Base Class: Barbarian
You unlock Psionic abilities, which not only give you more options while raging, it also meshes with other psionic subclasses and with spell casters to allow you to cast psionic related spells even while raging. This subclass gives you Psionic Energy dice, which you can use for various psionic related effects. This is one of very few subclasses to resist force and psychic damage, two unusual resistances. These barbarians are abnormally fast, and are more effective against higher level opponents than other subclasses.
Latent Psionics
3rd-level feature
You have a hidden wellspring of psionic energy within yourself. 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, whenever you enter a rage you regain one Psionic Energy die.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
The powers below use your Psionic Energy dice.
Deflecting Shield. When you take damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Constitution modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force. You gain a bonus to AC equal to your proficiency bonus until the start of your next turn when you take this reaction.
Psycho Rage. When your rage ends, you can use a reaction to spend a number of Psionic Energy dice up to your proficiency bonus. Your rage goes a number of rounds equal to a roll of the dice you spent. While raging in this way, you imbue your attacks with psionic force. Every time you hit a target within 30 feet of you with an attack while raging this way, you deal force damage to the target equal to the number rolled plus your Constitution modifier.
Psychic Shove. You can shove an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one creature, other than yourself, of the same size. If the target is an object you can see weighing less than 200 lbs and it is within 30 feet of you, you can shove it up to 30 feet to an unoccupied space you can see. If it is a creature rather than an object in the same range, the creature makes a raw Strength check versus your raw Constitution. If the creature succeeds, they get pushed back 5 feet and are knocked prone. If they fail, you expend one or more Psionic Energy dice (to a maximum amount of dice equal to your proficiency bonus), and they are pushed 5 feet times the number rolled on your Psionic Energy dice you expended.
Angry Psionics
3rd-level feature
Your spellcasting for any Psionics features from this class is Constitution.
Additionally, if you are multiclassed into a spellcasting class, you are able to cast the following spells with your spellcasting class while raging and can still concentrate on them (but only if your spell casting class allows you to cast them).
Spell Level: Spell
- Cantrip: Blade Ward, Encode Thoughts, Mage Hand, Message, Mind Sliver, Resistance, Vicious Mockery
- Level 1: Catapult, Cause Fear, Dissonant Whispers, Expeditious Retreat, False Life, Feather Fall, Greater Mage Hand (Dr. Flumph's Tome), Jump, Longstrider, Psychic Bolt (Dr. Flumph's Tome)
- Level 2: Blur, Calm Emotions, Darkvision, Detect Thoughts, Enhance Ability, Hold Person, Knock, Levitate, Locate Object, Magic Weapon, Mental Barriers (Dr. Flumph's Tome), Mind Spike, Mirror Image, Misty Step, Phantasmal Force, See Invisibility, Shadow Blade, Spider Climb, Suggestion, Tasha's Mind Whip
- Level 3: Blink, Clairvoyance, Counterspell, Dispel Magic, Enemies Abound, Fast Friends, Fear, Fly, Haste, Hypnotic Pattern, Intellect Fortress, Life Transference, Nondetection, Phantom Steed, Protection from Energy, Remove Curse, Sending, Shadow Possession (Dr. Flumph's Tome), Slow, Tongues, Wall of Sand, Wall of Water, Weapon Throw (Dr. Flumph's Tome), Wind Wall
- Level 4: Arcane Eye, Compulsion, Confusion, Death Ward, Dimension Door, Freedom of Movement, Locate Creature, Mind Transfer (Dr. Flumph's Tome), Phantasmal Killer, Shadow of Moil, Wall of Fire
- Level 5: Animate Objects, Animate Volley (Dr. Flumph's Tome), Antilife Shell, Battle Avatar (Dr. Flumph's Tome), Bigby's Hand, Dominate Person, Far Step, Hold Monster, Modify Memory, Passwall, Rary's Telepathic Bond, Skill Empowerment, Steel Wind Strike, Synaptic Static, Telekinesis, Wall of Force, Wall of Light, Wall of Stone, Witch Time (Dr. Flumph's Tome)
- Level 6: Arcane Gate, Blade Barrier, Disintegrate, Globe of Invulnerability, Mass Suggestion, Mental Prison, Tenser's Transformation, True Seeing, Wall of Ice, Wall of Thorns
- Level 7: Forcecage, Mordenkainen's Sword, Power Word Pain, Reverse Gravity, Shadow Strangle (Dr. Flumph's Tome), Teleport
- Level 8: Antimagic Field, Antipathy/Sympathy, Demiplane, Dominate Monster, Dr. Flumph's Zero Gravity Field, Feeblemind, Glibness, Mind Blank, Power Word Stun, Telepathy
- Level 9: Foresight, Gate, Invulnerability, Power Word Kill, Psychic Scream, Psychic Storm (Dr. Flumph's Tome), Shapechange, Time Stop, Weird, Wish
Additionally, spells cast by psionic features of other subclasses with Psionic Energy dice can also be cast while raging.
Psionic Adept
6th-level feature
You have mastered new ways to use your psionic abilities, detailed below.
Psi-Powered Boost. As a bonus action, you can increase your speed. You can spend one of your Psionic Energy dice to gain the effect of the spell Haste, which you can cast and concentrate on even while raging. Once you take this bonus action, you can’t do so again until you take a long rest or you expend three Psionic energy dice to do it early.
Psionic Ward. When you enter a rage, you can expend a Psionic Energy die to gain resistance to fire, lightning, and cold damage for the duration of your rage. You can spend two instead to gain additional resistances to necrotic, radiant, and force damage for duration.
Psychic Roar
10th-level feature
You gain the following way to use your Psionic Energy dice.
Psychic Roar. As an action, you can expend any number of Psionic Energy dice. Choose a number of creatures equal to the number of psionic energy dice you spent within 60 feet. Each creature must make a Wisdom save against a save of 8 + your Constitution modifier + your proficiency modifier. Those that fail are Paralyzed for a number of rounds equal to one roll of your Psionic Energy dice, those that succeed are Frightened of you for a number of rounds equal to a roll of all the dice you expended. Creatures Frightened of you can remake the save as a bonus action on each of their turns.
Additionally, you are immune to psychic damage due to the strength of your mind and emotions, and any time a creature attempts to read your mind or divine your location against your will, you can deal psychic damage to that creature equal to one roll of your Psionic Energy dice and the attempt fails as they are overpowered by your emotions.
Psionic Storm
14th-level feature
Once per day as an action, you can expend half of your maximum Psionic Energy dice pool (if you don't have an amount equal to your proficiency bonus, you can't use this feature). If you expend them, you cast the spell Psychic Storm (Dr. Flumph's Tome) without components, and can even cast it while raging. It lasts without concentration for a number of rounds equal to a roll of the dice you spend. For the duration you have a flying speed equal to your walking speed and can hover, and you gain resistance to all damage. At the end of duration you fall prone, take appropriate falling damage if you are still flying when it ends, and roll 1d6. The roll divided by 2 (rounded up) is how many levels of exhaustion you take. You regain expended uses on a long rest.
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