Barbarian
Base Class: Barbarian

Some barbarians use lose their minds while they fight, some expel burst of magic or lightning. Others unleash the power of the mind upon their enemies. These barbarians are known as Mind Ragers, who channel the strength of both brain and brawn into their skills.

Through intense internal journeys, Mind Ragers unlock the secret hidden powers of the mind, granting themselves psionic powers, which they use to bolster their attacks, as well as controlling the creatures around them.

Psionic Power

Starting when you choose this path at 3rd level, you unlock your psionic powers in the form of your Psionic Energy Dice, which are represented as a d6. You can expend to use the psionic powers listed below. You have a number of Psionic Energy Dice equal to double your proficiency bonus.

Some of your powers expend the Psionic Energy die when used, as specified in the power's description, and you can't use a power if it requires you to use a die when your dice have been expended. You regain all of your Psionic Energy dice at the end of a long rest. In addition, as a bonus action, you can regain one Psionic Energy Dice, but you can't do so until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and at 17th level (d12). The powers below use your Psionic Energy dice:

Detect Threat: You can send out a pulse of psychic energy around you, not strong enough to harm, but strong enough to touch the minds of every creature around you. As an action, you can expend a Psionic Energy Dice to send a pulse out in a radius equal to ten times the number rolled. With each pulse sent out, you have advantage on Wisdom (Insight) checks made to discern whether a creature in range has hostile or friendly intentions towards you.

Psionic Drag: When a creature is out of range for your attacks, you can psychically command a creature within range to move as close to you as it can. As an action, you can expend a Psionic Energy Dice to force a creature to immediately use its reaction to use as much movement as it can to get closer to you. The range of this action is equal to ten times the number rolled on the dice.

Psychic Slash

Also at 3rd level, your psionic power extends into your weapon of choice. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra psychic damage equal to 1d6 + half your barbarian level.

Psychic Warrior

At 6th level, you've mastered new ways to use your psionic abilities, listed below:

Psionic Leap. As a bonus action, you can propel your body with your mind. You gain a flying speed equal to your walking speed, until the end of your current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, or unless you expend a Psionic Energy Dice ({{scalevalue}}).

Psychic Domination. As a bonus action, you can rack your target full of fear to the point of immobility. While this effect is active, the creature is stunned until the end of your next turn. Once you take this bonus action, you can't do so again until you take a long rest, or unless you expend a Psionic Energy Dice ({{scalevalue}}).

Mind Shield

While you are raging, you gain resistance to Psychic damage.

Psychic Backlash

At 10th level, when you are pushed closer to death's door, you can unleash the torrent of power within your mind onto your enemies. Immediately after you take damage or fail a saving throw, you can use your reaction to expend a Psionic Energy Dice to damage your attacker, with the damage inflicted equal to the the roll of the dice.

Psionic Adept

At 14th level, you've gained a mastery of your psionic abilities, granting you new abilities:

Psionic Assist: You can share a Psionic Energy Dice with one creature of choice. As an action, you can touch a creature of choice to grant them one of your Psionic Energy Dice. While the creature is in possession of the dice, they can expend it alongside an attack roll, saving throw, or ability check. Once you use this feature, you cannot use it again until you finish a long rest, or you expend another dice. Only one creature can have a shared Psionic Energy Dice at a time.

Psychic Shunt: If you find yourself in a precarious position, you can psychically force a creature to move away from you. As a bonus action, you can expend a Psionic Energy Dice to force a hostile creature to immediately take its reaction to move its full movement away from you, taking a number of psychic damage equal to the roll on the Psionic Energy Dice.

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