Barbarian
Base Class: Barbarian

A barbarian following the Path of the Fallen carries a great burden. You have survived where others have not, and you are haunted by their memory. But these are not ghosts of regret; they are echoes of loyalty, of shared purpose, and of unfulfilled vengeance. Your rage is a conduit, a doorway through which the spirits of your fallen allies can manifest. They fight as one with you, their spectral fists and phantom blades adding to your assault, their ethereal whispers of encouragement a constant reminder that you do not fight alone.

You do not seek glory, but vengeance. You are not just a warrior, but a vessel for those who have fallen. Your rage is a tribute to them, a final battle cry to honor the memory of those who fell.

Level 3: Spirits of the Fallen

When you choose this path, you gain the ability to call upon the spirits of your fallen comrades. When you enter a rage, spectral forms of your fallen allies manifest around you. They cannot be targeted or harmed, but they aid you in combat.

  • Spectral Aegis: Once on each of your turns when you or an ally within 30 feet of you takes damage, you can use your reaction to have a spectral ally interpose itself, reducing the damage taken by an amount equal to your proficiency bonus + your Constitution modifier.

  • Echoing Protection: You gain a +1 bonus to your AC while you are raging. This bonus increases to +2 at 10th level and +3 at 18th level.

Level 6: Vengeful Manifestation

Your connection to the fallen deepens, allowing you to draw on their specific skills. When you enter a rage, you can choose one of the following benefits, which lasts for the duration of the rage:

Spirit of the Guardian

The spirit of a watchful ally aids you. As part of your rage when you choose this option, you can designate an ally you can see within 30 feet of you. Until the rage ends, any creature that attacks your designated ally has disadvantage on their attack rolls. As a bonus action on each of your turns, you can change the designated ally.

Spirit of the Martyr

A spectral healer appears, granting you temporary hit points equal to half your barbarian level at the start of each of your turns.

Spirit of the Skirmisher

A nimble spirit lends you its speed. While raging, your walking speed increases by 10 feet, and you don't provoke opportunity attacks when you move out of an enemy's reach.

Level 10: United Fury

The spirits of your fallen comrades are so intertwined with your own that they can empower an ally to strike with a shared fury. Once on each of your turns, when you hit a creature with a melee weapon attack, you can choose a willing creature you can see within 30 feet of you. The next time that creature hits the same enemy you hit, they deal an extra 1d10 force damage.

Level 14: The Final Stand

The spirits of the fallen rally for one last act of defiance. During your rage, you can use an action to unleash the full might of your fallen comrades. A swarm of spectral warriors, as defined by the stat block below, appears in an unoccupied space within 5 feet of you. The swarm's AC is equal to your Rage AC, and it rolls for initiative.

The swarm is under your control and acts immediately after you in the initiative order. You can use your bonus action to direct it to move and take the Attack action, a Dash action, or a Disengage action. The swarm is hostile to all creatures except you and your companions. The swarm lasts for the duration of your rage or until it is reduced to 0 hit points. Once you use this feature, you cannot use it again until you finish a long rest.

Swarm of Spectral Warriors

Huge swarm of spectral warriors, chaotic neutral

  • Armor Class 15 (your Rage AC)

  • Hit Points 100 (20d8)

  • Speed 40 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 3 (-4) 10 (+0) 10 (+0)
  • Damage Resistances acid, bludgeoning, cold, fire, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

  • Senses darkvision 60 ft., passive Perception 10

  • Languages Understands and can speak the languages you speak.

Incorporeal Movement. The swarm can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Vexing Swarm. If a hostile creature enters or ends its turn in the swarm's space, it takes 1d4 force damage.

Swarm. The swarm can occupy another creature's space and vice versa. The swarm can't regain hit points or gain temporary hit points.

Actions

Multiattack. The swarm makes two melee attacks.

Spectral Weapon. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 3 force damage.

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