Barbarian
Base Class: Barbarian

Barbarians who follow the Path of Psionic Rage harness the raw power of their mind to enhance their physical prowess. Through intense mental training, they gain the ability to summon weapons forged from pure psionic energy. These warriors can manifest hammers, spears, and other weapons at will, each glowing with a faint, ethereal light. While raging, their psionic abilities amplify, it's said those who master this path are granted immunity to Psychic damage and the power of flight. Their connection to their psionic energy also increases their speed, making them formidable opponents on the battlefield.

Psychic Maul

3rd-level  Path of Psionic Rage feature

You can manifest your psionic power as shimmering mauls of psychic energy. Whenever you take the Attack action, you can manifest a psychic maul from your free hand and make the attack with that weapon. This magic hammer is a simple melee weapon with the thrown property. It has a normal range of 30 feet and no long range, and on a hit, it deals force damage equal to 1d6 plus the ability modifier you used for the attack roll. The maul vanishes immediately after it hits or misses its target. You do not have to be raging to create these hammers. 

After you attack with the maul, you can make a melee or ranged weapon attack with a second psychic maul as a bonus action on the same turn, provided your other hand is free to create it. 

Psionic Rage

3rd-level  Path of Psionic Rage feature

You harbor a wellspring of psionic energy within yourself which you can make use of whilst raging. 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. This is upgraded to restore an amount equal to your proficiency bonus at level 8. 

You may choose two of these options and you may change them on level up. 

Psionic Javelin.  You create a javelin of pure psionic energy which explodes in a 5 foot radius upon impact. This cost two Psionic Energy die, roll three of the Psionic Energy dice for damage, on a successful dex save you take half damage.  

Psionic Spear. You create a giant spear with a reach of 15 feet of pure psionic energy and stab wildly in a cone in front of you . This cost two Psionic Energy die, roll three of the Psionic Energy dice for damage. On a successful dex save nearby creatures take half damage. 

Shield Toss. You create a shield made of Psionic energy and throw it as hard as you can, you can't tell if it's luck or skill but it hits the nearest target within 10 feet doing one die lower until you reach a D4 where it dissolves after hitting them, first enemy hit must make a strength saving throw or be knocked prone. Your proficiency bonus is added twice to the damage this cost two Psionic Energy die, roll two psionic die for damage. 

Psionic Greatsword. You create a 5 foot wide, 25 foot tall Psionic greatsword and swing it down directly in front of you, enemies hit take three Psionic Dice of damage this cost two Psionic Energy die. On a successful dex save creatures take half damage. 

Psionic Greataxe. You create a 10 foot long Greataxe and you spin it around you doing three psionic dice of damage,  On a successful dex save creatures take half damage.  This costs two Psionic Die

Psionic Greataxe

You create a 10 foot long Greataxe and you spin it around you doing three psionic dice of damage,  On a successful dex save creatures take half damage.  This costs one Psionic Die

Psionic Greatsword

 You create a 5 foot wide, 25 foot tall Psionic greatsword and swing it down directly in front of you, enemies hit take three Psionic Dice of damage this cost one Psionic Energy die. On a successful dex save creatures take half damage. 

Psionic Javelin

You create a javelin of pure psionic energy which explodes in a 5 foot radius upon impact. This cost one Psionic Energy die, roll three of the Psionic Energy dice for damage, on a successful dex save nearby creatures take half damage.

Psionic Spear

You create a giant spear with a reach of 15 feet of pure psionic energy and stab wildly with it in a 15 foot cone. This cost one Psionic Energy die, roll three of the Psionic Energy dice for damage.

Shield Toss

You create a shield made of Psionic energy and throw it as hard as you can, you can't tell if it's luck or skill but it hits the nearest target within 10 feet doing one die lower until you reach a D4 where it dissolves after hitting them, first enemy hit must make a strength saving throw or be knocked prone. Your proficiency bonus is added twice to the damage this cost one Psionic Energy die, roll one two psionic die for damage. 

Soul Forged Armory

6th-level  Path Of Psionic Rage feature

As you gain mastery over psionic powers, you gain the ability to spend a Psionic Die as a part of going into your rage to replace your Psionic Mauls with three different options of weaponry. 

  • You replace your Psionic Mauls with whips with a range of 10 feet, and when hit the target must make a strength saving throw or be pushed or pulled 10 feet in any direction other than directly away from you, any Psionic Maul attack gets an additional 1D4 added to the attack if it hits. You do not lose your whip if you use your attack action or bonus action to throw a Psionic Maul. 
  • You replace both of your Psionic Mauls with Shields, they provide an AC bonus of one plus half your proficiency bonus rounded down when wielded and they have a range of 60 feet when thrown. 
  • You replace your Psionic Mauls with Warhammers, they get a bonus to attack and damage rolls equal to half your proficiency bonus rounded down. On hit target is pushed back 5 feet. 

 

Psionic Raider

10h-level  Path Of Psionic Rage feature

As you grow accustomed to your psionic powers, your Psionic Rage becomes stronger your walking speed increases by 10 feet, you become immune to Psychic damage and you gain the ability to fly equal to your walking speed all whilst raging. You also gain the ability to use your Psionic weapon attacks out of Psionic rage and in place of one of your weapon attacks in an attack action. These include Psionic Greataxe, Psionic Greatsword, Shield Toss, Psionic Spear, and Psionic Javelin.

Psionic Empowerment

14th-level  Path Of Psionic Rage feature

As you master your psionic powers you gain the ability to augment your Psionic Rage in one of four ways every time you rage, you must choose your augment on short rest. You can also spend a Psionic Die and roll it depending on the number rolled, you can assume the form for that many minutes.

  • You gain Tremor sense in an area of 20 feet around you, and you can use mind sliver. Antennae also sprout from your head. 
  • Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
  • You gain a swimming speed equal to your walking speed, and you can breathe underwater. Tentacles form over your mouth as well as your fingers become webbed. 
  • You make a Psionic Cloak that blends you into your surroundings giving you advantage on stealth checks
Aquatic Adaption

Embrace the depths with newfound abilities, your fingers and feet become webbed giving you a swimming speed equal to your walking speed allowing you to navigate underwater environments with ease. Additionally, tentacles form over your mouth allowing you to breathe underwater. 

Psionic Cloak

You harness the power of your mind to create an ethereal cloak that seamlessly blends you into your surroundings. While cloaked, you gain advantage on Stealth checks, making it easier to move unseen and unheard.

Psionic Resonance

Antennae sprout from your head, enhancing your sensory perception and psionic prowess, you gain Tremor sense in an area of 20 feet around you, and you can use mind sliver.

Wrathful Ooze Shift

Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

 

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