Path of the Mindeater
The Barbarians of the mindeaters are a rare and seclusive sect that are typically found deep in the lost and forgotten bowels of Hallowspire. Within the lands gnarled trees and roots these Barbarians thrive off of psychically consuming the minds of those around them. Most are driven made by the process, but a select few learn to stave off the whispers of idle thoughts and dreams, able to harness their powers to fend off the non-combatants of their tribes. Far from civilisation, it’s through quiet conversations with various smarter beasts found across the root that these awakened warriors keep themselves sane, for they can never truly rest. Danger lies in the depths of the mind.
Level 3: Mind Sense
You can speak telepathically to any creature you can see within 30 feet of yourself, establishing a connection between you and the target. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Creatures may respond to you telepathically until you speak to a different creature, or sever the connection (no action required).
Level 3: Cerebral Fury
Your Rage causes illusory figments of hunger to manifest around you. They might appear as floating tentacles or illusory jaws of wicked teeth. When you enter your Rage a number of Maws appear around you equal to your Rage damage bonus. On each of your turns while your Rage is active the first creature you hit with a weapon or an Unarmed Strike takes 1 extra Psychic damage for each Maw you have active. You can instead increase this extra damage to 1d8 for each Maw. If you do, you expend all of your active Maws immediately after the attack.
As a Bonus action while your Rage persists you can regain a number of expended Maws equal to your Rage damage bonus (rounded up). You can never have a number of active Maws greater than double your Rage damage bonus.
Additionally, whenever you take damage you may take a Reaction to expend any number of Maws you have active, and reduce the damage you take by your Rage damage bonus plus a number of d4s equal to the number of Maws you expend. When you reduce Psychic damage using this feature, you can take the maximum value of each dice rather than rolling.
All active Maws vanish when your Rage ends.
Level 6: Intelligent Hunger
You have Advantage on Intelligence saving throws unless you have the Incapacitated condition and, while you are Raging, you gain Resistance to Psychic damage.
Additionally, when you expend Maws to increase the damage you deal, if you are below half of your Hit Point maximum, you regain 1d4 Hit Points for each Maw expended. This feature can restore you to no more than half of your Hit Point maximum.
Level 10: Sense Desire
The distance of your telepathy increases to 60 feet, and the target understands the meaning of your words regardless of the language used, and you understand it’s response as long as it can understand any one language.
Additionally, as a Magic action, you can force a creature you can see within 60 feet of you to make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). Creatures immune to having their thoughts be read automatically succeed this saving throw. On a failure, you learn the targets greatest desires, and gain Advantage on Charisma checks that you make against it for 1 hour. Knowledge gleamed by this feature may not be exact, instead presented as a sensory experience or a mental image of the desire. For example, learning the desire of a creature that wishes to be king may grant you the sensation of being tugged towards the direction of the castle and a mental image of the throne. Ultimately what you learn is up to the DM.
A creature that succeeds their saving throw against this effect become immune to this feature for 24 hours.
Once you use successfully this feature, you can’t use it again until you finish a Long Rest.
Level 14: Devour
Once per active Rage, when you expend Maws to increase the damage you deal, you can empower your swarm and have it attempt to devour the target. Immediately after the attack, the target must make an Intelligence saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failure it takes 1d8+1 Psychic damage for each Maw you expended as part of the attack, or half as much on a success. If this damage kills the creature, you regain Hit Points equal to your twice Barbarian level, and the corpse is consumed. This feature can restore you to no more than half of your Hit Point maximum.
