Barbarian
Base Class: Barbarian

Barbarians that choose the Path of Fallen Souls have a unique window into the ethereal plane. They build strong connections with these lost spirits, serving as a living gateway for the spirits to temporarily return to the mortal world. A barbarian of this kind is never alone; They fight with the full might of a ghostly army.

Armament of Lost Kings

At 3rd level, when you begin to walk the Path of Fallen Souls, you become a beacon to the wandering spirits of fallen warriors, scholars, and lords that flit between the mortal realm and the great beyond. When you rage, the energy that you produce creates a bridge between the material plane and the ethereal.

When you fly into a rage, you may summon an ethereal ghost weapon to your hand. If you are not holding the weapon, it takes a bonus action to recall it. The weapon is a two-handed weapon with the Heavy property. You are proficient with the weapon while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

The weapon uses your Strength modifier for attack rolls and deals a base 2d6 force damage. You may choose the appearance of the weapon, but its appearance is purely aesthetic. The weapon turns to mist and dissipates once your rage ends.

Teachings of the Fallen

When you begin to follow the Path of Fallen Souls at 3rd level, the ghosts of people of all walks of life seem drawn to your presence, and they whisper their knowledge of the past to you in hopes to aid you. You gain Proficiency in History and have advantage on checks pertaining to historical figures that have passed away.

Revenant Assailant

Starting at 6th level, as your connection between the realms grows, spirit warriors have now begun to fight by your side. As an action, you hand over your Armament of Lost Kings to a powerful revenant that will fight at a point you can see within 30 feet of you.

The revenant has hit points equal to twice your barbarian level, adds your Proficiency bonus to all saving throw rolls, and has an armor class equal to 10 plus your Strength modifier. The revenant may be summoned a number of times equal to your Proficiency bonus per long rest.

As a bonus action, you may command the revenant to move up to 20 feet and make a melee weapon attack against a creature within 5 feet of it. You roll for this melee weapon attack as though the attack were coming from you, and the attack deals 1d8 force damage.

When you recall the Armament of Lost Kings to your hand, the revenant dissipates into a ghostly mist. If the revenant dies, the Armament of Lost Kings vanishes into ghostly mist, and you must summon it anew by entering a new rage.

Crown of Souls

At 10th level, you may cast away your Armament of Lost Kings and form it into a spectral crown of power. As an action, you may discard your Armament and place the crown upon your head. Until you recall your Armament of Lost Kings, you gain a +2 bonus to your AC, +15 movement speed, and advantage on Wisdom, Charisma, and Intelligence saves.

Army of Lost Kings

At 14th level, you command a legion of loyal spirit warriors that you may call on in times of need. You may plant your Armament of Lost Kings into the ground to open a bridge between the material plane and the ethereal, calling upon these spirits to return to the world of the living and fight alongside you.

As an action, you slam your Armament into the ground and produce a 30 foot radius area of silvery-blue light. Whenever a creature enters the area for the first time on a turn or starts its turn there, you may have that creature make a Wisdom saving throw (DC = 8 + your Proficiency bonus + your Constitution modifier), taking 5d8 force damage on a failure and half on a success. Creatures that fail this save also have their speed halved while in the area, as they become overwhelmed by spirit warriors.

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