Barbarian
Base Class: Barbarian

Uncanny Seers gain more power the more knowledge they possess. They can draw to themselves the flow of natural and cultural energy from their environment, enhancing their body, using this ability they can exploit and mold this energy outward through strikes and can channel messages through bioelectric frequencies. The improvements a Seer obtains is proportional to the amount of natural and cultural energy they can extract from their environment, meaning that the older the location, the longer the history, therefore, they possess more energy to absorb and manipulate, this ability is increased if they have more knowledge about their environment.

Flow State

While raging you reach a flow state. You absorb natural and cultural energy from the environment around you and your attacks deal additional psychic damage of 2d4 as many times as your intelligence modifier.

Surge

As a bonus action, roll a Arcana, History, Investigation, Nature, or Religion check and if you get a total score equal or greater than 10 you can make a single melee weapon attack, if you get a total score equal or greater than 20 you can make two melee weapon attacks, if you get a total score equal or greater than 30 you can make three melee weapon attacks, and so on, you can perform additional attacks.

Fiery Researcher

You have extensively and passionately studied spells and curses, records and lore, elucidation and experimentation, geology and wildlife, divinity and doctrines. You gain Expertise with two skills of your choice and you gain advantage on Intelligence and Wisdom Saving Throws.

Schismatic War Cry

You can use your action to let out a deafening battle cry, When you do so, all enemy creatures within 30 feet of you must succeed on an Intelligence saving throw (DC equal to 12 + your proficiency bonus + your Intelligence modifier) or be paralyzed until the end of your next turn if they do not decide to move towards you. On subsequent turns, you can use your action to extend the duration of the paralysis on all paralyzed creatures you can see or hear until the end of your next turn dealing them 8d6 psychic damage. This effect ends if the creatures ends its turn out of line of sight or hearing or if they decide to approach you directly.

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