Barbarian
Base Class: Barbarian

Prerequisite: You must have a wisdom score of at least 8 to go down the path of the psycho.

Forewarning: This subclass currently breaks DnD Beyond’s content generation system since it provides bonuses for negative modifiers. To use this subclass you will have to custom set your wisdom score and your psychic weapon attacks appropriately based on the ability text.

The psycho is a lone barbarian who has wandered far into the hinterlands to the very edge of sanity and just a little past it. The unfathomable mysteries they have witnessed at the end of all things has broken reality’s grip on them and vice versa. Some say they are not insane but rather hyper-sane having bore witness to universal truths mortals and gods were not meant to know. This awareness has awakened psychic abilities that only grow as they descend deeper into madness and recede from this reality and into the next.

Psychic Psychotic

Starting at 3rd level when you adopt this path, you gain the ability to spend a bonus action to will a weapon made of pure psychic energy into existence in your empty hand. This weapon manifests for 1 minute in any form you choose. You are proficient with this psychic weapon which deals 1d8 psychic damage and you add your negative wisdom modifier (minimum 0) to attack and damage rolls. Your psychic weapon has the light, and thrown properties (range 20/60). If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, for the duration of this ability, you can use a bonus action to cause the weapon to reappear in your hand. You can use this ability a number of times equal to your negative wisdom modifier (minimum 1 time). You may only have 1 psychic weapon manifest at a time. If you use this ability while you already have a weapon manifested the previous weapon dissipates. You regain all uses of this ability after taking a long rest.

At your 10th  barbarian level you may manifest a weapon that does 2d8 psychic damage. If you do it loses the light and thrown properties.

At  your 14th barbarian level you may use this ability to manifest a weapon that does 3d8 psychic damage. If you do it loses the light and thrown properties and gains the two-handed property. 

Stare into the Abyss

At 3rd level, when you adopt this path, anytime your wisdom score would increase you can choose to decrease your wisdom by that amount instead. If this occurs due to a temporary condition when the condition ends your wisdom score increases by that amount.

Blind Rage

Beginning at 6th level, when you rage you can enter a blind rage. Subtract your strength modifier from your wisdom score for the duration of your rage. This may be used to summon your shadow blade additional times if your new wisdom modifier would permit it. If this feature causes your wisdom score to go below 1 you instead pass out and go unconscious for 1d4 hours.

Insight of the Insane

At 10th level when you make a wisdom check and get a negative result you gain sudden useful insight or knowledge about something unrelated to the check. After you use this ability you may not use it again until you finish a short or long rest.

Ablation

At 14th level when taking acid, cold, fire, lighting, or thunder damage you can use your reaction and spend a use of rage to take half the damage and absorb the other half as temporary hitpoints in the form of an ablative psychic shield of crackling energy. If you are not already raging this counts as entering a rage. While you have these temporary hitpoints you are resistant to the triggering damage type. In addition, when you hit with a weapon attack you may subtract an amount of your temporary hitpoints and apply it to the damage of the attack. The damage type is that of the triggering damage.

Bedlam's Path Of The Psycho Image

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