Path of the Third Eye
The Path of the Third Eye is followed by warriors who find great potency and utility in being able to decipher the future and awaken mental prowess, hoping to pair such abilities with martial capability. Followers of this path often adhere to the words and wisdom of soothsayers, seers, oracles, and others capable of foreseeing the future, and emulate some of their foreseeing powers in combat.
Some of these barbarians channel spirits that guide their hand and eyes. Others are touched by divine influence and given the gift of foresight, and for some it is a natural clarity so keen as to seem supernatural.
Path of the Third EyeQuirks
Beginning at 3rd level, you have developed interesting quirks upon taking up this path, affecting you physically or mentally. You can choose to either roll a d6 or select one or more of the quirks on the Path of the Third Eye Quirks Table.
PATH OF THE THIRD EYE QUIRKS
d6 Quirks
1 The designs of your tattoos resemble occult symbols, tarot cards, pyramids, eyes, or other signs of divination.
2 Your eyes mist over and become clouded when you enter your rage.
3 A glowing third eye appears in the middle of your forehead that lasts for the duration of your rage.
4 You have strong feelings regarding the importance of fate, destiny, and what lies in the future.
5 You keep a deck of tarot cards, dice, bones, or other divining tools with you at all times.
6 You believe that it is ill advised to avoid prophetic signs, such as a comet, the alignment of stars, or the position of bones used in divining.
Awakened Awareness
Beginning at 3rd level you have developed heightened intuition and senses. You gain proficiency in the Insight and Perception skills.
Prophetic Fervor
At 3rd level you have acquired the ability to receive short flashes of the future, which allows you to try and avert misfortune. Once per round, while you're raging, when you make an attack roll ability check, or saving throw, you can roll a d4 and add the number rolled to the result. You must
choose to do so before the roll
This amount increases to a d6 at 6th level a d8 at 10th
level and a d10 at 14th level
Psychic Retaliation
By 6th level, your awakened mind now protects you from outside intrusion. You gain resistance to psychic damage, and while raging, when you take damage from a creature that is within 5 feet of you, you can use your reaction to force the creature to make a Wisdom saving throw (DC equals 8 + your proficiency bonus+ your Wisdom modifier).
On a failed save, the creature takes 1d6 plus half your
barbarian level in psychic damage.
Augurous Mind
At 10th level you gain the ability to wield a sliver of
divination magic. When you do so, you cast the augury or tongues spell without using a spell slot or material
components. Wisdom is your spellcasting ability for these spells.
After you cast either spell in this way, you can't use this feature again until you finish a short or long rest.
Mystical Sight
Starting at 14th level the intensity of your rage grants you the ability to see things as they truly are. While raging, you gain truesight out to 30 feet. You do not gain this benefit if you are blinded.
Your mind has also learned how to shield itself from outside intrusion. You become immune to magic or other effects that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Furthermore, creatures can telepathically communicate with you only if you allow it.
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