Mourne
2017-03-01, 01:25 AM
Dusting off an older primal path for a quality check. I was watching Outcast on Cinemax at the time so that may have served as the basic inspiration... ; )
I restated the rage feature in whole to (hopefully) help with clarity.
PATH OF THE TAKEN
Some Barbarians do not have a personal source of rage but are the vessel for a spirit or entity that brings hate and anger into the world. Those following the Path of the Taken are possessed, serving as a vessel for a being intent on inflicting pain and suffering on those dwelling in the realms of the living.
SUPERNATURAL RAGE
Beginning at 3rd level, you give yourself over to an otherworldly power of hate and rage, your body contorting and rising into the air, eyes rolled back and only showing white. Your rage is modified as follows:
• In addition to advantage on Strength checks and saving throws, you also have advantage on Charisma checks and saving throws
• You are unable to make melee or ranged attacks with physical weapons, instead using the entity possessing you to strike at your foes with invisible tendrils and unseen strikes. While raging, your attacks have a reach of 30 feet and a successful attack deals 1d6 damage per point of your rage bonus plus your Charisma modifier. This attack is treated as a ranged weapon (30/--) in all cases with the exception of being treated as a Strength-based melee weapon in regards to the Reckless Attack barbarian class feature
Before entering your supernatural rage, you must choose the type of damage your entity inflicts, selecting from force, necrotic, radiant or psychic. Once you have made this choice, the chosen damage type is in effect throughout the duration of your rage but can be changed again if you enter a new rage.
• You are resistant to psychic damage in addition to bludgeoning, piercing, and slashing
• While raging, you levitate to a height of 5 feet above the ground and your base movement speed is reduced to 10 feet. For the duration of your rage, you are not affected by the prone condition, difficult terrain, or any spells or effects that relate to being in contact with the ground (i.e. Evard’s black tentacles). You are unable to use the Dash action.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
You are unable to actively use a shield to protect yourself while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You may end your rage on your turn as a bonus action.
INVISIBLE HAND
At 6th level, as a bonus action while raging, you may lift, move, or manipulate objects within your 30 foot reach that weigh less than 10 pounds. For example, you can open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You cannot use Invisible Hand to attack, activate magic items, or carry more than 10 pounds.
Once per rage, you may attempt to violently push a small or medium creature with your Invisible Hand feature. To do so, you use an Action and the target must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma modifier ) or be hurled up to 10 feet horizontally for each point of your Rage damage bonus in a direction of your choice, landing prone and taking 1d6 bludgeoning damage for every 10 feet it was thrown. If you use your Invisible Hand feature in this manner, it becomes unavailable to you until you start a new rage.
UNSPOKEN VOICE
Starting at 10th level, you can telepathically communicate with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. This ability does not give you the ability to read a target’s thoughts or emotions and only works on targets with an Intelligence of 3 or greater. The target knows that you are the source of the unspoken voice.
While raging, as a bonus action, you can force a creature you can see within 30 feet to obey a command issued through Unspoken Voice. The target must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or follow the command at the start of its next turn.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the attempt fails.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
You may issue a command with Unspoken Voice a number of times per short rest equal to your Charisma modifier (minimum of 1).
PSYCHIC MAELSTROM
At 14th level, as a bonus action while raging, you can call an aura of intense psychic energy to surround you. The aura is a 10 foot radius that consumes 1 round of rage (6 seconds) for each turn it is active. While the field is in effect, you gain half cover against weapon attacks and spells, and all foes within the aura gain vulnerability to psychic, force, radiant, and necrotic damage.
You may use psychic maelstrom once per rage.
I restated the rage feature in whole to (hopefully) help with clarity.
PATH OF THE TAKEN
Some Barbarians do not have a personal source of rage but are the vessel for a spirit or entity that brings hate and anger into the world. Those following the Path of the Taken are possessed, serving as a vessel for a being intent on inflicting pain and suffering on those dwelling in the realms of the living.
SUPERNATURAL RAGE
Beginning at 3rd level, you give yourself over to an otherworldly power of hate and rage, your body contorting and rising into the air, eyes rolled back and only showing white. Your rage is modified as follows:
• In addition to advantage on Strength checks and saving throws, you also have advantage on Charisma checks and saving throws
• You are unable to make melee or ranged attacks with physical weapons, instead using the entity possessing you to strike at your foes with invisible tendrils and unseen strikes. While raging, your attacks have a reach of 30 feet and a successful attack deals 1d6 damage per point of your rage bonus plus your Charisma modifier. This attack is treated as a ranged weapon (30/--) in all cases with the exception of being treated as a Strength-based melee weapon in regards to the Reckless Attack barbarian class feature
Before entering your supernatural rage, you must choose the type of damage your entity inflicts, selecting from force, necrotic, radiant or psychic. Once you have made this choice, the chosen damage type is in effect throughout the duration of your rage but can be changed again if you enter a new rage.
• You are resistant to psychic damage in addition to bludgeoning, piercing, and slashing
• While raging, you levitate to a height of 5 feet above the ground and your base movement speed is reduced to 10 feet. For the duration of your rage, you are not affected by the prone condition, difficult terrain, or any spells or effects that relate to being in contact with the ground (i.e. Evard’s black tentacles). You are unable to use the Dash action.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
You are unable to actively use a shield to protect yourself while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You may end your rage on your turn as a bonus action.
INVISIBLE HAND
At 6th level, as a bonus action while raging, you may lift, move, or manipulate objects within your 30 foot reach that weigh less than 10 pounds. For example, you can open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You cannot use Invisible Hand to attack, activate magic items, or carry more than 10 pounds.
Once per rage, you may attempt to violently push a small or medium creature with your Invisible Hand feature. To do so, you use an Action and the target must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma modifier ) or be hurled up to 10 feet horizontally for each point of your Rage damage bonus in a direction of your choice, landing prone and taking 1d6 bludgeoning damage for every 10 feet it was thrown. If you use your Invisible Hand feature in this manner, it becomes unavailable to you until you start a new rage.
UNSPOKEN VOICE
Starting at 10th level, you can telepathically communicate with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. This ability does not give you the ability to read a target’s thoughts or emotions and only works on targets with an Intelligence of 3 or greater. The target knows that you are the source of the unspoken voice.
While raging, as a bonus action, you can force a creature you can see within 30 feet to obey a command issued through Unspoken Voice. The target must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or follow the command at the start of its next turn.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the attempt fails.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
You may issue a command with Unspoken Voice a number of times per short rest equal to your Charisma modifier (minimum of 1).
PSYCHIC MAELSTROM
At 14th level, as a bonus action while raging, you can call an aura of intense psychic energy to surround you. The aura is a 10 foot radius that consumes 1 round of rage (6 seconds) for each turn it is active. While the field is in effect, you gain half cover against weapon attacks and spells, and all foes within the aura gain vulnerability to psychic, force, radiant, and necrotic damage.
You may use psychic maelstrom once per rage.