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# Primal Path ### Path of the Psychic Most barbarians are physical brutes, but those who opt into the Path of the Psychic not only use their physical prowess to inflict pain, but their mental prowess too. Their rage unlocks a hidden power within them, allowing them to use heightened mental capabilities in combat. The Path of the Psychic often sees those who are more interested in expanding their mental horizons, as well as those who simply enjoy their bloodlust differently, as they believe that causing mental pain can cut deeper than the sharpest knife. #### Mental Rage When you adopt this path at 3rd level, your rage is not one that is only felt on your enemies through stronger physical attacks, but also with mental attacks. The first creature you hit on each of your turns with a weapon attack takes extra psychic damage equal to 1d6 + half your Barbarian level. #### Heightened Consciousness When you adopt this path at 3rd level, you can temporarily enter a heightened mental state for 1 minute. During this state, all your attack damage becomes psychic damage, you can use your Wisdom modifier instead of Strength or Dexterity on attack rolls, and you deal an extra 1d8 per attack. Once you have used this feature, you cannot do so again until you have taken a long rest. This damage increases by 1d8 at 7th level (2d8), 12th level (3d8) and 17th level (4d8). #### Fortitude of Mind At 6th level, your mind has become fortified against defenses that may prey against it. You gain proficiency in Wisdom saving throws, or double your proficiency bonus if you already have proficiency, and when you are subjected to an effect that allows you to make a Wisdom saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. #### Altered Fortune Beginning at 10th level, you can share some of your mental prowess with your allies, looking ahead to the future. As a bonus action, creatures you choose within 30ft of you that you can see briefly glimpse into the future, and make all attack rolls and saving throws with advantage until the end of your next turn. Once you have used this feature, you cannot do so again until you have taken a long rest. \columnbreak #### Cerebral Psychosis Beginning at 14th level, your heightened psychic prowess allows you to enhance your perceptive abilities. As an action, you can see invisible creatures as if they were visible and into the Ethereal Plane for up to an hour. During this time, you also have advantage on Wisdom (Perception) checks. Once you have used this feature, you cannot do so again until you have taken a long rest.