Barbarian
Base Class: Barbarian

The Path of the Fractured Soul is taken by Barbarians that are cursed with, possessed by, or willingly share their body with a spiritual entity. Barbarians of this path find that when they rage and unleash powerful emotions, the entity within is also unleashed and aids them in battle to ensure their success and survival.

Ghostly Shackles

At 3rd level, while you are raging, the spirit that shares your body surrounds you ready to aid you in the battle ahead. When you hit a creature with an attack on your turn, you can bind the creature to you with a ghostly shackle if you so choose. If you attack recklessly you can apply two shackles instead of one with the same attack. A maximum of two shackles can exist at any given time, whether on one creature or two. A creature with one shackle has disadvantage on all attack rolls that are not against you, and a creature with two shackles deals half damage on successful attack rolls that are not against you in addition to disadvantage. You can choose to shackle a new creature when two shackles already exist, however existing shackles will disappear from creatures already shackled as required. If you end your turn without attacking at least one shackled creature, all shackles disappear. Shackles also disappear if you are no longer raging, or if a shackled creature is more than 60ft away from you at the end of its turn.

Menacing Aura

Beginning at 6th level, the spirit radiates a menacing aura 15ft around you. When you make an Intimidation check on a target within this aura, you can treat a d20 roll of 9 or lower as a 10. Additionally, you are immune to the frightened condition when the source of your fear is within this aura.

Soul Heave

At 10th level, your bond with the spirit strengthens further giving the ability to manipulate shackled creatures. If a shackled creature within 30ft of you tries to move, you can use your reaction to try pull the creature toward you as long as that creature is no more than two size categories larger than you. Roll an athletics check contested by the creatures athletics check. If you win the contest, the creature is pulled within 5ft of you and its speed becomes 0 until the start of its next turn. If the creature is bound by two shackles, it has disadvantage on the athletics contest.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Grasping Spirits

At 14th level, while raging, the spirit calls out to other spirits nearby to aid you. Within your menacing aura, creatures of you choice are hindered by difficult terrain as ghostly hands grasp at them from below.

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