RustyDemiGod
2024-03-12, 12:19 AM
Path of the Savage Mind
Hardy primal warriors are known for their iron wills, but true psychic might is rare amongst the barbarian tribes. In the few instances where a Barbarian does exhibit the gift it is often as wild and untamed as it’s wielder. In the heat of battle the Savage Mind can lash out instinctively and prove as dangerous as any double headed axe.
-Primitive Telepath: Starting when you choose this path at 3rd level, your mind begins to awaken to it’s inborn gifts. You become resistant to Psychic damage, and gain a rudimentary form of telepathy. You gain telepathy to a range of 30ft, but you can only communicate emotions, images, and sensory information such as scents or sensations. You can not communicate actual words or messages as most would expect. You do not need to share a language to use this form of communication, and the recipient can not respond telepathically unless they too are telepathic. Creatures with an intelligence of 2, or lower, can not receive telepathic correspondence in this way.
-Overwhelming Force: At 3rd level, the psychic fury you unleash in your rage strikes your enemy like a hammer. While raging, the first enemy you hit on each of your turns with an unarmed or weapon attack takes an additional 1d6 psychic damage and must make an Intelligence saving throw (DC 8 + your Constitution modifier + your Proficiency Bonus). An enemy that fails this saving throw suffers disadvantage on their next attack roll, saving throw, or ability check before the end of it’s next turn.
-Psychokinetic Carapace: Starting at 6th level, your psychic might turns away danger while you rage. While raging, you can use your reaction to grant yourself resistance to that specific instance of damage.
-Violent Feedback: At 10th level, any attempt to manipulate your volatile mind may result in a violent psychic backlash. When an enemy subjects you to an effect that would charm, frighten, command, or read your thoughts they must make an Intelligence saving throw (DC 8 + your Constitution modifier + your Proficiency Bonus). On a failure the enemy is incapacitated for 1 round. The enemy immediately loses concentration on any spell that they were casting.
This effect does not make you immune to any of the triggering conditions, but you are not subject to the condition if the caster fails their saving throw.
-Telekinetic Fury: Beginning at 14th level, your rage forces your mind to unleash vicious telekinetic attacks. While raging, you may perform one of the following maneuvers as a Bonus Action:
-You can force an enemy within 10ft to make a Strength saving throw (DC 8 + your Constitution modifier + your Proficiency Bonus). On a failed save, you may push or pull an enemy 10ft. You may also choose to move them side to side.
-You may eject a shockwave of psychic force at an enemy within 10ft of you. This enemy must make a strength saving throw (DC 8 + your Constitution modifier + your Proficiency Bonus). On a failed save, the enemy is knocked prone.
-You sheathe your weapon in psychic energy giving it the thrown property with a normal range of 30ft and a long range of 60ft. You may use your Bonus action to make a ranged attack, and the weapon flies back to your hand after it hits or misses. The force of this strike causes the weapon to do an additional 1d12 Force damage on a hit.
Hardy primal warriors are known for their iron wills, but true psychic might is rare amongst the barbarian tribes. In the few instances where a Barbarian does exhibit the gift it is often as wild and untamed as it’s wielder. In the heat of battle the Savage Mind can lash out instinctively and prove as dangerous as any double headed axe.
-Primitive Telepath: Starting when you choose this path at 3rd level, your mind begins to awaken to it’s inborn gifts. You become resistant to Psychic damage, and gain a rudimentary form of telepathy. You gain telepathy to a range of 30ft, but you can only communicate emotions, images, and sensory information such as scents or sensations. You can not communicate actual words or messages as most would expect. You do not need to share a language to use this form of communication, and the recipient can not respond telepathically unless they too are telepathic. Creatures with an intelligence of 2, or lower, can not receive telepathic correspondence in this way.
-Overwhelming Force: At 3rd level, the psychic fury you unleash in your rage strikes your enemy like a hammer. While raging, the first enemy you hit on each of your turns with an unarmed or weapon attack takes an additional 1d6 psychic damage and must make an Intelligence saving throw (DC 8 + your Constitution modifier + your Proficiency Bonus). An enemy that fails this saving throw suffers disadvantage on their next attack roll, saving throw, or ability check before the end of it’s next turn.
-Psychokinetic Carapace: Starting at 6th level, your psychic might turns away danger while you rage. While raging, you can use your reaction to grant yourself resistance to that specific instance of damage.
-Violent Feedback: At 10th level, any attempt to manipulate your volatile mind may result in a violent psychic backlash. When an enemy subjects you to an effect that would charm, frighten, command, or read your thoughts they must make an Intelligence saving throw (DC 8 + your Constitution modifier + your Proficiency Bonus). On a failure the enemy is incapacitated for 1 round. The enemy immediately loses concentration on any spell that they were casting.
This effect does not make you immune to any of the triggering conditions, but you are not subject to the condition if the caster fails their saving throw.
-Telekinetic Fury: Beginning at 14th level, your rage forces your mind to unleash vicious telekinetic attacks. While raging, you may perform one of the following maneuvers as a Bonus Action:
-You can force an enemy within 10ft to make a Strength saving throw (DC 8 + your Constitution modifier + your Proficiency Bonus). On a failed save, you may push or pull an enemy 10ft. You may also choose to move them side to side.
-You may eject a shockwave of psychic force at an enemy within 10ft of you. This enemy must make a strength saving throw (DC 8 + your Constitution modifier + your Proficiency Bonus). On a failed save, the enemy is knocked prone.
-You sheathe your weapon in psychic energy giving it the thrown property with a normal range of 30ft and a long range of 60ft. You may use your Bonus action to make a ranged attack, and the weapon flies back to your hand after it hits or misses. The force of this strike causes the weapon to do an additional 1d12 Force damage on a hit.