Base Class: Barbarian
A strange presence has taken root within your mind. Whether born from an ancient parasite, a cosmic intelligence, or a fragment of a forgotten hive consciousness, the entity within you does not seek to control your rage—it amplifies it. As your fury grows, the boundary between your thoughts and its own begins to fade.
Mind Shield
The presence within you fortifies your mind against outside influence.
While your Rage is active, you have Advantage on Intelligence, Wisdom, and Charisma saving throws. In addition, while your Rage is active, you have Resistance to Psychic damage.
Activate: Mind Shield
The presence within you fortifies your mind against outside influence.
While your Rage is active, you have Advantage on Intelligence, Wisdom, and Charisma saving throws. In addition, while your Rage is active, you have Resistance to Psychic damage.
Hive Mind
You can establish a telepathic network with willing allies.
As a Bonus Action, choose a number of willing creatures you can see within 30 feet of yourself equal to your Proficiency Bonus. For 1 hour, you and the chosen creatures can communicate telepathically while each creature remains within a number of feet of you equal to 10 times your Barbarian level.
To understand one another, each creature must mentally communicate using a language the other knows.
Additionally, when you enter your Rage, you can activate this feature without using a Bonus Action, choosing the creatures as part of entering your Rage.
Synaptic Rage
Your hosted mind infuses your attacks with alien psychic energy. Your rage lashes out not only at flesh, but at the minds of your enemies.
Whenever you deal your Rage Damage, you can choose for that extra damage to be Psychic instead of its normal damage type.
Once on each of your turns, when you deal Psychic Rage Damage to a creature through this feature, you can force that creature to make a Wisdom saving throw.
Save DC = 8 + your Strength modifier + your Proficiency Bonus
On a failed save, the creature must follow one of the following commands on its next turn:
Approach. The creature moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The creature drops whatever it is holding and then ends its turn.
Flee. The creature spends its turn moving away from you by the fastest available means.
Grovel. The creature falls Prone and then ends its turn.
Halt. The creature doesn't move and takes no action or Bonus Action on its turn.
A creature immune to being Charmed automatically succeeds on this saving throw.
Shared Knowledge
Your hosted consciousness can draw on the knowledge of minds linked to yours.
While your Hive Mind is active, when you make an Intelligence, Wisdom, or Charisma ability check using a skill or tool, you can treat yourself as though you had the same proficiency with that skill or tool as one creature connected through your Hive Mind. If that creature has Expertise, you gain that benefit as well for the check.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Thought Eruption
When your rage erupts, the alien consciousness within you bursts outward in a wave of psychic force.
When you enter your Rage, each creature within 30 feet of you must make an Intelligence saving throw. Save DC = 8 + your Strength modifier + your Proficiency Bonus
On a failed save, a creature takes 8d8 Psychic damage and is Incapacitated until the start of your next turn. On a successful save, it takes half as much damage and suffers no additional effect.
Creatures connected through your Hive Mind automatically succeed on this saving throw and take no damage. If you activate your Hive Mind as part of entering your Rage, that connection is established before this feature takes effect.
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