Barbarian
Base Class: Barbarian

Some barbarians harbor a mental fury within. Their rage grants them superior mental durability and speed, and are the quintessential manipulators of psionic power. Followers of the Path of the Psionic Storm unleash the potential locked within every conscious mind, move objects with just a thought, and resist the charms of their foes. They know the mental pathways that lead to amazing edifices of altered reality. 

When in a fury, a barbarian of this path taps into the mental forces to create powerful effects.

 

Psionic Aura

Starting at 3rd level, you emanate a psychic aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.

Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action.

Choose Mind Blast (Psychokinesis), Psychic Force (Telekinesis), or Psychic Restoration (Psychometabolism).

Your aura’s effect depends on that chosen psychic discipline, as detailed below. You can change your environment choice whenever you gain a level in this class.

If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence modifier.

Force (Telekinesis)

When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Intelligence saving throw. The target takes 1d6 psychic damage on a failed save, or half as much damage on a successful one. The target also is forced back 10 feet. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.

 

Mind (Psychokinesis)

When this effect is activated, all other creatures in your aura take 2 psychic damage each as they are assaulted by a mind blast. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. 

Restoration (Psychometabolism)

When this effect is activated, each creature of your choice in your psychic aura gains 2 temporary hit points each round as a well of restorative energy envelops the target. 

The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

At 5th level, fatigue or exhaustion suffered by the target is also restored. 

Psionic Soul

At 6th level, your mental discipline grants you benefits even when your aura isn’t active. You gain resistance to psychic attacks and you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

As a bonus action, you can move half your speed on the same turn. You can do this once per long rest. 

 

Psionic Shield

At 10th level, you learn to use your mastery of the mind to protect others. Each creature of your choice has the damage resistance you gained from the Psionic Soul feature while the creature is in your Psionic Aura.

Psionic Storm

At 14th level, the power of your mind you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Psionic Aura.

Psychic Mind

Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Intelligence saving throw. On a failed save, the creature takes psychic damage equal to half your barbarian level.

Psychic Force

When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Intelligence saving throw. On a failed save, the creature is knocked prone, as if struck by a mental blast.

Psychic Restoration

Whenever the effect of your Psionic Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Intelligence saving throw, or its speed is reduced to 0 until the start of your next turn as they are mentally stunned. 

Psychic Force (Telekinesis)

When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make an Intelligence saving throw. On a failed save, the creature is knocked prone, as if struck by a mental blast.

Psychic Mind (Psychokinesis)

Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Intelligence saving throw. On a failed save, the creature takes psychic damage equal to half your barbarian level.

Psychic Restoration (Psychometabolism)

Whenever the effect of your Psionic Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Intelligence saving throw, or its speed is reduced to 0 until the start of your next turn as they are mentally stunned.

 

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