Barbarian
Base Class: Barbarian

The Path of Possession Barbarian explores a bond between a ghostly spirit and a barbarian. As the barbarian rages, he allows the spirit to posses himself granting him supernatural abilities. 

3rd: Jump Scare

When you enter your rage, the spirit inhabiting you forces a creature you choose within 30 feet of you to make a wisdom save or be paralyzed until the end of their next turn. The saving throw is equal to 8 + your constitution modifier + your proficiency bonus.

3rd: Spirit Companion

The spirit that accompanies you grants you unearthly power. You gain the following bonuses:

  • Advantage on all intimidation checks
  • You can ask corpses two questions following the rules of the Speak With Dead spell. You can use this feature an amount of times equal to your proficiency bonus per long rest.

6th: Supernatural Rage

While raging, you gain the following additional benefits:

  • You can choose to make your weapon attacks deal force damage instead of the usual damage
  • Once per turn you can push a creature 15 feet away from you when you hit it with a weapon attack
  • You gain a special attack in which you hurl a sphere of supernatural energy. The attack uses your strength modifier for attack and damage rolls, deals 1d8 force damage, and has a range of 60 feet

10th: Haunt

While raging, you can choose to gain the benefits of the Blink spell. When you reappear on the material plane from the ethereal plane, you can choose to jump scare a creature within 10 feet as a bonus action if it is the first thing you do on your turn.

14th: Possess

You can choose to possess a creature who is paralyzed. As a bonus action, you can choose to end the rage on yourself and transfer your spirit to the paralyzed creature. The target moves on its turn, but it is controlled by you. It gains the benefits of your rage while your spirit inhabits it, however it cannot cast spells while possessed. The creature gains temporary hit points equal to 3 times your barbarian level. When the creature loses all its temporary hit points, the creature regains control of its body. The creature can make a wisdom save at the end of each of its turns to regain control of its body. If you choose to rage again, you do not gain the benefits of Jump Scare, Supernatural rage, or Haunt unless you choose to end the possession on the possessed target in which the spirit returns to your body.

You can only use this feature once per rest.

Previous Versions

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