus on tanking by drawing fire away from their allies.

Arcane: An arcane personality may be a representation for the passions or natural gifts of a person. arcane personalities have a particular affinity towards magic, offering limited magic options that can prove very useful in specific circumstances.

Diplomat: Diplomats are the channel of communication between minds, diplomats lack many direct benefits combat benefits but excel in social situations and are able to facilitate changes in dominance between personalities.

Villain: A villainous personality is the darkest corner of a person's psyche, villainous personalities focus on brutal damage output and rolling high.

Hero: Inversely, a heroic personality is the embodiment of the altruistic traits of a person. Heroes excel in supporting their allies and banishing evil.

Whenever you would gain a new personality, pick an archetype for them, they gain all of the features associated with that archetype.

Arcane

When you pick the arcane archetype for one of your personalities, pick one of the following spell lists: Wizard, Cleric, Druid, Paladin, Ranger or Warlock.

While your dominant personality is arcane, you gain three level 1 spell slots with which you can cast spells using their normal casting time that belong to the spell list you've selected, you can pick any spell from the list as long as it is a level 1 spell, you are not considered to know the spell or have the spell casting feature and cannot ritual cast. you can cast spells and hold concentration while raging on spells that you have cast through only this feature. Strength is your spell casting ability for this feature and it's upgrades

Brute

While your dominant personality is Brute, whenever you hit a creature with a weapon attack roll that uses strength for it's accuracy and damage, you can roll the damage dice for your weapon up to three times and pick the highest number rolled.

Diplomat

While your dominant personality is a Diplomat, Whenever you make a persuasion, deception, intimidation, insight or perception check, you may add a bonus to the roll equal to your constitution modifier, and your passive scores for these skills increase by the same number.

Additionally, whenever you willingly attempt to swap between personalities, you can forgo rolling and choose to automatically succeed instead, you can do this once per long rest and can do this even if your current dominant personality is not diplomat.

Gentle

While your dominant personality is Gentle, when an allied creature that you can see within a number of feet equal to your walking speed is targeted with an attack roll, you can use your reaction to move up to your walking speed without provoking opportunity attacks and become the target of that attack roll instead of them, displacing any creatures that would be in your way.

You can interpose yourself this way a number of times equal to your proficiency bonus, which recharge on a long rest.

Hero

While your dominant personality is Hero, when you start raging and on subsequent turns,up to 3 allies that can see or hear you within 30ft of yourself gain a number of temporary hit points equal to your constitution modifier at the start of your turn.
Additionally, While your dominant personality is Hero, your attacks against evil aligned creatures deal extra damage equal to your constitution modifier.

Tactician

While your dominant personality is Tactician, as a bonus action, you can select one allied creature that can see or hear you that is up to 30ft away. You command that creature to use it's reaction to take one of the following actions:
-Attack (Only one attack)
-Cast a spell 2nd level or lower
-Move up to half their speed without provoking opportunity attacks
-Take the utilize/magic action on an item that does not deal damage (I.E drink a potion, throw oil, etc).
You can command a creature this way a number of times equal to your proficiency bonus, which recharge on a long rest.

Villain

While your dominant personality is Villain, you have advantage on attack rolls against bloodied creatures and your attack rolls against all creatures gain a +1 critical hit range (20-19 or 20-19-18). When an attack roll you make reduces a creature to 0 hit points or whenever you roll a critical success on a d20 test (critical attack rolls included), you can make one extra attack the next time you take the attack action.
Additionally, whenever your dominant personality is Villain, you have disadvantage on saving throws to willingly and unwillingly change your dominant personality.

Level 3: Lvl 3: Power Struggle

At the start of your turn,as a free action, you can roll the correspondent dice to determine your dominant personality, the result  of your roll becomes the dominant personality for a maximum of 10 minutes/ 10 turns, for every minute that passes out of combat or at the end of each of your turns in combat , roll a constitution saving throw which you can choose to automatically fail, on a failure, your dominant personality reverts to be whichever personality you rolled at the end of your last long rest.
The DC for this equals 10 + your proficiency bonus and the number of personalities you currently have.

You can do this a number of times equal to your proficiency bonus, which recharge on a long rest.

Additionally, Whenever you take damage that exceeds 1/4th of your maximum hit points or roll a 1 on any d20 test, make a dc 12 wisdom saving throw, on a failure, roll the correspondent dice to determine your dominant personality (either a d6 or d8), your dominant personality automatically becomes the one rolled until your next long rest and is treated as if it was rolled as your dominant personality on your last long rest.


Level 6: Lvl 6: Bipolarity

You can have up to two dominant personalities active at a time, whenever a feature asks you to roll a dice to determine your dominant personality, roll two instead.

Lvl 10: Major Symptoms

Your personalities begin to manifest themselves more prominently, each archetype gains the following features:

Brute: While your dominant personality is brute. When you rage, select two damage types of your choice, you are resistant to those damage types until your rage ends.

Tactician: 
Your command options change to the following:
-Your ally takes the full attack action on an enemy within range
-Your ally casts a spell 3rd level or lower
-Your ally takes the dodge and disengage actions until the start of their next turn and immediately move up to their speed.
-Your ally takes the utilize / magic action on any item.

Gentle: While your dominant personality is Gentle, Enemies within 10ft of you have disadvantage on attack rolls that target creatures other than you. Additionally, whenever you use your reaction interpose yourself between an enemy and an ally, you and your ally gain a number of temporary hit points equal to your level.

Arcane: While your dominant personality is arcane, you gain a level 3 spell slot with which you can cast a spell 3rd level or lower belonging to the spell list you picked when selecting the arcane archetype. Additionally, your spells do not automatically break concentration if your dominant personality stops being arcane.

Diplomat: While your dominant personality is diplomat or when your dominant personality becomes diplomat, you have advantage on your next 2 d20 tests, if you already had advantage on the d20 test do not count it as a use of this feature.

Villain: When you reduce a creature to 0 hit points, all enemy creatures that can see you within 30ft make a wisdom saving throw, on a failure they gain the frightened condition until the end of their next turn. The DC for this feature equals 8+ your proficiency bonus and constitution modifier.

Hero: While your dominant personality is Hero, Your first attack roll after you roll initiative or after your dominant personality becomes hero deals extra radiant damage equal to 2d8+ your constitution modifier. Additionally, allies within 10ft of you have advantage on saving throws.

Level 14: Lvl 14: Unity in solace

To some degree, the various people inhabiting your body have come to appreciate or at the very least tolerate each other and understand their worth. Whenever you would fall to 0 hit points. you can choose to fall to 1 and then heal an amount of hit points equal to your level instead, roll a d8 to pick one of your personalities, whatever personality is picked becomes unusable and unable to become dominant until you complete a long rest, if the personality picked is currently dominant immediately roll to determine a new dominant personality. If an unusable personality is called to become dominant, re roll the dice.
You can do this once per long rest.

Additionally, if your character would ever die, one of your personalities may sacrifice themselves instead. Roll the appropriate dice to determine one of your usable personalities, that personality dies and becomes permanently unusable and cannot be recovered in any way short of a wish spell. you heal an amount of hit points equal to twice your level and may immediately take your turn. You can do this as long as you have more than 1 usable personality.

Path Of The Shattered Image

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