Barbarian
Base Class: Barbarian

Path of the Deep barbarians have often spent a lot of time in the underdark. During that time, their bodies have developed some abilities akin to aberrations. Such abilities include telepathy, the ability to attack with the mind, minor antimagic capabilities, and eventually the power to enslave an opponent temporarily.  

Telepathy

At 3rd level, you can speak telepathically to any creature within 120 feet of you. In order to do so, you must either be able to see the creature or be familiar with them. The creature understands you only if the two of you share a language. You can speak telepathically to one creature at a time.

Mind Blast

At 3rd level, while raging, you can also use your telepathy to harm other creatures. As an action, choose a creature within 30 feet of you. That target must make a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Constitution modifier). The target takes 1d8 psychic damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d8 at 10th level, 3d8 at 15th level, and 4d8 at 20th level.

Antimagic

Starting at 6th level, you can cast dispel magic at a 3rd level spell slot. Constitution is your spell casting ability for this spell. The spell slot it is cast at increases when you reach certain levels in this class, increasing to a 4th level spell slot at 10th level, 5th level at 14th level, and 6th level at 18th level.

Once you cast the spell using this feature, you cannot do so again until you finish a short or long rest.

In addition, while raging, you have advantage on saving throws against spells and other magical effects.

Enslave

Starting at 10th level, you can enslave creatures with the force of your telepathic bond. While raging, As an action, choose a creature within 30 feet of you. That target must make a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Constitution modifier), or be magically charmed by you. The charm ends if your rage ends or you move over 120 feet from the target. The charmed target cannot take reactions and as a bonus action on your turn, you can command the target to make one attack against a creature within their walking distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends.

Once you use this feature, you cannot use it again until you finish a long rest.

Psychic Drain

At 14th level, whenever you damage a creature using Mind Blast, you can use your bonus to gain temporary hit points equal to half the damage the target takes. In addition, you may also use your bonus action to drain a creature charmed by your Enslave feature. When you do so, they take 1d8 psychic damage and you regain hit points equal to the damage they took. This damage does not allow them to repeat their saving throw.

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