Monday, May 28, 2018

Path of the Telekinetic Rage

As I mentioned in my previous post here is the for the Path of the Telekinetic Rage. And please if you play this or like the idea but think it needs improvement let me know. If you hate the idea please don't let me know. I am not sure I want to deal with that kind of vitriol the internet can produce here.

Barbarian: Path of the Telekinetic Rage
This document presents a personally created and playtest quality option for the Barbarian: Path of the Frenetic Rage 
This Is Unofficial Content 
This is content has not be vetted by or reviewed by Wizards of the Coast. It was developed after listening to too much “Mike Mearls’ Happy Fun Hour”. I wanted to take a stab at a design the Mike Mearls shied away from. Feedback and comments are welcome.  
Primal Path 
At 3rd level, you choose a path that shapes the nature of your rage. At the DM’s discretion, the following primal path is available to a barbarian in addition to those offered in the campaign. 
Path of the Telekinetic Rage 
Those who choose the path of the Telekinetic Rage might have been thought of a possessed by spirits as a child or worse a controller of foul magics. As things around them occasionally moved.  But in truth it was just the force of their emotions acting upon the world. As they grew they learned to control and harness those emotions until they could embrace The Path of the Telekinetic Rage. Releasing that emotional force as an attack and cathartic release. 
Building Rage 
Starting when you choose this path at 3rd level, you can exert your emotion energy upon the world. When choose to enter a rage you may choose to enter a Building Rage. A Building Rage grants you a rage pool that adds one die at the end of every turn you are raging. When your rage ends for each die in your rage pool inflict 1d4 force damage to every creature within 10’ of you in addition you suffer one level of exhaustion. 
Kinetic Control 
Beginning at 6th level you are able to control your emotions enough to alter the world around you in more subtle ways. This allows you to cast mage hand at will. 
Rejuvenating Rage 
Beginning at 10th level you no longer suffer a level of exhaustion when you expend your Rage Pool and it results in damage to at least one enemy. In addition when you score a critical hit you may expend all the dice currently in your Rage Pool without ending your Building Rage. 
Ranged Rage 
Starting at 14th level when you expend your Rage Pool you can channel the energy to a point you can see within 50’. This creates a creating a 10’ burst centered on the target.