Path of the Seared Mind

Barbarians who follow the Path of the Seared Mind have endured mental anguish so profound it became a second skin. Their rage is not loud - it is internal combustion. Spells that seek to command, delusions that seek to twist, and psychic assaults that seek to dominate - all recoil off their burning mind. Their thoughts are fire. Their presence is pain.

Burned Synapse (3rd Level)

When you rage, your mind lashes out at anything that attempts to invade it. While raging, you have resistance to psychic damage and advantage on saving throws against being charmed, frightened, or possessed.

When you succeed on a saving throw against a spell or magical effect that targets only you, the caster takes psychic damage equal to your Rage Damage bonus + your Charisma modifier. If you fail a saving throw against a charm or fear effect, you can choose to reroll it immediately, taking the new result. You may do this once per rage.


Thoughtlash (6th Level)

You can now turn mental aggression into pain. When a creature you can see forces you to make an Intelligence, Wisdom, or Charisma saving throw, you may use your reaction to impose disadvantage on their next saving throw if you succeed on your own.

When you deal melee damage to a creature, you may choose to deal psychic damage instead of physical, once per turn. If you do, the creature must succeed on a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Charisma modifier) or have disadvantage on attack rolls against creatures other than you until the end of their next turn.


Barbed Mind (10th Level)

Your mental defenses now flare outward as a constant aura. While raging, any creature that starts its turn within 10 feet of you and can see you must succeed on a Wisdom saving throw or have disadvantage on their next attack roll or saving throw, as intrusive thoughts and panic cloud their focus.

You can now add your Charisma modifier to your Intelligence, Wisdom, and Charisma saving throws while raging.


Psychic Requital (14th Level)

Your mind has become a burning cage of reflection and retaliation.

Once per rage, when you are targeted by a spell, psionic ability, or magical effect that requires a saving throw, you can choose to automatically succeed. If the source is a creature, they must make a Charisma saving throw (DC = 8 + your Proficiency Bonus + your Charisma modifier).

  • On a failure, they take 4d10 psychic damage and are stunned until the end of their next turn.

  • On a success, they take half damage and are not stunned.

In addition, while raging, you are considered under the effects of nondetection and mind blank for the purposes of being located, read, or influenced by divination or telepathy.

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Path of the Stillstorm