Barbarian
Base Class: Barbarian

The Path of The Psychonaut is filled with advantages and drawbacks. Such power must come at a cost. Only the most experienced Psychonauts are able to navigate the waters of mind and body effectively enough to avoid these drawbacks. Psychonauts can be found in every corner of the world. From street urchins, to wealthy nobility. From nomadic shamans, to decorated generals. The power of performance enhancing drugs is enticing.

Experienced Practitioner

You gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

In addition you gain a permanent resistance to poison damage, and are immune to the poisoned condition.

Drug Fueled Rage

When you enter your rage you choose one of the following effects to give yourself through chemical means. You cannot have more than one active effect per rage.

Stimulant- While raging you can use the Dodge, Dash, or Disengage action as a bonus action. However, when your rage ends your walking speed is halved and you have disadvantage on Dexterity saving throws. This effect ends when you finish a short or long rest, or you rage again. 

Depressant- While raging you gain resistance to all damage except radiant and necrotic. However, when your rage ends you become vulnerable to bludgeoning, piercing, and slashing damage. This effect ends when you finish a short or long rest, or you rage again. 

Steroid- While raging you increase the amount of damage you do on a hit equal to your proficiency bonus. However, when your rage ends you suffer one point of exhaustion. This effect ends when you finish a short or long rest, or you rage again. 

Casual User

You have learned how to have a good time even outside of combat. When you gain this class feature you can activate any of the following effects as an action an amount of times equal to your proficiency bonus. Each effect lasts for one hour. You cannot have more than one effect active at a time, initiating an additional effect causes the previous one to stop.

Stimulant- You have advantage on all perception checks and you cannot be surprised for the duration. In addition, you gain proficiency in perception checks if you do not have it already. Lastly, you gain up to 120 feet of darkvision and 10 feet of blindsight if you do not have it already. When this effect ends you are blinded until you: Finish a short or long rest, you use this feature (Casual User) again, or you rage. 

Depressant- For the duration you have advantage on all Charisma based skill checks, and immunity to the charmed condition. In addition, you take half damage from all trap based damage and you can move normally in difficult terrain. When this effect ends you suffer one point of exhaustion until you: Finish a short or long rest, you use this feature (Casual User) again, or you rage. 


Steroid- For the duration you have advantage on all Strength (Athletics) and Dexterity (Acrobatics) checks. In addition, your carrying capacity is doubled and you have advantage on all Strength and Dexterity saving throws. When this effect ends you suffer one point of exhaustion until you: Finish a short or long rest, you use this feature (Casual User) again, or you rage.

Chemical Savant

Using this feature you can magically recreate any potion, poison, or drug you have ingested before provided you spend something of greater or equal value. The potion or drug lasts indefinitely and can be consumed by anyone. However, when you consume it the effects are stronger. The duration is doubled if it has one. If it heals the amount of healing dice is doubled. If you create a poison the DC to resist its effects is increased by your proficiency bonus and the amount of damage dice if any is doubled. Finally, you may consume or apply any potion, poison, or drug as a bonus action.

High Functioning Addict

You no longer suffer the negative effects of this subclass and you are immune to poison damage. 

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