Base Class: Barbarian
The ancient spirits of your clan are revered for their battle prowess and fearless ferocity. They knew ne fear in their lives and for that, they have been granted every pleasure in the Life to Come. These mighty spirits have noticed you. They see great potential within you but must first see if you are worthy to join their ranks in the Life to Come. They send the spirit of a great warrior to magically inhabit your weapon, to aid you in battle and to test your strength.
Hurl Weapon
Starting at 3rd level, when you follow this path, the spirit within your weapon makes it lighter and easier to throw. While raging, you can use your action to hurl your weapon in a straight line at your foes as a ranged attack. The range of the attack is 30/50 but it counts as a melee attack and deals its damage as though it were a melee attack. This ability is restricted to martial weapons that have both the heavy and two handed properties. Should the attack miss its intended target, the weapon continues on its trajectory until one or more of the following occurs:
- If it would hit a solid surface, it becomes lodged inside it. If any being wished to remove the weapon from where it is lodged, they must make an Athletics check against your Strength ability score to do so.
- If it would hit you or another being, it makes a melee attack against that being.
- If it would hit nothing, it continues until its range depletes then falls to the ground.
Summon Spiritblade
At 3rd level, when you follow this path, you can call your weapon to your hand if it is out of your reach. As a bonus action, you can summon your weapon back to you. If you do, your weapon performs the Hurl Weapon ability from wherever it may be in a straight line towards you. It breaks through any solid surface along its path and it makes a melee attack against any being caught in its trajectory. When the weapon reaches you, you must succeed a Strength saving throw DC 12 to catch it. On a fail, the weapon makes a melee attack against you before lodging itself into the ground 10 feet away from you.
Prove Your Worth
Starting at 3rd level, when you follow this path, the spirit in your weapon will goad you into proving your strength. Whenever you make a successful Athletics check, Intimidation check, Strength or Constitution saving throw, the spirit in your weapon grants you savagery dice, which are d12. These dice can be added to any attack roll, damage roll, saving throw or hit point restoration roll. They cannot be recovered until you complete another successful Athletics check, Intimidation check, Strength or Constitution saving throw.
You begin with 1 savagery at level 3 and gain 1 additional dice at levels 10 and 14.
Living Weapon
Starting at 6th level, your weapon can perform special maneuvers when you throw it or summon it back. Your Hurl Weapon and Summon Spiritblade abilities gain access to two of your choice of the following combat maneuvers. You can pick two additional maneuvers at level 10 and at level 14.
Blade Whirlwind
When you hit a creature with a Hurl Weapon or Summon Spiritblade attack, you can expend one savagery die to attempt to damage another creature with the same attack. Choose another creature within 10 feet of the original target. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Crushing Blow
When you hit a creature with a Hurl Weapon or Summon Spiritblade attack, you can expend one savagery die to attempt to knock the target prone and trap it under your weapon's weight. You add the savagery die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, the target is knocked proneand the weapon pins it down. At the start of the target's turn, they must make another Strength saving throw to escape the weapon's weight or suffer 1d6 bludgeoning damage on a failed save.
Distant Blade
When you make a Hurl Weapon attack, you can expend one savagery die to add your movement to your Hurl Weapon range. You add the savagery die to the attack's hit roll and increase the range of your Hurl Weapon attack by your remaining movement.
Iron Bullrush
When you hit a creature with a Hurl Weapon attack, you can expend one savagery die to attempt to drive the target back. You add the savagery die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw against your Strength. On a failed save, you push the target up to 15 feet back in line with the weapon's trajectory. Should the target be pushed into a solid surface or being, it takes an additional 1d6 bludgeoning damage.
Primal Taunt
When you use your Summon Spiritblade ability, you can expend one savagery die to taunt your weapon as you summon it. If you do, add the savagery die roll to any attacks it makes on its way back to you including those it makes against you. These attacks are made with Advantage.
Screaming Steel
When you hit a creature with a Hurl Weapon or Summon Spiritblade attack, you can expend one savagery die to attempt to frighten the target. You add the savagery die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Spiritborne Leap
When you make a Hurl Weapon attack, you can expend one savagery die to travel with the weapon as you throw it. You add the savagery die to the attack's damage roll and travel with your weapon until it hits a target or a solid surface. Opportunity attacks made against you as you travel this way are done at Disadvantage.
Awaken the Spirit
At 10th level, the spirit in your weapon becomes eager to join the fight. You can use your Hurl Weapon action to a specific point to summon the spirit in your weapon at the location it lands. You roll initiative for it when it is summoned.

Worthy of the Ancients
At 14th level, the ancient spirits have deemed you worthy. The following changes happen to your abilities:
Hurl Weapon - Your hurled weapon no longer gets lodged in a solid surface or damages you or nearby friendly being. If it would hit nothing at the end of its range, the weapon returns to your hand instantly.
Summon Spiritblade - When you summon your weapon back to your hand, it returns instantly, without causing a Strength saving throw.
Awaken the Spirit - When you summon the spirit, it will only attack your enemies. It no longer uses your weapon to attack but instead creates a spectral version of it that has the same properties as a natural version of your weapon would have, except the weapon is magical and deals radiant damage. Your weapon can return to your hand as a bonus action after you summon the spirit. If an enemy slays the spirit, you may restore 6d12 of your hit points.
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