Barbarian Subclass: Path of the Psionic Savage

Those that follow the path of the psionic savage have opened their mind to the constant buzz of thought that is going on in the world, and are able to tap into that while they rage and act as a conduit for that psychic energy.
 
Psionic Savage Origin
D6
Origin
1
You went through partial ceremorphosis before being rescued, the result still affects you, especially when vulnerable.
2
A gruelling interrogation under psychic abilities left your mind open to the thoughts of others.
3
You’ve always been sensitive to other people's emotional states, but unleashing your rage has allowed your mind to become clearer and make sense of it.
4
The first time you raged something inside your brain snapped, and the mental static of the world around you filled your head.
5
You were trained by a psionic creature to open your mind to the world. Allowing you to understand your enemy in a fight but also the unique beauty.
6
You died and returned with no memories of your own, instead of simply creating new ones, your brain has begun to act as a psychic sponge to those around, taking in the thoughts and skills.
 
 
 
 
Mind Strike.
Starting when you choose this path at 3rd level, you can channel psionic energy into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes 2d4 extra psychic damage. 
 
If the extra damage dealt is more than the creature’s intelligence score the target is incapacitated until the end of their next turn. 
This psychic damage increases to 3d4 at 7th level, 4d4 at 11th, and 5d4 at 15th.
 

 

Incapacitated Condition

An incapacitated creature can’t take Actions or Reactions.

 

 
Hive Sentience.
Also at 3rd level, you gain the ability to tap into the knowledge of those around you. When rolling an intelligence check, gain a bonus equal to the amount of friendly creatures within 10 feet of you.
 
Focused Rage.
Starting at 6th level, you gain resistance to psychic damage while raging and advantage on spells and effects that force you under someone else’s control, such as a vampire's charm effect or the spell crown of madness.
If you are already under a spell or effect of that nature when you go into a rage you may immediately roll another save against that effect at advantage.
 
Concentrated Thought.
When you reach 10th level, your connection with outside minds becomes stronger, and more comprehensible. You are now able to cast Detect Thoughts as a 2nd level spell a number of times equal to your proficiency modifier. Constitution is your spellcasting modifier when casting this spell.
 
In addition, if you attack a creature whose thoughts you have successfully probed deeper with this spell in the past 24 hours, your first attack against them that hits, counts as a critical hit.
 

 

Detect Thoughts

Casting Time: 1 action

Range: Self

Components: V, S, M (a copper piece)

Duration: Concentration, up to 1 minute

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.

 

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that loom s large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

 

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

 

You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.

 

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.

 

 
Psionic Wrath.
When you reach 14th level, your psychic power consumes you. Now when you start your rage you deal your mind strike feature damage to every creature within 5- feet of you. As with the mind strike feature, if the damage dealt is more than the creature’s intelligence score the target is incapacitated until the end of their next turn.
 
 

Comments

Popular Posts