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Path of the Immortal Fortified Mind

While some barbarians find strength in reckless rage or Starting at 6th level, you have turned your mind into a
righteous fury, there are a few who find incredible power fortress through constant meditation. You have advantage on
through discipline and focus. Those who walk the Path of the saving throws against being charmed or frightened.
Immortal learn to channel their innate psionic power into You also gain proficiency in Wisdom saving throws. If you
already have proficiency in Wisdom saving throws, you
their rage, achieving a heightened mental state that unlocks instead gain proficency in Intelligence saving throws.
their body's true potential and pushes them beyond ordinary
limits. Fortified Body
Barbarians who choose this path often view their rage as a At 10th level, your focused training has given you the ability to
meditative state of mind, even as they cleave through foes on endure harm in ways others can only imagine. When you are
the battlefield. The Path of the Immortal is about finding subjected to an Effect that allows you to make a Constitution
strength within oneself and harnessing it through disciplined saving throw to take only half damage, you instead take no
training. damage if you succeed on the saving throw, and only half
Path of the Immortal Features damage if you fail.
Class Level Feature
Immortal Will
3rd Immortal Mind, Immortal Body Starting at 14th level, you can draw on your reserves of
6th Fortified Mind psionic power to survive beyond death. At the start of your
turn while at 0 hit points, you can immediately enter a rage to
10th Fortified Body regain a number of hit points equal to your barbarian level +
14th Immortal Will your Constitution modifier.
Alternatively, you may expend a use of your rage when
Immortal Mind subjected to an Effect that would kill you outright, such as
At 3rd level, your focused discipline has reinforced your mind power word: kill, disintegrate, or massive damage. If you do,
against internal assault. You have resistance to psychic you instead drop to 1 hit point and are not killed.
damage.
In addition, you may concentrate on psionic abilities while Psionic Talents
raging, and you have advantage on Constitution saving Path of the Immortal Barbarians learn the verve psionic
throws you make to maintain your concentration when you talent, as well as the following psionic powers that augment
take damage. verve. Some of these augments have been altered for
Immortal Body
balances purposes.
Starting when you choose this path at 3rd level, your body Verve
has achieved a heightened state through focused meditation. psychometabolism cantrip
Your psionics sustain you so that you suffer none of the
drawbacks of old age, and you can't be aged magically. Casting Time: 1 action
In addition, you learn the verve psionic talent, as well as Range: Self
the acclimatize augment, which you can use a number of Components: A, O
times equal to half your barbarian level per long rest. Duration: Focus
You also learn your choice of either the ablative hide, body When you cast this spell, you are energized and briefly glow
adjustment, or quick burst augments, which you can use a as you intone a low hum that reverberates through your body.
number of times equal to your proficiency bonus per short or Until your focus ends, you don’t need to eat, breathe, or
long rest. You can change which of these augments you know sleep. To gain the benefits of a long rest, you can spend 8
each time you finish a long rest, provided you spend at least 1 hours engaged in light activity.
hour meditating during your rest.
At 5th level, you learn the energy adaptation augment, and Acclimatize
at 9th level, you learn the assimilate augment. You can use 1st-level psychometabolism
these augments once per long rest each.
At 11th level you learn the body rejuvenation augment, at Augmenting: verve
13th level you learn the suspend life augment, at 15th level Psi Point Cost: n/a
you learn the fusion augment, and at 17th level you learn the Manifesting Time: 1 action
impervious self augment. After using one of these augments, Range: Self
you cannot use any of them again until you finish a long rest. Components: A
At 19th level, the number of these augments you can use per Duration: 1 hour
long rest increases to two, although you may not use the You ignore the effects of high altitude, aquatic pressure, and
same augment more than once. extreme heat or cold (but not cold or fire damage) for the
Your psionic ability modifier for these augments is duration.
Constitution.
Ablative Hide Intensify. When manifesting this augment, you can choose
1st-level psychometabolism to take psychic damage equal to your barbarian level. This
damage cannot be reduced in any way. If you take this
Augmenting: verve damage, you manifest the augment as a 5th-level power, and
Psi Point Cost: n/a you instead gain immunity to cold, fire, lightning, or thunder
Manifesting Time: 1 reaction damage (your choice) for the duration.
Range: Self
Components: O Assimilate
Duration: Instantaneous 5th-level psychometabolism
When you are hit by an attack, you can instantly transmogrify Augmenting: verve
the outer layer of your skin into a dense metamaterial that Psi Point Cost: n/a
absorbs the impact before flaking away. You gain a +2 bonus Manifesting Time: 1 action
to AC until the start of your next turn. This bonus applies Range: Touch
against the triggering attack. Components: O
Intensify. When you manifest this augment, you may Duration: Instantaneous
choose to take psychic damage, which cannot be reduced in You touch a creature and assimilate their life force and
any way. The bonus to AC increases by 1 for every 2 points of
damage you take in this way. matter into your body. The target must make a Constitution
saving throw. On a failed save, the target takes 7d6 + 20 force
Body Adjustment damage, or half as much on a successful one, and you gain
1st-level psychometabolism temporary hit points equal to half the damage dealt. If this
damage reduces the target to 0 hit points, the target is
Augmenting: verve completely assimilated.
Psi Point Cost: n/a A completely assimilated creature dies and its entire body,
Manifesting Time: 1 action including everything it is wearing and carrying, except magic
Range: Self items, is broken down and absorbed entirely into your body.
Components: A, O The creature can be restored to life only by means of true
Duration: Instantaneous resurrection, reality revision, or similar magic.
You send a reverberating surge of vitalizing energy When you completely assimilate a creature, your hit point
throughout your body. You regain a number of hit points maximum increases by 2 for every hit die the target creature
equal to 5 + your psionic ability modifier + half your possessed. Additionally, you gain a semblance of the
barbarian level (rounded down). creature’s form, granting you advantage on ability checks to
impersonate it. Both of these effects last until you finish a
Quick Burst long rest.
1st-level psychometabolism This power has no effect on undead or constructs.
Augmenting: verve Body Rejuvination
Psi Point Cost: n/a 6th-level psychometabolism
Manifesting Time: 1 bonus action
Range: Self Augmenting: verve
Components: O Psi Point Cost: n/a
Duration: Instantaneous Manifesting Time: 1 action
Range: Self
You rapidly but briefly increase your mobility and reflexes. Components: A, O
Until the end of your current turn, your movement speed Duration: 1 minute
increases by 10 feet, and you don’t provoke opportunity
attacks. You induce a supernaturally effective healing state in your
body. You regain 20 hit points. For the duration of the power,
Energy Adaptation you regain 1 hit point at the start of each of your turns (10 hit
3rd-level psychometabolism points for 1 minute).
Your severed body members (fingers, legs, tails, and so on),
Augmenting: verve if any, are restored after the effect ends. If you have the
Psi Point Cost: n/a severed part and hold it to the stump, the power instantly
Manifesting Time: 1 bonus action causes the limb to knit to the stump.
Range: Self
Components:
Duration: Concentration, up to 1 hour
You gain resistance to cold, fire, lightning, or thunder damage
(your choice) for the duration.
Suspend Life The fused creature’s current and maximum hit point total
7th-level psychometabolism is equal to the sum of both creature’s respective hit point
totals. It has access to all racial and class features of both
Augmenting: verve creatures (including proficiencies, spell slots available, psi
Psi Point Cost: n/a point reserves, spells prepared, cantrips, spells and augments
Manifesting Time: 1 minute known, etc.). The fused creature uses the higher of either
Range: Self creature’s bonuses for any given attack roll, ability check, or
Components: A saving throw, and has the higher of either creature’s score in
Duration: Until dispelled or dismissed every ability score.
You descend into a meditative trance so deep your body When the fused creature comes into being, you decide
enters suspended animation. While in this trance you are what equipment you and the other creature are wearing is
paralyzed, but are resistant to all damage and immune to subsumed into the fused creature’s form, and what
poison and disease (although a poison or disease already in equipment remains usable. The fused creature has a regular
your system is suspended, not neutralized), and you cease to humanoid body plan, so it can only accommodate as much
age. Additionally, while you meditate, divination and gear as a normal humanoid could (one set of armor, two
clairsentience effects do not recognize that you exist, and are hands to hold or wield items, etc.)
unable to target you. When the power ends, the fused creature separates back
For the duration of this power, you are aware of your into you and the original creature you touched. The other
surroundings, but perceive time differently. Events rapidly creature appears in an unoccupied space adjacent to yours. If
progress around you, such that every actual year passing no unoccupied space is available, the creature is immediately
feels like a day to you. This makes it next to impossible to shunted to the nearest space that it can occupy and takes
communicate with you, even telepathically, without force damage equal to twice the number of feet it is moved.
extraordinary measures. When you and the original creature separate, you share the
If you attempt to rouse yourself from your mediation and amount of damage inflicted to the fused being between you,
dismiss this power, it takes you 1 minute to do so. If you have as well as expended resources, such as psi points spent or
taken damage, you can attempt to instantly rouse yourself by spell slots used (subtracting evenly from both creatures if
making a Constitution saving throw against your own power they share the same resources, or completely from one
save DC. On a success, you dismiss this power at the end of creature if it is the only one with such a resource).
your next turn after having taken damage. If a fused creature is killed, it separates back into you and
If your verve talent is dispelled, you rouse instantly but are the original creature, both of whom are at 0 hit points, but
dazed until the end of your next turn. While dazed, you have alive and stable.
disadvantage on all attack rolls, ability checks, and Strength
and Dexterity saving throws, and your speed is halved. Impervious Self
9th-level psychometabolism
Fusion Augmenting: verve
8th-level psychometabolism Psi Point Cost: n/a
Augmenting: verve Manifesting Time: 1 reaction
Psi Point Cost: n/a Range: Self
Manifesting Time: 1 action Components: A, O
Range: Touch Duration: 1 round
Components: A, O You instantly affix the perfect version of yourself in your mind
Duration: 1 minute and deny all deviations from that self. You may manifest this
You and one willing Medium or smaller humanoid you touch power in response to any action, and it manifests quickly
fuse together into one creature (you cannot fuse with an enough to apply its effects to you before the triggering action.
already fused creature). The fused creature is a Medium When you manifest this power, your hit point total returns to
humanoid that replaces you in your space. It has two actions its maximum. Additionally, until the end of your next turn, you
each round, but one action can only involve purely mental are immune to all damage, conditions, and effects other
activity, such as casting a spell with no components or creatures try to inflict or impose upon you.
manifesting a psionic power. You control all of the fused
creature’s actions, but you can relinquish control to the other
creature comprising the fused being at any time without
using an action. If you relinquish control of the fused being,
you cannot regain it until the other creature relinquishes it
back to you.

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