Barbarian
Base Class: Barbarian

These barbarians are those who often train or resonate with the Maenad people, whose inherent psychic capabilities are more based on emotional extremes than on unlocking a logical psychic prowess. Utilizing their emotional outbursts, these barbarians channel rage into a new heightened state which allows them to manifest quasi-magical capabilities. These wild warriors are capable of extraordinary alertness even outside of their rage, and they often survive environmental rigors other humanoids suffer direly within. It's often an amazing thing that these barbaric warriors are celebratory and raucous, exhibiting a fairly constant passion for life, yet still their emotional power explodes out of them when they enter a Rage in such a degree that they seem wild, unhinged, and more passionate than ever before.

Psionic Rage

3rd-level Path of Wilders feature

You have a psychic capability that explodes out of you when you Rage. Once you enter a Rage after finishing a long rest, you unlock your Psionic Energy capabilities. 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.

You may concentrate on powers you use if they demand concentration while in a Rage.

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.

Grafted Armament. As a bonus action, you graft a versatile or one handed melee weapon onto your hand, which grants you a +1 bonus to attack rolls with that weapon and you cannot be disarmed of it. You may also use this power as a bonus action to graft a shield to your forearm in this way and you cannot be stripped of your shield for as long as it remains grafted. You add the shield armor class bonus of grafted shields to your Dexterity saving throws. You can use a bonus action to return your hands and the items to normal, or they will return to normal when you finish a long rest.

Psionic Claw. As a bonus action, you cause your hands to become dangerous claws. These attack with your choice of Strength or Dexterity modifier for attack and damage rolls, and inflict your Psionic Energy die in slashing damage. When you use the attack action with one claw when both hands are empty, you may attack with the second claw as a bonus action. You can use a bonus action to return your hand(s) to normal, or it will return to normal when you finish a long rest.

Psionic Stature. As a bonus action, you become more toughened to harm, and you may roll a Psionic Energy die and gain a number of temporary hit points equal to the die roll + your Constitution modifier.

The first time you use any of these powers after each long rest, you don’t expend the Psionic Energy die. All other times you use these powers, you expend the die.

Wilder Ways

6th-level Path of Wilders feature

At 6th level, you have made breakthroughs into new, heightened states of emotion that cause you to be able to manifest new powers as you Rage. While you are in a rage you may use the following powers:

Psionic Elemental Weapon. You can cast the Elemental Weapon spell on your claws or grafted weapon without expending a spell slot. Magical weapons grafted to your hands may receive this benefit, but do not gain a bonus to attack rolls from this spell. Wisdom is your spellcasting ability for this spell. When you cast this spell this way, you may expend Psionic Energy dice to cast it as if it were a spell level higher for each Psionic Energy die spent, up to a maximum number of dice equal to your Proficiency Bonus. 

Truevenom. As an action, you cause your claws or grafted weapon to be coated in Truevenom, a psionic poison that harms body and mind. When you successfully hit a creature with a claw or grafted weapon attack, that creature must make a Constitution saving throw at a DC of 8 + your Wisdom modifier + your Proficiency Bonus or be poisoned until the end of your next turn. Creatures who are poisoned this way who become charmed, frightened, paralyzed, or stunned also suffer a level of exhaustion when they gain that condition. You must maintain concentration, as if concentrating on a spell, to maintain these benefits. 

Psionic Life Transference. You cast the Life Transference spell without expending a spell slot and roll a Psionic Energy die, then add the number rolled on the die to the amount of damage. When you cast this spell this way, you may expend Psionic Energy dice to cast it as if it were a spell level higher for each Psionic Energy die spent, up to a maximum number of dice equal to your Proficiency Bonus. Wisdom is your spellcasting ability for this spell. 

The first time you use each of these powers after finishing a long rest, you do not expend a Psionic Energy die. All other times, you expend a Psionic Energy die to use these powers again.

Additionally, once you have entered into a Rage for the first time after having finished a long rest, your awareness increases to preternatural heights, and you gain a +2 bonus to both Insight and Perception until you finish a long rest.

Wilder Wariness

10th-level Path of Wilders feature

Beginning at 10th level, you learn to channel energy through your body in amazing new ways, enabling you to absorb certain amounts of damage more readily. Whenever you take damage and that damage is all the same type, you may use your reaction, expend then roll any number of Psionic Energy dice, then reduce the damage dealt by the number rolled on the dice, to a minimum of 1 point of damage. When you use this reaction, you gain resistance to the type of damage that it reduced for a number of rounds equal to your Wisdom modifier.

Additionally, you become immune to environmental hazards that would harm or tire you once you've awakened your powers in a day. The first time you enter a Rage after finishing a long rest, you ignore any environmental hazards that would damage you or inflict conditions upon you. If you have a condition that was caused by your local environmental hazards, you remove it when you enter this Rage.

Wilder Warfare

14th-level Path of Wilders feature

At 14th level, you learn to establish powerful modalities of emotion that few others can rival, unlocking new and incredible powers. When you are in a Rage, you can use the following new powers:

Passion's Promise. As an action, you touch one willing creature and give it expertise in one skill of your choice; for the duration, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill. You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus. You must concentrate on this power, as if concentrating on a spell to maintain its benefits, up to a duration of 1 hour.

Psychic Power Weapon. As an action, you cause your claws or grafted weapon to emit bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 psychic damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration. As a bonus action on your turn, you can dismiss these benefits and cause the weapon to emit a burst of psychic power. Each creature of your choice that you can see within 30 feet of the claw or weapon must make a Constitution saving throw at a DC equal to 8 + your Proficiency Bonus + your Wisdom modifier. On a failed save, a creature takes 4d8 psychic damage, and it is your choice of blinded or deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded or deafened. At the end of each of its turns, a blinded or deafened creature can make a Constitution saving throw, ending the effect on itself on a success. You must concentrate on this power, as if concentrating on a spell to maintain its benefits, up to a duration of 1 hour.

Psychic Mass Melee. As an action, you choose a number of creatures up to your Proficiency Bonus you can see within your melee reach. Make a melee attack against each target. On a hit, a target takes psychic damage equal to four rolls or your Psionic Energy die + your Wisdom modifier. When you use this power, you may expend and roll additional Psionic Energy dice and add that total rolled to the damage each creature takes. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

The first time you use one of these powers after finishing a long rest, you do not expend a Psionic Energy die. Each time after the first, you must expend a Psionic Energy die to use these powers again.

The first time you enter a Rage after you finished a long rest, you gain advantage on Acrobatics, Athletics, Insight, and Perception rolls until you finish a long rest.

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