Barbarian
Base Class: Barbarian

Those who are possessed carry one spirit, the spirit can be good, evil, or neutral, though most of these spirits are evil. Almost all of the possessed have no clue they are this way and end up in precarious situations because of it and everyone experiences it in different ways, whether it be a deep sleep, or a blackout drunken state when the spirit comes out. Very few learn to live with their spirit or even control it but those who do wield great power.

The Darkness Within

At 3rd level when you rage, spirits takes over your body and your rage is no longer your anger but the spirits. Because of this, you are now immune to the charm and fright status effects when raging. The spirit possessing your body will also cause physical changes whether it is marks or a change in eye color (Skin turns dark blue to purple).
Each turn as you rage you can designate any number of creatures you can see within 10ft of you to be affected by your spirits. An affected creature’s speed is halted in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw DC equal to 8 + Proficiency + Constitution Modifier. On a failed save, the creature takes damage equal to half your level in d6 psychic damage (for example a character with 10 levels of this subclass would do 5d6 psychic damage). On a successful save, the creature takes half as much damage and regains it's movement.

Insatiable Fury

At 6th level, your spirit is bonded to your weapon as an action you can summon it to your hand and imbue it with darkness, giving it the throw property for one minute you can throw your weapon of choice 30ft. You can also add an extra 1d4 physic damage to your attack roll. As your weapon is enveloped in energy it radiates 10ft of dim light. This ability can be activated two times a day after which it cannot be activated until you complete a long rest.

Growing Evil

At 10th level, You start to finally start to match your spirit’s power, all be it just a little allowing you to use a fraction of its power. As a bonus action you gain 30 ft of true sight and gain the ability to attack with a bolt of darkness with 60 ft of range dealing 2d10 psychic damage on a hit. When you activate and as a bonus action you can make an attack with the bolt. It lasts for 1 min. Once you have used this ability twice you cannot use it until you take a long rest.

Rage Unchained

At 14th level, You allow the spirit inside to empower you with mighty, ephemeral magic, bursting out out. Each creature within 30 feet of you takes 5d10 psychic damage. Your spirit agrees to both defend you from external threats, and increase the speed of your swings when it counts. In rage, you gain +2 to your armor class, you are immune to the blinded and poisoned conditions, and you may use your bonus action to attack (one weapon attack only).

The Darkness Within

At 3rd level when you rage, spirits takes over your body and your rage is no longer your anger but the spirits. Because of this, you are now immune to the charm and fright status effects when raging. The spirit possessing your body will also cause physical changes whether it is marks or a change in eye color (Skin turns dark blue to purple).
Each turn as you rage you can designate any number of creatures you can see within 10ft of you to be affected by your spirits. An affected creature’s speed is halted in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw DC equal to 8 + Proficiency + Constitution Modifier. On a failed save, the creature takes damage equal to half your level in d6 psychic damage (for example a character with 10 levels of this subclass would do 5d6 psychic damage). On a successful save, the creature takes half as much damage and regains it's movement.

 

Insatiable Fury

At 6th level, your spirit is bonded to your weapon as an action you can summon it to your hand and imbue it with darkness, giving it the throw property for one minute you can throw your weapon of choice 30ft. You can also add an extra 1d4 physic damage to your attack roll. As your weapon is enveloped in energy it radiates 10ft of dim light. This ability can be activated two times a day after which it cannot be activated until you complete a long rest.

Growing Evil

At 10th level, You start to finally start to match your spirit’s power, all be it just a little allowing you to use a fraction of its power. As a bonus action you gain 30 ft of true sight and gain the ability to attack with a bolt of darkness with 60 ft of range dealing 2d10 psychic damage on a hit. When you activate and as a bonus action you can make an attack with the bolt. It lasts for 1 min. Once you have used this ability twice you cannot use it until you take a long rest.

Rage Unchained

At 14th level, You allow the spirit inside to empower you with mighty, ephemeral magic, bursting out out. Each creature within 30 feet of you takes 5d10 psychic damage. Your spirit agrees to both defend you from external threats, and increase the speed of your swings when it counts. In rage, you gain +2 to your armor class, you are immune to the blinded and poisoned conditions, and you may use your bonus action to attack (one weapon attack only).

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