Barbarian
Base Class: Barbarian

For some barbarians, their rage is induced by the being that possesses them. Whether it be a Devil, Ghost, or something else, The Path of Possession is a path covered in blood, pacts, and betrayals. As you enter your rage there is a chance that you go into a possessed rage where the being possessing you takes control. Entering this possessed rage protects you but may bring harm to others. 

The Possession

When you get possessed or you choose this path at 3rd level, you gain resistance to a type of damage related to the possessing creature between cold, fire, necrotic, or radiant. This is chosen by both you and your DM to determine which is most appropriate for the possession.

Abyssal Possession

This gives you resistance to necrotic damage.

Celestial Possession

This gives you resistance to radiant damage.

Demonic Possession

This option gives you resistance to fire damage.

Spiritual Possession

This grants you resistance to cold damage.

Sight of the Possessed

Starting when you choose this path, or when it is chosen for you, at 3rd level you gain Sight of the Possessed. This allows you to see normally in magical and nonmagical darkness out to a distance of 60 ft.

Possessing rage

Starting when you choose this path, whenever you rage, make a Wisdom save DC 5 or go into a possessed rage where the creature possessing you takes control. If you succeed on this roll, for the rest of your rage you deal an extra 1d4 damage of the type chosen by your possession.

Possessed Rage

Starting when this path is chosen at 3rd level, you can give in to the possessing rage (Willingly or by failing the wisdom saving throw in the Possessing Rage). When this happens, the creature that possesses the barbarian takes over offering additional protection for them. While in this rage you are resistant to all damage and if you wish to exit the rage you must make a Wisdom saving throw DC 20 or wait for the rage to end. When this rage ends you gain one level of exhaustion. 

Protected Mind

Beginning at 6th level the creature possessing you, to ensure its own continued grasp grants you immunity to the charmed and frightened conditions from other creatures.

Uniting Aura

Starting at 10th level, your possessor grants you the ability that when you take damage, you can use your reaction to turn [condition]invisible[/condion] and teleport 30 ft. to an unoccupied space you can see. You remain [condition]invisible[/condion] until the end of your next turn or until you attack or cast a spell. This feature can be used an amount equal to your proficiency bonus and resets on a long rest.

Experience Our Pain

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the planes native to you and the creature possessing you. The creature disappears and hurtles through these horrifying landscapes.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a creature of the same type possessing you, it takes 10d10 psychic damage as it reels from this terrifying experience.

Once you use this feature, you can’t use it again until you finish a long rest.

 

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