Base Class: Barbarian
Those who walk the Path of the Open Mind seek to break limits, and unlock their full potential. Not satisfied with merely improving their physical abilities, these Barbarians tap into the abilities of their mind. On the battle field these abilities manifest with powerful psychic energy.
Psychic Wrath
Starting when you choose this path at 3rd level, you can unleash your psychic energy into your attacks. When you hit with a melee weapon attack you may expend a use of your Psychic Wrath to deal additional 2d4 psychic damage. You may use this feature a number of times equal to twice your proficiency bonus, and regain all expended uses after a long rest.
Shielded Mind
At 3rd level, you gain the ability to protect your own mind from psychic attack. While raging you gain resistance to psychic damage.
Sense Weakness
At 6th level you can tap into your enemies minds in order to exploit their weaknesses. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Mental Battlefield
At 10th level, you are able to psychically map your surroundings. You gain blindsight within 60 feet of you.
Mind Breaker
Beginning at 14th level, your mere presence can overwhelm the minds of your enemies
When you enter your Rage, all hostile creatures within 5 feet of you must succeed an Intelligence saving throw or be stunned until the end of your next turn. A creature can only be forced to make this saving throw once per short rest.
The save DC for this ability is equal to 8 + your proficiency bonus + your Intelligence modifier.
Previous Versions
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