Barbarian
Base Class: Barbarian

Not all power comes from brute force and physical performance. Individuals touched by psionic energies may use them to improve the capabilities of their bodies, and augment their fighting abilities.
Those who follow the path of the Psionic use their abilities to perform both devastating physical attacks, and manipulate the battlefield around them.

Psionics

At third level forth, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest.
In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest. When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice. These psionic abilities are non-magical. Your save DC for these abilities is 8 + Proficency + int mod.

Telekinetic Strike

At third level forth , while raging, your unarmed strikes deal force damage equal to psionic dice + your strength modifier.
When you gain brutal critical, it functions with these attacks, using the psionic die as the weapon damage die.

Telekinetic Push

At third level forth, as a bonus action, you can expend a psionic die to force a creature you can see within 30ft of you to make a strength saving throw. On a failure, you can move the creature a number of feet equal to five times the number rolled. A creature can choose to fail this save.

Telekinetic Barrier

At third level forth, a barrier of psionic energy surrounds your body at all times, granting you an armour class of 10 + your Intelligence modifier + your Constitution modifier, while you are not wearing armour. You can use a shield and still gain this benefit. You cannot add your intelligence modifier to your AC in any other way, while using your Telekinetic Barrier.

Telekinetic Hold

At Sixth level, you can attempt to grapple a creature using telekinetic energy. When you make a grapple attempt, you may expend a psionic die to increase your grapple range to fifteen feet for the duration.While grappled in this way, you can on your turn move the creature freely to any point within 15ft of you. A creature grappled in this way will not fall until the grapple is broken. While grappling a creature in this way, you count as being within 5ft of it, for its attacks and abilities. Grappling in this way requires a free hand as usual. When you use your telekinetic hold, you can attempt to grapple creatures larger than your normal size maximum, but must spend an additional die for each size over you go, as part of the attempt.

Telekinetic Field

At tenth level, as an action, you can telekinetically grasp a large or smaller object within 15ft of you, that is not held or worn by another creature, and move it to any other point within 15ft of you. The object floats where you left it, and follows you as you move. If it is unable to follow you, this effect ends. You can drop an object at any point, and must choose to do so if their weight increases beyond your limit. You can grasp a number of separate objects equal to your intelligence modifier (Minimum one). The total weight of objects grasped cannot exceed your int mod x15lbs. Objects grasped in this way count as being held by you. If you fall unconscious, all objects in your telekinetic field are dropped.

Touch The World

At tenth level, You can interact with objects within 15ft of you, as if you were using your hands, even when they are occupied. This does not work with magic items, aside from potion; this follows standard action economy
Additionally, as an action you can make an attack roll (int mod + prof) inflicting force damage to it equal to a roll of your psionic die + int mod on a hit. This does not effect objects held or worn by another creature.

Psionic Prison

At fourteenth level, as an action while raging, you can create a 15ft diameter sphere or dome of telekinetic energy, centered on a point within 60ft of you. The dome is visible, but translucent. This counts as a huge nonmagical object, and lasts until you are incapacitated, your rage ends, or you use this ability again. It has an AC of 10 + con mod + int mod, and cannot be moved from where it is created. This object cannot be broken by damage dealt to it, though will instantly be destroyed by a Disintegrate spell. When damage is dealt to it, the Barbarian loses hit points equal to the damage taken. When hit points are lost this way, you can use your reaction to expend a psionic energy die, and reduce the loss by an amount equal to the roll + your int mod. Nothing can physically pass through the dome. If it cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side) You can end this effect at any point, causing the object to vanish.
You can use the feature for free once per long rest, and must expend a psionic die to do so again.

Previous Versions

Name Date Modified Views Adds Version Actions
6/5/2022 3:28:23 AM
7
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes