Path of the Brain-barian
Though most see the space between a barbarians' ears as a battering ram, you will show them they are wrong! By following the Path of the Brain-barian, you are able to use your brains as well as your brawn! Through constant study despite being bashed on the head a bunch, or maybe by a divine blessing of knowledge, you are able to focus your psyche to take on incredible feats!
Raging Headache
You may choose to enter a rage by taking psychic damage equal to your barbarian level and cannot be reduced in any way. When you enter rage this way, your rage lasts the entire minute and only ends if you become unconscious.
- You may use your Intelligence modifier in place of either Dexterity or Constitution for calculating your AC from the Unarmored Defense feature.
- Once per round, you may choose one Intelligence ability check to gain advantage on prior to rolling.
- You may add half your Intelligence modifier (minimum of +0) when you would add your rage damage bonus.
- You may pick a language, tool, or skill to learn or become proficient with for the next hour.
Knowledge Is Power!
Also at 3rd level, you learn an additional language and gain proficiency in one tool or musical instrument.
Beefy Brains
At 6th level you are attuned to the physical understanding of your body and how best to move through the world, you may add your Intelligence modifier to any ability check or saving throw that uses Strength, Dexterity, or Constitution once per short rest. You can wait until after you roll the D20 before deciding to use Beefy Brains, but must decide before the DM says whether the roll succeeds or fails.
Mystically Minded
Also at 6th level, your mind expands to learn new abilities for a time. Until the end of your next long rest, choose one of the following cantrips to learn: friends, mage hand, or message if you don’t already know that cantrip, it counts as a cantrip for you with Intelligence as your casting ability. Cantrips learned with this feature have special abilities:
- Friends. When the spell ends, the target doesn’t become hostile to you.
- Mage Hand. You can make the hand invisible when you cast the spell and control the hand with a bonus action.
- Message. You don’t need to point toward the target or whisper your message out loud.
Psychic Sweeping Stunning Strike
At 10th level, you empower your melee weapon with psychic energy, increasing its reach by 30 feet and allowing you to strike any foe you can see with a fierce, arcing display of martial and mental prowess! Once per short rest, use your action to choose a number of creatures equal to half your barbarian level you can see within range. Make a melee attack against each target. On a hit, a target takes damage from your weapon, converted to psychic damage. If a target is killed by this damage, its head explodes, assuming it has one.
Any creature hit with an Intelligence score above 2 must make an Intelligence saving throw equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the target is incapacitated until the start of your next turn.
The More You Know!
Additionally at 10th level, you're so dang brainy that you learn an additional language and gain proficiency with one skill of your choice.
Steeled Thoughts
At 14th level, your mind and will has become as tough as your body, you may give yourself advantage on an Intelligence, Wisdom, or Charisma saving throw a number of times per long rest equal to your proficiency bonus.
Also, when you use Raging Headache, you no longer take the initial psychic damage and gain resistance to psychic damage.
