Barbarian
Base Class: Barbarian

Some tribes of warriors believe that if a warrior dies not in battle, their spirit cannot rest. An unexpected ambush, an unjust slaughter, or some other tragedy befell a group of people close to you sometime in the past. This great injustice prevented their spirits from resting, and you now call them to your aid during battle. These spirits could be a platoon you were a part of, a group of your ancestors, or even your own immediate family. Whatever the case, they were taken from life too soon, and you now fight to honor them.

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Spectral Protection

Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.

Phantom Guard

Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and you or another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. You can use this feature a number of times equal half your level in the barbarian class rounded down (minimum of 1), and you regain all uses on a short or long rest.

When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at level 10 and by 4d6 at 14th level.

Grave Augury

At 10th level, you gain the ability to consult with your fallen warrior spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your fallen warriors to the chosen location. Wisdom is your spellcasting ability for these spells.

You may use this feature a number of times equal to your Constitution modifier. You regain all expended uses when you finish a short or long rest.

Avenging Phantoms

At 14th level, your fallen warrior spirits grow powerful enough to retaliate. When you use your Phantom Guard to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Phantom Guard prevents.

Onslaught of Spirits

At 14th level, as an action on your turn while you are raging, you may expend 1-5 uses of your rage to call upon your fallen warriors to assault one creature you can see within 60 feet of you. This range extends by 10 feet for each use expended. The creature must make a Strength saving throw (DC = 8 + your proficiency + your Constitution modifier). On a failure, the target is restrained until the end of your next turn and takes 2d12 force damage for each use of your rage you expended. On a success, they take half damage and are not restrained.

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