Path of the Psi Fury (5e Subclass)

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Path of the Psi Fury[edit]

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Not only brawn can be your strength. Art from Pathfinder.

'Barbarian Subclass

Not every single barbarian is a mindless slave to powerful rage - some are way smarter than many people give them credit for it. And within those barbarians there are few who can invoke their mental strength directly in battle. Those awakened their latent psionic abilities, using their mind in tandem with their supreme psychical might, toppling even greater threats than normal. Fueling their offense and defense, feeding their powers with unending fury, psychic barbarians are a sight to behold on the battlefield.

Psychic Defences[edit]

Using strands of your psychic energy, you can guide your movement to avoid blows and reinforce your body. Starting at 3rd level, while you are not wearing any armor, your can calculate your Armor Class as 10 + your Intelligence modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Psionic Power[edit]

Also starting at 3rd level, you harbor a 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, when you enter your rage and before your rage ends, you can use one of your psionic powers without spending a Psionic Energy die, if it would normally consume a 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.

Exploit Opportunity

When you hit a creature with an attack while rolling a 19 on the d20 die, you can expend one psionic energy die and make this hit a critical hit.

Psi Dodge

You can use a precise strike of psionic force to the body to move people out of the harm's way. When you or another creature within 30 feet that you can see makes a Dexterity saving throw and fail, you can use your reaction to expend one Psionic Energy die, roll the die, and increase the total roll of the save by the number rolled, potentially turning it into success.

Steel the Mind

When you enter your rage, you can expend one Psionic Energy die as part of the same bonus action and give yourself resistance to psychic damage for the duration of this rage.

Muscle-fueled Psyche

You learned to violently flex your muscles with psychic power to pump adrenaline into your brain, helping you think more clearly. When you make an Intelligence skill check and fail, you can expend one Psionic Energy die, roll the die, and increase the total roll by the number rolled, potentially turning it into a success. Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to use it again.

Mindful Rage[edit]

Starting at 6th level, you have mastered new ways to use your psionic abilities, detailed below.

Intelligent Strikes

When you enter your rage, you can expend one Psionic Energy die as part of the same bonus action and increase the rage bonus damage by your Intelligence modifier (minimum increase of 1).

Weight of the Mind

You can use a bonus action on your turn to target a creature that is Large or smaller. The target must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the creature fails this saving throw its speed is reduced to 0 until the end of its next turn, or by half if it succeeds on the roll. Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again.

Mirage Danger

At the start of your turn, provided you are not unconscious, you can decide to create a mirage of yourself in an unoccupied space within 60 feet that you can see. Mirage is not a physical entity and is immune to all damage and conditions. When you end your turn you dissapear from your current space and teleport to the place occupied by your mirage, or nearest unoccupied space if it is occupied, after which the mirage dissapears. Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to use it again.

Concentrated Thought[edit]

Starting at 10th level, your use of your psionic abilities made your mind a fortress against the world. You become proficient in Intelligence and Charisma saving throws. Additionally, if you fail a Wisdom saving throw you can use your reaction to expend one of your Psionic Energy dice, roll the die, and increase the total roll by the number rolled, potentially turning it into a success.

Psychic Malestrom[edit]

Overflowing with psionic power, you can let it out of your body, shielding yourself and propelling your moves beyond physical limitations. Starting at 14th level, when you enter your rage, you can induce an aura of psionic energy around yourself, granting you temporary hit points equal to the roll of your Psionic Energy die plus your Intelligence modifier (minimum of 1), increasing your movement speed by 10 feet and granting you flying speed equal to your walking speed until your rage ends. Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to use it again.

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