My Documents
Become a Patron!
## Path of the Awakened Mind #### *Barbarian Subclass* Psionic powers are often cultivated carefully, the result of years or even decades of careful study that eventually grants its adherents an expanded knowledge and strange, esoteric powers. Barbarians of the Awakened Mind are different; while some are the result of careful study or experimentation, some have their psionic powers granted to them in a sudden flash of intense emotion, cracking the veil between the physical world and the astral, and leaving them with a small smattering of psychic power. ### Psychic Rage *3rd-level Path of the Awakened Mind feature* Your rage has allowed you to tap into a wellspring of psionic power. While raging, you are resistant to psychic damage. In addition, when you first enter your rage, you can choose to manifest your rage in one of the following ways: **Avatar:** While raging, you emit an invigorating psychic aura in a 10-foot radius. Any friendly creature within this aura adds your rage damage bonus to their damage rolls. **Immortal:** You emit a warding psionic force around your body. While raging and wearing either light or no armour, you add your rage damage bonus to your Armour Class. **Nomad:** Your psychic power allows you to quickly fold space. As part of the bonus action to enter your rage, and as a bonus action on your turn while raging, you can teleport up to 10 feet in a direction that you can see. ### Psionic Burst *3rd-level Path of the Awakened Mind feature* Also when you choose this primal path, you can infuse psionic power into your weapons. Once per turn when you hit a creature with a melee weapon attack, you can choose to deal 2d4 additional psychic damage. ### Magnetic Mind *6th-level Path of the Awakened Mind feature* You have learned to use psionic power to turn yourself into a point of attraction or repulsion. When you rage, or as a bonus action on your turn while raging, you may emit a sphere of psychic power, allowing you to pull or push enemies away. Each creature of your choice within 15 feet of you must make a Strength saving throw; if you choose to push, any creature that fails is pushed up to 10 feet away from you; if you choose to pull, any creature that fails is pulled 10 feet towards you. The DC of this saving throw is 8 + your Proficiency Bonus + your Constitution Modifier.
\pagebreak You can use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses on a long rest. ### Awakened Juggernaut *10th-level Path of the Awakened Mind feature* You gain proficiency in one saving throw of your choice, either Intelligence, Wisdom, or Charisma. When you enter your rage, you can choose two options for your Psychic Rage instead of one. In addition, your Psychic Rage options improve in the following ways: **Avatar:** You gain a bonus to melee attack rolls equal to every allied creature within your psychic aura. **Immortal:** If you start your turn with less than half your hit points, you gain temporary hit points equal to 2d4 + your rage damage bonus. **Nomad:** When an allied creature within 30 feet of you takes damage, you may use your reaction to swap places with them and make a single melee weapon attack against a creature within reach, if possible. ### Out Of Your Head *14th-level Path of the Awakened Mind feature* If you succeed on an Intelligence, Wisdom, or Charisma saving throw, you can assault the mind of the creature that forced you to make it. As a reaction, the creature must make an Intelligence saving throw; on a failure, the creatures takes a number of d6s of psychic damage equal to your rage damage bonus, and is stunned until the end of your next turn. The DC of this saving throw is 8 + your Proficiency Bonus + your Constitution Modifier. You can use this feature a number of times equal to your Constitution modifier before you must complete a long rest.