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Path of Delirium

Barbarians of the Path of Delirium are often called violently insane or simply mad, but they prefer to call themselves delirium warriors. They derive their strength not from rage but from madness. Delirium warriors cope with the mental strain of being confronted with terrible truths by channeling their fear and stress into intense feats of physical might.

Insightful Delirium

When you choose the Path of Delirium at 3rd level, you gain insights into dangerous ideas and dangerous foes.

You gain proficiency in the Yog-Sothothery skill if you didn’t already have it; if you already have proficiency in Yog-Sothothery, you gain proficiency in another skill instead. Once per turn while you rage, you can make a Wisdom (Yog-Sothothery) check to recall lore without using an action. In addition, you have advantage on Wisdom (Yog-Sothothery) checks made to identify the traits and weaknesses of creatures while you rage. When you hit a creature you have identified this way, you add your rage bonus to damage twice, instead of once, if you are in a rage.

Delirium Unleashed

At 3rd level, you gain one of the following features of your choice.

Howl of Lunacy. As an action while you are raging, you can unleash your rage in a terrifying howl. Up to four creatures of your choice within 60 feet that can hear you must each succeed on a Wisdom saving throw or become frightened of you for up to 1 minute. The save DC is equal to 8 + your proficiency bonus + your Constitution modifier. Each frightened creature makes another saving throw at the end of each of its turns, ending the condition on itself on a success. You can’t choose the same creature again until you finish a long rest. Using this feature counts as an attack to maintain your rage.

Frenetic Haste. You can take the Dash action as a bonus action. You can also use a bonus action to make a Strength (Athletics) check to escape from a grapple or to escape from an effect giving you the restrained condition. When you gain the frightened condition or gain one or more levels of dread (described in Chapter 4), you can enter a rage as a reaction or take one Frenetic Haste bonus action as a reaction. If you enter a rage this way, it doesn’t count against your limit.

Refuge in Madness

Starting at 3rd level, you can use madness to break free of confining conditions. If you start your turn charmed, frightened, under the influence of a spell of the enchantment school, stunned, or prevented from controlling your actions or movement by confusion, dread, insanity, madness, or an effect that would determine your actions or movement randomly, then you can choose to roll on the Refuge in Madness table to learn the effect. The effect applies until the end of your turn.

d8 Effect
1 You can use your movement as if you didn’t have any of the above listed conditions.
2 You can use your bonus action as if you didn’t have any of the above listed conditions.
3 You can use your action as if you didn’t have any of the above listed conditions. Then you move as if you didn’t have any of those conditions, but the GM controls your movement, which is erratic.
4 You can use your movement and bonus action as if you didn’t have any of the above listed conditions. You use your action to babble incoherently as if you didn’t have any of the above conditions.
5 You can use your action and bonus action as if you didn’t have any of the above listed conditions. Then you move as if you didn’t have any of those conditions, but the GM controls your movement, which is erratic.
6 You can use your action and movement as if you didn’t have any of the above listed conditions.
7 You can take your turn as if you didn’t have any of the above listed conditions, but you must move as close to the nearest creature as you can. If you end your movement within reach of any of your weapon attacks, you must use your action to attack that creature.
8 You can take your turn normally as if you didn’t have any of the above listed conditions.

Sense the Unearthly

Starting at 6th level, you automatically become aware whenever certain types of unnatural creatures or forces are within 60 feet of you, including aberrations, celestials, elementals, fey, fiends, undead, magic items, open magical gates and portals, and spells. You have advantage on Wisdom (Perception) checks to notice or recognize those creatures, objects, and effects, as well as magical traps. You can use your action to smell whether a creature, object, or location of your choice within 60 feet is magical and what the school of magic is, if any.

Starting at 14th level, you can precisely locate and target those creatures and objects by smell as if you could see them as long as they are within 60 feet. This magical sense doesn’t rely on vision and isn’t impaired by blindness or deafness.

Anguished Voice

At 10th level, you gain further insight into Yog-Sothothery and the ability to share your delirious insight. You add twice your proficiency bonus instead of your normal proficiency bonus on Wisdom (Yog-Sothothery) checks. With your open mind, you suffer a penalty equal to your proficiency bonus on saving throws against dread, confusion, magical fear, insanity, and similar effects (GM’s discretion).

Additionally, choose one of the following features.

Inhuman Shriek. Your insight reveals tones that violate the bounds of mortal senses. As an action, you give an unearthly cry and choose a creature within 60 feet that can hear you. That creature must succeed on a Wisdom saving throw or be magically paralyzed until the end of your next turn. The save DC is equal to 8 + your proficiency bonus + your Constitution modifier.

You can’t use this feature on the same creature again for 24 hours. Using this feature counts as an attack to maintain your rage.

Shouted Revelation. As a bonus action, you can shout a terrible truth. All allies that can hear you within 60 feet gain your Refuge in Madness feature and advantage on attack rolls against one kind of creature of your choice that you have identified with Wisdom (Yog-Sothothery) for 1 minute, as if they had proficiency in the Yog-Sothothery skill. However, for the duration they also take a penalty equal to half your proficiency bonus on saving throws against dread, confusion, insanity, madness, magical effects that give the frightened condition, and similar effects (GM’s discretion).

Highest Revelation

At 14th level, you learn to instinctively exploit the workings of alien science and eldritch mathematics even if you can’t consciously grasp the underlying principles. Choose one of the following features.

Star Strider. You gain a flying speed of 30 feet and resistance to cold damage while raging. Even when you aren’t raging, you don’t have to breathe and exposure to the vacuum of space doesn’t harm you.

Unravel Yog-Sothothery. You can end spells on a creature, object, or magical effect within reach of your unarmed strike or a melee weapon you have in hand as an action. For each spell on the target, you can expend one use of rage to make a Wisdom (Yog-Sothothery) check.

The DC equals 10 + the spell’s level. On a successful check, the spell ends.

Section 15: Copyright Notice

Sandy Petersen’s Cthulhu Mythos, © 2018, Petersen Games; Authors: Sandy Petersen, David N. Ross, James Jacobs, Arthur Petersen, Ian Starcher.