Barbarian
Base Class: Barbarian

A Barbarian of the Path of the Hungered Soul are unlike any other, for they do not have any anger or rage remaining in their husk of a body, instead their filled with hunger; and souls is the only temporary solution. No longer alive, these Barbarians are just ghosts who learned to control their own soul through the mysteries of death, and has possessed their own body. Undying, ever hungry and determined, do never underestimate the power of a Hungered Soul.

Husk

Starting when you choose this path at 3rd level, you are considered as both a humanoid, but also as an undead. You do no longer need to drink, eat, or breathe.

Whenever you go into a Hunger (the term used for a Barbarians ''Rage''  when they are a Hungered Soul Barbarian), you are immune to the frightened condition. Whenever you hit a creature with a melee attack, a visage of your true self strikes them, and they must make a Wisdom saving throw against your Hunger DC, if you want them to. If they fail, they become frightened for you for 1 minute, and they must use every one of their turns to get as far away from you as possible, by using the Dash action. If they have no where to go, or if where they could go would induce danger, they would stand still and use the Dodge action. While you are in their line of sight, they gain disadvantage on Perception and Investigation checks, but also on all attack rolls. They can make an additional save at the end of each of their turns.

Hunger DC = 8 + your proficiency modifier + your Wisdom modifier.

Soul's Appetite

Beginning at 6th level, you can choose to change all damage you do, out with Necrotic damage instead, and when you are in your Hunger state, all attacks you hit deals an additional 1d6 necrotic damage.

Whenever you reduce a creature who isn't a construct or an undead to 0 hit points, you can choose to make the target make a Wisdom saving throw with disadvantage against your Hunger DC, and if they fail, you will consume a part of their soul. They will gain disadvantage on Death Saving throws until they finish a short or long rest, if they can make Death Saving throws. You also regain 1d4 + your Wisdom modifier hit points.
This increases to 2d4 at level 10, and 3d4 at level 16.

Determination of the Soul

Beginning at 10th level, your connection to death itself grants you resistance to Necrotic damage at all times. Whenever you are Hungering, you instead gain immunity to Necrotic damage.

If you are reduced to 0 hit points while Hungering, you can choose to leave your body behind in your Hunger and release an explosion of necrotic and spiritual energy. All creatures within 30 ft. of your body, suffers necrotic damage equal to 2d10 + your Barbarian level. Once done, you can return to your husk of a body and you are returned to 1 hit point. This can only be done once every short or long rest.

 

Soul Mastery

At 14th level, your body is simply a vessel for your spirit, which has now fully learned to control itself. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.

Your spirit can remain outside your body for up to 1 hour or until your concentration ends. When your projection ends, your spirit returns to your body or your body magically teleports to your spirit’s space (your choice).

While projecting your spirit, you gain the following benefits:

  • Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.
  • You have a flying speed equal to your walking speed and you can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
  • While you are using your Hunger, once during each of your turns when you reduce a creature who isn't undead or a construct, you can choose to consume a part of their soul without the target having to make a save. When you do this, you regain 1 additional dice of the specified amount for your current level.
  • As an action, you can choose to posses a creature who isn't a construct, plant, or undead. You must be able to touch the target, and when you do, they must make a Wisdom saving throw against your Hunger DC. If they fail, you can choose to take control over their body and can use it as you wish, but you will remain your own mental stats (Int, Cha, Wis), and will gain the creatures physical stats (Str, Dex, Con), while you are possessing them. The target can choose to make an additional save at the end of each of their turns while you are possessing them.

Once you use this feature, you can’t do so again until you finish a short or long rest.

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