Base Class: Barbarian
Every once in a long while, a person is born touched with the dark essence of death and murder. Men and women who live further out in the deep wilderness are especially susceptible where the mundane trivialities of city life have not quashed the spirits of the dead.
These “barbarians” are known to lose themselves in a possessed rage and take on new darker personalities of the spirit of death, the great leveler. Their prowess in battle is unmatched but as they are no longer able to discern friend from foe, their savagery knows no bounds.
Possession
At 3rd level, When you rage, the spirit of death possesses you. Your posture, voice, body language and even your name changes to the name given to this spirit. When you rage add your rage bonus to your attack rolls. While raging if you deal damage with a strength based melee weapon attack you may double the rage bonus damage. You lose all ties to your former self for the duration of the rage and you can no longer tell friend from foe.
When you wish to end your rage, you must succeed on a DC 20 Wisdom check at the end of your turn, otherwise your rage ends if you have not attacked any enemies for a number of turns equal to your Con. modifier. If you are forced out of your rage in this manner you suffer one level of exhaustion.
Life Without Rage
At 6th level you have learned that reliance of rage can be a dangerous gamble and have spent your time honing your keen senses and your physical prowess.
Your hit point maximum increases by 6 and increases by 1 again whenever you gain a level in this class. You gain double proficiency in one of the following skills of your choice: Animal Handling, Athletics, Intimidation, Nature, Perception or survival. When you rest, you can choose to sleep more deeply. During a long rest you may remove two levels of exhaustion once per day. It takes and additional turn to rouse from deep sleep.
Commune With the Dead
At 10th level you can cast the commune spell once per long rest, but only as a ritual. When you do so spirits of the local area will come to answer your questions instead of a deity. An offering of alcohol worth 25gp is required. The summoned spirits respond more favorable to higher quality drink.
The answers given by the spirits may be longer than yes or no and they always speak truthfully. But as local spirits they are not omniscient and are not required to be clear in the meaning of their answers. The DM may also decide that an area such as a city has driven local spirits away and there are none nearby to respond to your call.
Undying Endurance
At 14th level when you are reduced to 0hp and fail your Constitution saving throw for relentless endurance you may emmediately use a hit die to recover hit points and gain one level of exhaustion.