Barbarian
Base Class: Barbarian

For some barbarians, their rage is not unbridled fury- it may not even be tied to an emotion at all. When these barbarians rage, it is more of a trancelike, emotionless death march to complete their mission. Rumor has it that their chosen trinkets contain an evil spirit that eats their souls in exchange for power.

This subclass is a Quixotic-Dragon production.

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Rage Focus

Starting at 3rd level, you have an item that embodies your mission. This can be anything from a personal trinket to a militaristic reminder of your duty to anything in between. You gain the ability to cast Speak With Dead or Augury once per long rest. Additionally, if this focus is damaged or stolen, you gain one rage that you may use without expending a use of rage to regain it. However, if it is destroyed or unrecoverable, you lose the ability to rage until you have found a new focus. Whether it is permanently gone, or just temporarily, you cannot cast Speak with Dead or Augury until you get it back or find a new one.

Mission Accepted

Starting at 3rd level, there are some changes to your rage. You have the following features.

  • You must declare a specific goal or "mission" before entering a rage. Otherwise you must make a Wisdom saving throw (DC 15). If you succeed, you rage as normal, and you can end it when you choose to, but if you fail, you act as if under the effects of the Crown of Madness spell, and you rage for the full minute while under these effects, you are incapacitated or fulfill the rage-ending requirements below.
  • Your rage no longer ends early if you fail to attack or be attacked. Instead, it ends early if your mission is completed or you are ordered to stop by someone you consider to be your commanding officer. This is usually another party member, and is often either someone your character has personal ties with or the person with the highest Persuasion skill bonus in the group, but it's ultimately your choice.
  • When you take this feature, you pick one ranged weapon that you are proficient in. Your rage damage applies to this weapon, in addition to all melee weapons.

Undeterred

Starting at 6th level, while raging, you gain resistance to all types of damage except for psychic.

Ghostly Companion

Starting at 6th level, you know the Gust cantrip, and can cast the Unseen Servant spell once per short or long rest.

Malevolent Disturbance

Starting at 10th level, your spirit companion has become more powerful from absorbing your experiences in battle. While raging, you gain the ability to cast Dissonant Whispers and Hex once per rage each as a bonus action. When casting Hex, concentration is not required, but it ends when your rage ends.

By this point, your spirit companion has also become a bit troublesome. Retrieving any stored item from your gear requires a bonus action, unless it would normally take longer, and any item you drop lands 10 feet away from you in a random direction.

Vengeful Spy

Starting at 10th level, you gain the ability to call upon your ghostly companion to harass your foes. As a bonus action, you can spend one rage to magically manifest your spirit follower and have it target one creature you can see within 120 feet of you. The hound uses the Spy's statistics, with the following changes:

  • The spy is incorporeal for purposes of being hit, and has a hover speed equal to its movement.
  •  It appears with a number of temporary hit points equal to half your barbarian level.
  • It can move through other creatures and objects as if they were difficult terrain. The spy takes 5 force damage if it ends its turn inside an object.
  • At the start of its turn, the spy automatically knows its target's location. If the target was hidden, it is no longer hidden from the spy.
  • You have a telepathic connection to the spy. It can freely share information that it acquires with you over any distance, but it is still a trickster, so there may be some harmless tricks or white lies.

The spy appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the spy. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The spy can make opportunity attacks, but only against its target. The spy disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Hell March

Starting at 14th level, once per long rest, while raging, you can go into a Hell March, becoming a supernatural machine of war. While Hell marching, you gain the following traits:

  • You are immune to fire damage, and are enveloped in blue ghostly fire. Any creature who ends its turn within 5 feet of you takes 1d4 necrotic damage.
  • You cannot use your Vengeful Spy or Malevolent Disturbance features, as the spirit that performs them is fueling your supernatural rage.
  • You gain temporary HP equal to your level. This HP disappears after your rage ends.
  • You deal double damage to objects, constructs, and structures.

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