Path of the Psychic Berserker (5e Subclass)
Path of the Psychic Beserker[edit]
Barbarian Path
These formidable warriors come mainly from the frozen north were psychic power comes out in the typical barberian tribes they get the same training as there barbarian brothers but they use it differently. Similar to psychic warriors, psychic Beserkers are formidable close combat opponents but lack the self control of there psychic warrior counterparts
- Psionic Focus
Starting at 3rd level, you can focus your mind on your psychic powers using your bonus action. Until the start of your next turn, you gain the following benefits:
- You can shove or grapple creatures within 30 feet. You use your Wisdom modifier, instead of Strength, when you do so.
- You can make melee weapon attacks against creatures within 30 feet. When you do so, you can cause force or psychic damage, instead of the normal damage for that attack.
- Mind Fury
At 3rd level, you learn how to enhance your psionic powers with your wrath. While raging, you increase the power of your psionic focus, and gain the following benefits:
- When you cause damage to a creature within 5 feet with a melee weapon attack, you cause additional force or psychic damage equal to half the damage your attack deals.
- When you cause psychic damage with your attacks, your target must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.
- When you cause force damage with your attacks, the target suffers disadvantage on all attack rolls against targets other than you until the end of your next turn.
- When you grapple a creature, you can move that creature up to 10 feet to a destination you can see.
You can benefit from this feature only once in each of your turns.
- Third Eye
At 6th level, you gain the ability to perceive the auras of other creatures.
As an action, select a creature that you can see. That creature makes a Wisdom saving throw, though it has no knowledge that you forced it to attempt this saving throw. On a failed save, you learn if the creature shares any aspects of its alignment with you, its current hit points, and its current attitude and intentions toward you or one other creature, object, or location of your choice. In addition, for the next 24 hours or until you use this ability again, you can use an action to determine the creature’s distance and direction from you.
If a creature succeeds on its saving throw against this ability, you cannot use this ability against that creature again until you complete a long rest.
- Invading Force
At 10th level, while raging, your strikes can ignore physical defenses. Once per turn when you hit a creature with a melee weapon attack, you cause half damage on a missed strike, instead of no damage. This damage is psychic or force.
- Psychic Dreadnought
At 14th level, you can become an avatar of psionic power. While raging, you become resistant to all damage types.
In addition, you gain a flying speed equal to your movement speed.
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