Barbarian
Base Class: Barbarian

Barbarians who follow the path of the spectre learn to channel the incorporeal forces of the realms of spirits into their Rage. Spectre Barbarians become living spirits, phasing in and out of tangibility with the ebbs and flows of their fury.

Level 3: Phantom Step

When you choose this path at 3rd level, you can move through enemies space unhindered, regardless of size. When you do so, the enemy will take cold damage equal to your Constitution modifier, as your ghostly form chills them. You cannot end your turn within the space of another creature, and if you are stopped while moving, you will be ejected 5 ft out of the space in a random direction.

Level 3: Swirling Spirits

At level 3, spirits around you become infused with the force of your anger. When a creature you can see falls to 0 hit points, you can use your reaction to cause the space around them to become infused with chilling ghostly energy. All creatures within 10ft of them must succeed on a Constitution saving throw or take 2d6 cold damage. If you drop a creature to 0 hit points you do not need to use your reaction for this ability. 

You can use this ability a number of times per day equal to your proficiency bonus.

The damage increases to 2d10 at 10th level

Level 6: Pull of the Afterlife

Beginning at level 6, you can transform our body into a gateway to the plane of ghosts, attracting the spirits of your opponents. As a bonus action, choose a number of creatures within 60ft of your equal to your Constitution modifier. Target creatures must make a Wisdom saving throw (DC = 8+ STR+ Proficiency). On a failed save, the target will take 2d6 cold damage and on their next turn must use their movement to move towards you. Creatures who pass the save take half damage. 

 

You can’t use this bonus action again until you complete and long or short rest. 

Level 10: Chilling Aspect

Upon reaching 10th level, you gain the ability to imbue your image with pure fear, similar to a ghost. When you use the Attack action on your turn against a creature that can see you, you can forgo the 2nd attack to instead reveal your spectral appearance to them. The target must succeed on a Wisdom saving throw or become frightened by you for the next minute. Additionally, if the target fails the save by 5 or more, they will also magically age 1d4 times 10 years. The creature can remake the wisdom save at the end of each of their turns to end the Frightened condition, but the aging effect can only be fixed by a Spell equal to or greater then Greater Restoration. 

Level 14: Ephemeral Form

At 14th level, your body becomes more ghostly when you fight, protecting you against certain effects. When you Rage you become immune to non-magical Bludgeoning, Piercing, and Slashing damage. Additionally, you gain resistance to Cold and Necrotic damage.

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