Base Class: Barbarian
For some barbarians, rage isn’t just about pure strength and might but about the conquest of mind over matter. In their tribes, these warriors might be considered potent shaman or oracles, able to reach inside the minds of others. In the throngs of battle, these warriors unleash their psyche: raw, emotional power made manifest.
Mental Fervor
Starting when you choose this path at 3rd level, you gain proficiency in History and Nature if you don’t already have it, and you also learn one additional language.
Psionic Aura
Starting at 3rd level, you unleash an unbridled, psionic 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 kinetics, psyche, or clarity. Your aura’s effect depends on that chosen phenomenon, as detailed below. You can change your phenomenon 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.
Clarity
When this effect is activated, each creature of your choice in your aura gains a bonus to one saving throw of its choice as your mind’s eye guides it from danger. It can roll the die before or after making the saving throw. The bonus 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.
Kinetics
When this effect is activated, you can choose one other creature you can see in your aura. That creature must succeed on an Intelligence saving throw, or it takes 1d6 psychic damage and uses it reaction to move up to its speed to an unoccupied space in your aura. The damage increases when you reach certain levels in this class, increasing to 2d6 at 5th level, 3d6 at 10th level, 4d6 at 15th level, and 5d6 at 20th level.
Psyche
When this effect is activated, all other creatures in your aura take 2 psychic damage each. 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.
Latent Potential
At 6th level, your potent psyche grants you benefits even when your aura isn’t active. The benefits are based on the phenomenon you chose for your Psionic Aura.
Clarity
You gain advantage on Perception and Investigation checks when determining visual illusions, can see in normal and magical darkness, up to 60 feet, and as an action, can see into the Ethereal Plane within the same range.
Kinetics
Your movement isn’t hindered by difficult terrain, and you can move stealthily while traveling at a normal pace (see Adventuring for rules on travel pace). Moreover, you can exert your will on one Small or smaller object, that you can see, weighing less than 5 pounds, and isn’t being worn or carried, and move it up to 10 feet in any direction.
Psyche
You gain resistance to psychic damage, can telepathically communicate simple ideas and phrases with a willing creature you can see within 60 ft., and have advantage against magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type.
Synaptic Shield
Beginning at 10th level, you can extend your will to protect those around you. Each creature of your choice gains resistance to psychic damage and advantage on Wisdom and Intelligence saving throws while the creature is in your aura.
Cerebral Storm
At 14th level, the power of your mind grows in fervor and might, thrashing against your enemies. The effect is based on the phenomenon you chose for your Psionic Aura.
Clarity
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 Wisdom saving throw as you attempt to penetrate its mind. On a failed save, it has disadvantage on attack rolls and ability checks until the start of your next turn.
Kinetics
When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Wisdom saving throw. On a failed save, the creature is grappled and restrained until the start of your next turn, as if held by the power of your mind.
Psyche
Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make an Intelligence saving throw. On a failed save, the creature takes psychic damage equal to half your barbarian level and is blinded until the start of your next turn.
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