Barbarian
Base Class: Barbarian

Barbarians who follow the Path of the Psionic draw from the power of the mind as well as the body. When enraged, they project violent bursts of psychic energy onto the battlefield.

While most telepathic beings tend to provide support roles in combat, psionic barbarians are built for the front lines and can single-handedly carve through enemy formations with the sheer force of their will.

Psychic Strike

Starting when you choose this path at 3rd level, you can channel psionic energy into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is psychic.

Battle Bond

Starting at 1st level, you can form a telepathic connection between your mind and the minds of others. As part of your rage, choose a number of creatures up to your proficiency modifier that you can see within 30 feet of you. You and the chosen creatures can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Constitution modifier (minimum of 1 mile). You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

The telepathic connection lasts until you stop raging. It ends early if you are incapacitated or die.

Mental Fortitude

Starting at 6th level, the psychic power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.

Astral Presence

At 10th level, you learn to channel astral energy to jump start the minds of others. As a bonus action, you can psychically increase the abilities of up to ten other creatures of your choice that you can see within 60 feet of you. They gain advantage on attack rolls and saving throws until the start of your next turn.

Once you use this feature, you can’t use it again until you finish a long rest.

Psionic Presence

Beginning at 14th level at the beginning of your rage, you can frighten someone with your psychic aura. When you do so, choose a number of creatures equal to your Strength modifier that you can see within 30 feet of you. The creatures must succeed on a Wisdom saving throw or be frightened of you. The DC for the save is 8 plus your proficiency plus your Constitution modifier. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Comments

Posts Quoted:
Reply
Clear All Quotes