Path of the Mad Titan

Rage of a Mad God

Whilst some serve their patrons in the more arcane arts, tapping into elusive secrets in order to draw their master further and further into the world, others become shaped differently by the cosmic indifference of the old ones.

Whispers of impossible cities and infinite madness shape them like a blade on a whetstone, turning them from the mere mortals they once were into a living extension of their god's fury. They spread madness as terrifying marauders, sowing insanity with their physical prowess, they pay their tithes in blood of both themselves and their enemies.

You are one of these people - nay, creatures - shaped by an encounter with a being whose immensity influenced you without their knowing. You are, in part, crazed yourself, and eager to share this madness with the world.

Mind Rend

When you choose this path at 3rd level, your maddening anger exudes from you, causing your opponent to hallucinate as your form shifts and undulates in grotesque horror - but only to them.

Once per turn whilst raging, you may force a creature to make a Wisdom saving throw when you hit them with a melee weapon attack. The DC for this saving throw is equal to 8 + your Strength modifier + your Proficiency bonus. On a failed save, roll a d8 to determine the effect.

1-3 : The creature suffers disadvantage on one of the following rolls of your choice until the end of its next turn: Attack Rolls, Ability Checks or Saving Throws.

: The creature suffers disadvantage on one of the following rolls of your choice until the end of its next turn: Attack Rolls, Ability Checks or Saving Throws. 4-5 : The creature takes 1d8 psychic damage. This increases to 2d8 at 6th level, and 3d8 at 10th level.

: The creature takes 1d8 psychic damage. This increases to 2d8 at 6th level, and 3d8 at 10th level. 6-7 : The creature cowers, taking the dodge action on its next turn.

: The creature cowers, taking the dodge action on its next turn. 8: The creature spends its next turn using its movement to move within range of an allied creature and makes a weapon attack against it.

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Creatures that are immune to the frightened condition may not be effected by this feature.

You may use this feature once before requiring a short or long rest to use it again. You may use it two times per short or long rest at 6th level, and three times per short or long rest at 10th level.

Inner Sight

At 6th level, you gain resistance to psychic damage whilst raging, and you may communicate telepathically with any creature you can see within 30 feet of you.

You don't need to share a language with the creature for it to understand you, but the creature must be able to understand at least one language.

Soul Harvest

At 10th level, you devour the souls of those you rend, consuming them and adding to your king's unimaginable power.

When a creature fails their saving throw against your Mind Rend, you may heal for an amount equal to your Barbarian Level.

Light of the Deep

At 14th level, you may use the eldritch light granted to you by the being you worship to lure others into the path of your blows.

As a bonus action, you may expend two uses of your Mind Rend feature. Instead of the usual effects of Mind Rend, you may force a creature that can see you within 30ft to make a Wisdom saving throw against your Mind Rend save DC.

On a failed save, the creature takes 5d8 psychic damage and moves 30ft towards you in a stupor. Until the end of your turn, you have advantage on all melee attack rolls against the creature. On a successful save, the creature takes half as much damage and isn't moved.

Creatures that are immune to the frightened condition are not moved and do not grant you advantage, but still take the psychic damage.