Base Class: Barbarian
A psychic gift was bestowed upon you at birth by a very powerful person. This gift is valuable, as you only have it because of someone giving their life for it. A psychic barbarian can predict what enemies and friends will do and use this power to gain advantages.
Psychic Reflexes
You can almost tell by the mannerisms of an enemy what their next move may be. You know milliseconds before they attack what they are going to attempt. When a creature hits you, you can make a wisdom saving throw, DC 17, to move unnaturally out of the way of the attack. If you succeed, the amount over the DC you roll is subtracted from the attack roll against you. If you no longer get hit, take no damage. If you are still hit by the attack, take 5 less damage than you would otherwise.
Gain Useful Knowledge
Starting at 6th level, you may use an action to look into the part of a creature's brain unknown even to them, which holds the future of that creature's life. Make an perception (wisdom) check. The DM will give you a snippet of information about the future of the creature you target, with more information the higher you roll.
Frenzy
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.
Mindless Rage
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Mysterious Presence
Beginning at 10th level, you can use your action to frighten someone with your confusing and mysterious presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
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