Base Class: Barbarian
Some barbarians use rage to enhance the amount of damage they deal to a foe, entering a frenzy or just becoming a deadly and wild combatant. Barbarians that follow the path of the Reaver have unlocked a strange psionic talent within themselves that breaks down the enemy’s mental defenses and over time punishes them with plundering attacks to their minds.
* Reaving Circle: Creates a circle of psinoic pain for those around you.
* Psionic Mind: Makes you resistance to psionic damage.
* Reaving Fright: Creates and aura of fear for those around you.
* Searing Circle: Can stop psions and mages in their tracks.
Reaving Circle
At 3rd level when you select this path, you may choose to activate a Reaving Circle whenever you enter a rage. If you do, for the duration of your rage, your mind lashes out at all enemies causing waves of psychic shrieks to blast into their minds. At the beginning of your turn, while this feature is activated, all enemies within 15 feet of you take 1d6 psychic damage or if they pass a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) they take only half damage instead. Because of the excretion this feature causes on your own mind, you also take 1d6 damage at the beginning of any turn this feature is activated and you can make a Wisdom saving throw for half damage, just like any targets of this feature.
As you grow in power, so does your psionic ability. The damage dealt to you and all other targets within 15 feet increases to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level.
You can use this feature once, then require a short or long rest before it can be used again.
Psionic Mind
At 6th level, you gain some control over your psionic powers and develop a resistance to mind-influencing magic. While in a rage, you have advantage on all Wisdom saving throws and resistance to Psychic damage.
Reaving Fright
At 10th level, whenever you enter into a rage, you can unleash psionic energy, pulsating pain, and fear into the minds of those that have raised your ire. As part of the bonus action of going into a rage, you produce an additional effect. Each creature in a 30-foot cone must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength modifier) or drop whatever it is holding and become frightened for the duration. While frightened, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have a line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the effect ends for that creature.
You can use this feature once, then require a long rest before it can be used again.
Searing Circle
At 14th level, a creature that took damage from your Reaving Circle on your previous turn, must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be unable to cast spells or take reactions on their turn. In addition, they are at disadvantage on concentration checks to maintain spells if they took damage from your Reaving Circle last turn.
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