Base Class: Barbarian
The path of the Dreadnaught can be best described as, Offense is the best offense. These warrior solely focus their psychic talents and heavy armour to batter the enemy and protect themselves. they are the vanguard, ever moving forward, never retreating.
Psionic Talent
At 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again 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 17th level (d12).
The powers below use your Psionic Energy dice:
Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to roll your Psionic Talent die and reduce the damage taken by the number rolled plus your Con modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.
Psi-Powered Leap. When you make a high or long jump, you can roll your Psionic Talent die and extend the distance of the jump, up to a number of feet equal to twice the number rolled plus twice your Con modifier (minimum of 1 extra foot). This extra distance costs you only 1 foot of movement.
Telekinetic Strike. You can propel your attacks with telekinetic force. Once on each of your turns, immediately after you deal damage to a target within 30 feet of you with a weapon or an unarmed attack, you can roll your Psionic Talent die and also deal force damage to the target equal to the number rolled.
Psionic Rage
When you choose this path at 3rd level, you gain proficiency in heavy armour. When you rage, you may go into a Psionic Rage, where you gain all the benefits of rage while wearing heavy armour, but not while a shield is equipped. While raging you gain resistance to psychic and force damage. Some of your features require your target to make a saving throw to resist the feature's effects. The saving throw DC is as calculated as follows:
Features save DC = 8 + your proficiency bonus + your Constitution modifier
Your unarmed attacks deal 1d4 bludgeoning damage, This damage die increases to 1d6 at level 6. 1d8 at level 11, 1d10 at level 17. Your Rage bonus damage is force damage. When you use the Attack action and make an attack with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.
Hounding Terror
Beginning at 6th level, while raging, when you take the Attack action, you may replace one attack with an action to terrify your opponents using your psionics. Creatures of your choice within 30ft of you must make a wisdom saving throw, or be frightened for 1 minute. At the end of a creature's turn, they may make a wisdom saving throw to end being frightened, if they succeed on the saving throw, they can not be affected by hounding terror for 24hrs.
you can use this feature equal to your Con modifier (minimum of 1), and regain uses of it at the end of a long rest.
Dreadful Charge
Beginning at 10th level, while raging, you can take the Dreadful Charge action.
You can only use this action of you haven't moved during this turn, and after you use this action, your speed is 0 until the end of the turn. Using this action requires you to expend a Psionic energy die.
when you take this action you must target a creature, object or space at least 10ft away, you can move up to 60ft towards the target, cladding yourself in psionic energy and launching yourself at the target, this movement is considered flight, which is lost at the end of your turn. At the end of the charge you can make a melee attack roll against a creature or object of your choice, and on a hit the target takes 1d8 force damage for every 10 ft you travelled during the charge plus your Strength mod, and can be pushed 10ft away from you.
At level 18, all creatures excluding the target, within 10ft must make a Constitution saving throw. On a failed save a creature takes 1d8 force damage for every 15ft you travelled during the charge. On a successful save, a creature takes half as much damage and is pushed 5ft.
you may use this action once per rage.
Unstoppable
Starting at 14th level, you may use a bonus action to dash, while dashing you ignore difficult terrain and can move through squares of other creatures. In addition, while raging you are immune to having your movement reduced, and gain immunity to force and psychic damage.
Immovable
Starting at 14th level, you gain advantage to ability checks and saving throws that would move or knock you prone. While raging you are immune to being forcibly moved or knocked prone, as well gaining advantage on saving throws against the frightened and charmed condition.
Previous Versions
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5/20/2023 2:59:34 AM
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