Base Class: Barbarian
Those Barbarians that walk among the Path Of The Abberant infuse brutish strength with the chaotic power of Psionics. Channeling the inner turmoil one such warrior may possess. They release this potent emotional energy into writhing, eldritch powers.
A Barbarian may unlock these psionic powers at a early age, possibly after a mad doctors experiments infused them with the genes of a Mind Flayer. Turning them into something else, or an infection from a being beyond the cosmos that awakened long dormant powers within the one savage warrior. Or even years of torment and anguish hitting a boiling point and awakening these emotion based powers within. You may choose any Abberant mutation you may suffer caused by this feature
- You have an unusual amount of eyes for your species.
- a series of Tendrils or arms grow out of your back
- You brain appears to have grown unnaturally large. Now showing through your skull
- Your veins always has this faint purple grow that brightens upon use of your psychic features
- An odd creature has latched itself onto your skull or other part of your body
- Any scars you have become filled with gnarling teeth and or twitchy eyes
Primal Psionics
At level 3 upon choosing this Primal Path. You gain access to new Psionic based maneuvers in combat. You also gain a pool of PSI dice equal to your proficiency bonus. When you use a PSI maneuver as listed bellow or from later Subclass features. You may expend one of your PSI dice in order to add an additional effect to the Psionic Maneuver. You gain PSI dice back on a long rest
Any saving throws made by Psionic features are equal to 8+Strength Modifier+Your Proficiency bonus
Psionic Roar: As a Bonus action on your turn. You are able to let out a ferocious PSI powered howl. Forcing creatures of your choice within 10 feet of yourself to make a wisdom saving throw. Or become frightened of you until your next turn. If you expended a PSI dice on this maneuver Any creature that failed the saving throw must roll a 1d4 and subtract it from their next saving throw.
Soul sliver: Once per turn after landing a Melee weapon attack, you are able to expend a PSI dice to deal an additional 2d8 psychic damage as you cut into their mind. Afterwards for one minute at the start of their turn. The Creature must make an intelligence saving throw. Or take 1d8 psychic damage, if they succeed the saving throw the will no longer suffer the damage.
PSI Ward: As a Reaction to a allied creature within 30 feet is hit by a melee attack or forced to make a saving throw. You are able to cast them in a barrier of eldritch appendages. Adding half of your strength modifier to the creatures AC or Saving throw. This lasts until the selected creatures next turn. if you expended a PSI dice on this feature. The allied creature adds half of your Strength modifier to all of their saving throws and AC until their next turn.
Psionic fury
Also at level 3 in this subclass. You unleash a well of psychic energy in a well of Fury. When you enter You create a psychic wave. Selecting between two different psychic effects.
Maddening Bloodlust: When you Enter a Rage. You create an aura of maddening psychic energy around yourself within 15 feet. Hostile creatures within this radius must make a Intelligence saving throw based on your PSI modifier or take psychic damage equal to your proficientcy bonus. On their turn. They will be forced to use the attack action to attack the creature closest to them. Regardless if they are friend or foe. If they succeed the saving throw they will just take the psychic damage
PSI Hunger: When you enter a rage. You unleash a swarm of aberrant appendages out of your body. Make a Spell attack against selected creatures within 15 feet of yourself. Dealing 2d6 Bludgeoning damage. Additionally creatures hit by this feature cannot take reactions until it's next turn
Uncanny Bezerker
At level 6. You further tap into the Mystical. Frenzied Psionics, with this you gain access to two new Psionic maneuvers.
Aberrant Appendage: As an Attack Action you are able to have an eldritch appendage. Make a strength based melee weapon attack that deals 1d10+your strength modifier to up to 2 targets provided they are within 5 feet of each other. If you expend a PSI dice on this feature and land the weapon attack. You gain an additional attack with your Aberrant appendage as part of the same attack action
Corrupt Emotions: As a Reaction to yourself failing a saving throw against a Charmed or Frightened condition. You can expend one PSI dice and add your rage bonus to the saving throw. .If you succeed the saving throw you then force the creature that subjected you to said condition to make a wisdom save based on your PSI modifier. Else be Charmed or Frightened themselves
Thrall's Harvest
At level 10 in this subclass. You channel the alien might of a Mind Flayer to harvest psychic energy off your foes. When creatures fail your against Maddening Bloodlusts saving throw. Or you hit creatures with PSI Hunger. You now gain temporary hit points equal to your proficiency bonus for each creature that fails the saving throw. (Ex. If three creatures fails a saving throw at level 17. You will gain 18 temporary hit points) You can use this once per combat encounter
In addition to this. When you drop a creature to 0 hit points. You gain one PSI dice back. You gain one PSI dice. You can do this a number of times equal to your strength modifier per day.
Elders Wrath
At 14th level in the subclass. You're Psionic rages grow to enormous highs. Channeling the power of Elder brains themselves. As a action you are able to channel the spirit of an elder brain or other similarly powerful psionic being. When you activate this feature you can designate a number of creatures to be unaffected by this. When a creature enters within 20 feet of you. They have their speed cut in halved as the spirit lashes out, forcing an intelligence saving throw. Or take 3d12 psychic damage. Taking half damage on a successful saving throw. On a failed save their movement speed will be reduced 0
Additionally while this feature is active. You and a number of creatures equal to your proficiency bonus gain resistance to psychic damage. You can use this once per long rest
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