Path of the Wild Mind (5e Subclass)

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Path of the Wild Mind[edit]

The Path of the Wild mind is follow by barbarians tormented by untamed psychic power. When a creature has an awakened mind, but lacks the proper training to tame this wild force, this power manifests itself in moments of uncontrollable emotion. In this moments, the true psychic power of these barbarians emerges, bringing at the same time comprehension and destruction in its way.

Awakened Mind

Starting at 3rd level, although not fully awakened, you can manifest a sliver of your true telekinetic power. You learn one of the following cantrips: friends, mage hand, message or minor illusion. Constitution is your spellcasting ability for the chosen spell.

You learn a new cantrip from that list at 6th, 10th and 14th levels.

Dormant Power

Also at 3rd level, while raging, the true power of your mind is revealed. When you enter in rage, you activate an aura of psionic power in a 10-foot radius, that extends to all directions, but not trough total cover.

When you first awaken your dormant power and in each subsequent turn as a bonus action, you can force a creature within reach make a Strength saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or take 1d6 force damage and be move 10 feet in any direction of your choice.

Alternatively, you can use your bonus action to grapple or shove a creature within the aura, controlling that creature as if you were adjacent to it.

First Awakening

At 6th level, you start to tame your psychic energy, and controlling new manifestations of it. Whenever you enter in rage, you can choose to manifest a different aspect of your psionism.

Telekinetic Flight. You gain the ability to fly up to your movement speed, for the duration of the rage.
Mind Reading. You can read the surfaces thoughts of any creature within your aura area, as if read by the spell detect thoughts. As a bonus action, you can also probe deeper on a creature.
Psychic Torment. Any hostile creature that moves within the area for the first time or start its turn there takes 1d6 psychic damage.
Second Awakening

At 10th level, you finally discover the depths of your full potential. When you enter in rage, you can choose to cast telekinesis, that lasts for the duration of the rage, not requiring concentration. Whenever you use your action to control this spell, you can make a weapon attack as a bonus action. Constitution is your spellcasting ability for this spell.

Once you use this ability, you can't use it again until you finish a long rest. You also can spend one use of your rage to cast telekinesis normally.

Unleashed Mind

Starting at 14th level, you reach the full power of your mind. When you rage, you gain one of the following abilities:

Mind Barrier. You become immune to psychic damage and have advantage on Intelligence, Wisdom and Charisma saving throws. In addition, when you succeed on one of these saving throws, you can use your reaction to force the source of the effect to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or take 3d8 psychic damage.
Telekinetic Ward. You gain resistance to all damage types, except psychic. In addition, when you take damage from a creature within the aura, you can use your reaction to use your Dormant Power feature against that creature, instead of a bonus action.
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