Barbarian: Path of the Tantrum
There are only a few things that really make you angry. Okay, that wasn’t true. But that is not important. What you want is important. And you will do whatever it takes to make it clear that you should be given what you want. Your tantrums are the stuff of legends. Woe to those who tempt your patience.
Beginning at 3rd level with you choose this path, your barbarian rage feature is replaced the Tantrum feature. When your barbarian features mention raging, instead refer to the tantrum feature. Charisma is your spellcasting ability for Path of the Tantrum spells. The DC for saving throws for Path of the Tantrum features is 8 + your Charisma modifier + your proficiency bonus.
Trantrum
3rd Level Path of the Tantrum feature
At third level, you learn the shillelagh cantrip. You can cast this cantrip on a handbag, shoe, fan, or another personal mundane item. When you cast this cantrip as a bonus action, you can expand a rage and choose instead to throw a tantrum.
While throwing a tantrum and not wearing heavy armor, you gain resistance to bludgeoning, piercing, slashing and psychic damage. Your melee attacks made with the item enchanted by your shillelagh spell deal additional psychic damage equal to your proficiency bonus.
Your tantrum lasts for one minute. While in a tantrum you cannot cast or concentrate on spells of 2nd level or higher, unless they are spells cast using a racial feature.
When your tantrum ends, you are fuming until you complete a short or long rest, eat a full, well-prepared and delicious meal, or receive a gift of value equal to 5 times your level in GP. While you are fuming you have disadvantage on Wisdom checks and Wisdom saving throws. You cannot throw another tantrum while fuming.
Comforter
3rd Level Path of the Tantrum feature
When your frustration with people not serving your every whim becomes too much, you can always turn to the thing that reminds you of your peaceful childhood days when daddy gave you everything you wanted. Your comforter is both a reflection of your inner strength and your vulnerability. Choose one of the following comforters which grants your tantrum unique effects. When you gain a level in this class you can change your comforter.
Binky/Pacifier/Dummy
You have a number of binkies equal to your Charisma modifier. While you are in a tantrum and hit a creature with a melee attack as a bonus action you can attempt to stuff a binky in the mouth of your target. The target must succeed on a Dexterity saving throw or be silenced until they use their reaction, action, or a bonus action to spit out the binky. Binky stuffing requires at least one free hand.
You can also spit a binky at a target within 10 feet as a bonus action. A target creature must succeed on a Charisma saving throw or suffer 1d4 + your Charisma modifier psychic damage and be ashamed.
An ashamed creature has disadvantage on its next attack roll before the beginning of your next turn. If a creature has an intelligence of 4 or less it cannot be ashamed.
Blankie
On the bonus action when throw a tantrum you can tie your blankie around your neck. While around your neck the blankie adds +1 to your AC. In addition, when you are hit with an attack, you can choose to allow the attack to hit your blankie instead. When your blankie is hit, it falls away. On your turn you can use a free item interaction to pick up the blankie and a bonus action to re-tie the blankie around your neck.
As a melee attack, you can attempt to wrap a creature up to one size larger than you in your blankie. On a hit you grapple the creature and the creature must succeed on a strength saving throw or be restrained. Maintaining the restraint requires the use of two of your limbs. If you use your legs, you are prone. A creature can attempt another saving throw as an action or at the end of each of its turns, ending the restraint and breaking the grapple on a success.
Boo Bear (or other stuffed animal)
When you throw a tantrum you can hold Boo Bear in a free hand, granting +1 to your AC. You can also cast shillelagh on Boo Bear.
When you are targeted with an attack, you can use your reaction to cringe behind Boo Bear. The attacker must succeed on a Charisma saving throw or suffer disadvantage on the attack. Once on your turn, when you hit a creature with Boo Bear, the hit creature must succeed on a Strength saving throw or fall prone.
Mr. Binkins (or other imaginary friend)
When you enter a tantrum, your imaginary friend fights by your side. At the end of your movement, you can specify a 5 foot square adjacent your position and declare loudly, “This is Mr Binkin’s spot,” or something to that effect. If a creature starts its turn in that square, or enters that square on its movement, you can use your reaction to make an attack against that creature with advantage (on behalf of Mr. Binkins, or whatever your imaginary friend’s name is).
While in a tantrum, as an action, you can announce loudly that Mr. Binkins has decided something. For instance, “Mr. Binkins has decided that nobody can move.” Or, “Mr. Binkins says everybody must sit down.” Or, “Mr. Binkins says to end your spells.” Any creatures you designate within 60 feet that can hear and understand you that willingly violates Mr. Binkins’ edict on its turn by either doing something forbidden by Mr. Binkins or not complying with Mr Binkins’ order before the end of its turn must succeed on a Charisma saving throw or suffer psychic damage equal to 1d4 + your barbarian level. Once you make this announcement you cannot do so again until you enter another tantrum. If the DM rules that Mr. Binkin’s edict is impossible for a creature to comply with, or it would cause the creature direct harm (such as walking into a bonfire or off a cliff), the edict has no effect on that creature.
Throwing a Fit
6th Level Path of the Tantrum feature
Starting at 6th level, while you are in a tantrum you gain immunity to psychic damage. You also learn the magic stone cantrip, which you can also cast on any three mundane objects of tiny size, such as things from your handbag, or a binkie/pacifier/dummy. When you hit a creature with an object enchanted by your magic stone cantrip you deal additional psychic damage equal to your proficiency bonus.
You can also cast the spell bane using this feature. Once you do so, you cannot do so again until you complete a long rest.
Silent Treatment
10th Level Barbarian Path of the Tantrum feature
When you hit a creature with a critical hit, it must succeed on a Constitution saving throw or lose its breath and be silenced until the end of its next turn. If the creature is under water and requires air to breathe, it is drowning. While silenced, the creature has disadvantage on Constitution, Dexterity and Strength saving throws and attack rolls.
I’m Going to Scream!
14th Level Barbarian Path of the Tantrum feature
While throwing a tantrum, as a bonus action you can let out a piercing scream. All creatures within a 15-foot radius must succeed on a Wisdom saving throw or be stunned until the end of their next turn. Once you use this feature, you cannot use it again until you throw another tantrum. Non-hostile creatures who have experienced your scream before have advantage on the saving throw.

Credits
All artwork is original (Midjourney tool v5). This subclass was created for the Royal Academy campaign. (More soon!)
Version History
| Date | Version | Change |
|---|---|---|
| 2023.05.26 | 1.1 | require free hand for binky stuffing (no shield); binky spit is saving throw. |
| 2023.05.23 | 1.0 | Initial release |
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