Base Class: Barbarian
You have become friends with spirits from people who have past on and you have learned how to call upon them to possess you and your body to aid you and your allies in your cause.
Spirit-Touched
Choosing this path gives you an inherent connection with the spirits of the dead. At 3rd level, when you adopt this path, you are aware of the presence, but not the location, of any undead creature within 60 feet of you. Additionally, you gain the ability to cast the Speak with Dead and Gentle Repose spells, but only as rituals.
Possession
Your barbarian rage is the result of a spirit entering your body and granting you its power. When you choose this path at 3rd level, you choose a spirit and gain its feature. You form a connection with a specific spirit you want to summon into your body by reaching out to them past the realm of the living and into the realm of the dead. This spirit can be anyone, but they must embody the quality of the spirit you wish to summon. For example, a spirit of protection might be a parent who died defending their children, or a general who died so their troops could escape.
If you wish, you can change in subtle ways to reflect the personality of the spirit that shares your body. For example, your posture, your voice, or your general demeanor may change depending on the spirit possessing your body.
You choose one spirit when gaining this feature at level 3, and gain an additional spirit at levels 6 and 14. You choose the spirit you wish to be possessed by each time you rage:
- Spirit of Ecstasy. While raging, your movement increases by 20 feet. Additionally, when you receive damage, you can use your reaction to move up to half your movement speed and make an attack. At tenth level, your speed instead increases by 30 feet.
- Spirit of Fury. Your rage damage doubles, and your weapon attacks score a critical hit on a roll of 19 or 20. At tenth level, your rage damage triples, and you score a critical hit on a roll of 18 to 20.
- Spirit of Protection. While raging, your DR increases by half your rage damage, rounding up. Additionally, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. At tenth level, your DR increases by your entire rage damage, and you only take half damage if you fail the saving throw.
- Spirit of Resolve. While raging, you can’t be put to sleep by magical means, you do not suffer the effects of exhaustion, and you are immune to the following conditions: charmed, paralyzed, frightened, exhausted, and stunned. At tenth level, you also cannot be the unwilling subject of any magical effect that would cause a condition while raging, and you cannot be petrified or poisoned while raging.
- Spirit of Sacrifice. While raging, if another creature you can see within 60 feet of you takes damage, you can use your reaction to take the damage instead. If you do so, the damage is doubled. At tenth level, the range extends to sight, and the target regains hit points equal to half the damage prevented.
- Spirit of Vengeance. While raging, if you have taken any damage during the previous round, you make all attacks with advantage. At tenth level, you also automatically hit on opportunity attacks, and can cast the spell Hunter’s Mark on any creature that does damage to you, no action required.
Spirit of Ectasy
While raging, your movement increases by 20 feet. Additionally, when you receive damage, you can use your reaction to move up to half your movement speed and make an attack. At tenth level, your speed instead increases by 30 feet.
Spirit of Fury
Your rage damage doubles, and your weapon attacks score a critical hit on a roll of 19 or 20. At tenth level, your rage damage triples, and you score a critical hit on a roll of 18 to 20.
Spirit of Protection
While raging, your Damage Reduction increases by half your rage damage, rounding up. Additionally, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. At tenth level, your DR increases by your entire rage damage, and you only take half damage if you fail the saving throw.
Spirit of Resolve
While raging, you can’t be put to sleep by magical means, you do not suffer the effects of exhaustion, and you are immune to the following conditions: charmed, paralyzed, frightened, exhausted, and stunned. At tenth level, you also cannot be the unwilling subject of any magical effect that would cause a condition while raging, and you cannot be petrified or poisoned while raging.
Spirit of Sacrifice
While raging, if another creature you can see within 60 feet of you takes damage, you can use your reaction to take the damage instead. If you do so, the damage is doubled. At tenth level, the range extends to sight, and the target regains hit points equal to half the damage prevented.
Spirit of Vengeance
While raging, if you have taken any damage during the previous round, you make all attacks with advantage. At tenth level, you also automatically hit on opportunity attacks, and can cast the spell Hunter’s Mark on any creature that does damage to you, no action required.
Death Savant
At 6th level, your mastery over the domain of death grows, blurring the line between the realms of the living and the dead. You have resistance to necrotic damage, you cannot succumb to instant death by massive damage, and you only suffer one death saving throw failure when taking damage at 0 hit points, regardless of whether the damage taken is from a critical hit. You also can use your action to kill any creature making death saving throws that you can see, and can tell if a creature is dead.
Spiritual Host
At 10th level, your body has become a perfect vessel for spiritual possession. When you enter rage, you now choose two spirits to possess you at the same time, and each spirit becomes more potent.
Spirit of Ecstasy
While raging, your movement increases by 20 feet. Additionally, when you receive damage, you can use your reaction to move up to half your movement speed and make an attack. At tenth level, your speed instead increases by 30 feet.
Spirit of Fury
- Your rage damage doubles, and your weapon attacks score a critical hit on a roll of 19 or 20. At tenth level, your rage damage triples, and you score a critical hit on a roll of 18 to 20.
Spirit of Protection
While raging, your DR increases by half your rage damage, rounding up. Additionally, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. At tenth level, your DR increases by your entire rage damage, and you only take half damage if you fail the saving throw.
Spirit of Resolve
While raging, you can’t be put to sleep by magical means, you do not suffer the effects of exhaustion, and you are immune to the following conditions: charmed, paralyzed, frightened, exhausted, and stunned. At tenth level, you also cannot be the unwilling subject of any magical effect that would cause a condition while raging, and you cannot be petrified or poisoned while raging.
Spirit of Sacrifice
- While raging, if another creature you can see within 60 feet of you takes damage, you can use your reaction to take the damage instead. If you do so, the damage is doubled. At tenth level, the range extends to sight, and the target regains hit points equal to half the damage prevented.
Spirit of Vengeance
- While raging, if you have taken any damage during the previous round, you make all attacks with advantage. At tenth level, you also automatically hit on opportunity attacks, and can cast the spell Hunter’s Mark on any creature that does damage to you, no action required.
Spirit Catalyst
At 14th level, your mastery over possession grows so powerful that you can use spirits’ strength to enhance others. When you enter rage, choose another willing creature that you can see within 30 feet of you. Until your rage ends, that chosen creature now benefits from the bonuses granted from the spirit you have chosen that isn’t currently possessing you. They do not gain the 10th level effect unless they are a 10th level barbarian of this Path. The chosen creature is not considered to be raging while enjoying the effects of the possession.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended
uses when you finish a long rest.
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