Path of Raging Mind
The Path of the Raging Mind is a Barbarian that expresses their fury as a telekinetic manifestation. Their mind so powerful that in its rage it warps the world around them. This is a psionic manifestation of a barbarians ability to focus their fury, and in battle this fury is weaponized as a deadly force that can fling about weapons and enemies alike.
They have to struggle with control... until the unleash themselves upon the battle field, wrecking havoc in all that stands in their way.
Mental Strength
This subclass often represents strength of mind, rather than raw brawn, but does not use Intelligence - this is because that applications of your mental strength are generally via telekinesis, not academic application, and Strength continues to better mechanically represent how it functions, but consider if your Character's physical strength is more of a representation of their telekinetic abilities when using their Strength ability score.
Even prior to taking this path, perhaps the character strength came from the instinctive use of their telekinesis at short range, only learning to manifest it beyond the range of their touch as they take this Path.
Telekinetic Fury
Starting when you choose this path at 3rd level, when you enter a rage, you can telekinetically project your rage onto the world around you. All melee weapons gain a thrown 30/60 property for you. This range is reduced to 14/45 if the weapon has the heavy property and increased to 60/120 if the weapon has the light property.
You can apply your Rage bonus damage to attack rolls made by throwing weapons, and gain advantage from Reckless Attack on thrown weapons.
At the start of your turn while you are raging, you can call one or more weapon or tiny object that is not being worn or carried to. You can call these to your hands, or to telekinetically orbit around you until the end of your turn. Weapons telekinetically orbting you can only be used when throwing that weapon. At the end of your turn (or if your rage ends) all orbiting weapons drop to the ground around you.
Distant Grasp
Additionally at 3rd level, you can manipulate small objects within 30 feet with your mind as if using your hand to interact with it, though have disadvantage on any checks relating to Dexterity when doing so.
You can use this power to manipulate an object, 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 Attack, activate magical items, or carry more than 10 pounds in this manner. You can move an item you are controlling in this way up to 30 feet during your turn.
While raging, the amount of pounds you can lift increases to 20 times your Barbarian level.
Forceful Mind
Starting at 6th level, you gain the ability to use Telekinetic Force shove. The DC for your Telekinetic force is 8 + your Strength modifier + your Proficiency bonus. When you take the attack action, you can use Telekinetic force in place of an attack. While you are Raging, you can add your Strength modifier and Rage bonus damage to damage done with Telekinetic Force.
Telekinetic Force
Psionic Power
- Casting Time: 1 Action
- Range: 60 feet
- Components: S
- Duration: Instantaneous
You smash a target creature you can see or object with your mental power. The target must succeed on a Strength saving throw, or take 1d10 bludgeoning damage and be shoved 5 feet in a direction of your choosing or be knocked prone.
Interference Field
Additionally at 6th level, while you are raging, you and all allied creatures within 10 feet of you are considered to have half cover against ranged weapon attacks, as your telekinetic powers distort the area around you.
Collateral Damage
Starting at 10th level, when you use Reckless Attack on a thrown weapon, you can target an additional creature within 5 feet of the first target using the lower of the two dice rolled for the reckless attack as the attack roll.
Fling Foes
Starting at 14th level, you become the epicenter of the battlefield, fling targets about. When you hit a target with weapon while raging, you can knock them 5 feet directly away from you on hit, and when you use Telekinetic Force while raging, you always apply the Hurling modifier (as if using 2 psi points) shoving the target an additional 20 feet in a direction of your choice.
Additionally, all medium and smaller objects and creatures become improvised weapons for you, dealing 1d6 bludgeoning damage, with the thrown 20/60 property. To throw an unwilling creature, you must have it grappled, and you cannot throw it beyond its normal range.
When ever you shove or throw a creature into another creature, both creatures take 1d6 bludgeoning damage.