Barbarian
Base Class: Barbarian

Psionic potential is not limited to the studious, the disciplined, or the trained. Some are born cursed with preternatural empathy and spend their lives not honing, but rather feeding the torrent of extra sensory information they find forced upon them moment to moment.

Psionic Power

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.

Save DC 8+Int mod+Prof.

Disquiet Mind:You may spend a Psionic energy die as an action causing a creature within 30ft to feel for a moment the constant chatter in your mind. They suffer disadvantage on all Int, Wis, and Cha checks for one minute and may make an INT save after making a given check to end the effect prematurely. Even on a successful save, the creature doesn’t know where the discomfort came from. 

Malignant Resonance:
When you rage, and as a bonus action on subsequent turns, you may roll a Psionic energy die. Each creature within 10ft of you must make an INT save or subtract the number you rolled from every ability check, attack, or save they make until the end of their next turn.

Manifest Might

You can create a manifestation of your will in the shape of a weapon or other apparatus as a free action on your turn. This weapon takes whatever shape you desire, but has the following properties:

1d8 force dmg [Compact, Disarm, Finesse, Thrown (20/60), Versatile (1d10)]

You can wield the weapon in one or both hands. If the weapon leaves your hands, it ceases to exist immediately after making contact with another creature or object.

Aura of Anguish

Surrounding yourself with people in turmoil, be it in battle or other high-stress environments, has only served to worsen the storm in your mind. While raging, you can choose to exude a disruptive aura in a 10ft radius which you can loosely direct towards a selection of ends.


Splitting Headache- Creatures who enter the aura for the first time or start their turn in the aura must make a CON save or be incapable of speaking through the pulsing headache they’re experiencing.


Oppress Will- Creatures who enter the aura for the first time or start their turn in the aura must make a STR save or spend 4 feet of movement for every foot they move as they feel crushed under the weight of your psionic force.


You choose as a free action at the beginning of your turn whether or not your aura exists, any effects caused by your aura persist until the end of an affected creature’s turn.

Aura Improvement

The discontentment you bear has grown such that your aura has strengthened, expanded, and can be directed in new ways.

Your Aura can now range from 10ft to 20ft. You can adjust the range as a free action on your turn.

When you direct your aura towards Splitting Headaches, you may expend a psionic energy die when a target fails the save. They are now additionally Blinded by the pain of their brain screaming inside their skull, creatures immune to the blinded condition can still be affected by this.

When you direct your aura towards Oppress Will, you may expend a psionic energy die when a target fails the save. They are now additionally knocked prone, forced to the ground under the weight of your will.

Fright- Creatures who enter the aura for the first time or start their turn in the aura must make a WIS save or be Frightened of you. You may expend a psionic energy die when a target fails the save, they are now restrained as their legs lock underneath them.

Pulsing Maelstrom

By concentrating a lifetime of collective emotion into a dense pulse of overwhelming mental force, you can push the minds of nearby creatures to their absolute limit. As an action, you may spend a psionic energy die and cause every creature in a 20ft radius centered on you to make an INT save. On a failure, a creature falls Unconscious until the end of your next turn. Even on a success, a creature is incapacitated until the end of its next turn. An Unconscious creature remains as such for 1 minute unless it receives damage or a creature takes an action to shake it awake. 

Releasing such a destructive wave takes its toll on you as well. You receive one point of Exhaustion every time you take this action.

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