Base Class: Barbarian
For as long as you can remember, you've had the feeling that the deep well of rage inside of you isn't your own. You have felt another baleful presence spurring your fury and granting you power. Where this entity comes from, you don't know, but it is part of you, and it's anger compels you to horrifying rage.
Wraith's Visage
Starting when you choose this path at 3rd level, your rage takes on a terrifying, otherworldly aspect. Whenever you enter rage, any creatures within 30 ft. of you that you choose and that can see you must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the start of your next turn. A creature that fails it's save by 5 or more also falls prone and is incapacitated for the duration. As long as you are in rage, you can use your action to cause this effect again. Any creature that has passed it's saving throw is immune to this effect for the next 24 hours.
Banshee's Roar
Beginning at 6th level, the malevolent force that haunts you becomes more tangible whenever you are raging. While raging, as an action, you can scream in tandem with the entity you harbor. Any creatures you choose within 60 ft. of you must make Wisdom saving throws (DC equal to 8 + your proficiency bonus + your Charisma modifier) or take 3D8 psychic damage and fall prone and incapacitated in terror until the start of your next turn. On a successful save, a creature takes half as much damage and suffers no other effect. A creature that fails it's saving throw by 5 or more is unconscious for 1 minute. A creature immune to the frightened condition or that is deafened is immune to this effect. After using this effect, you must complete a long rest before using it again.
Life of Untold Horror
Beginning at 6th level, you have spent so much time harboring a horrific presence within you that you have become at one with the very concept of fear. You are immune to the frightened condition, and creatures have disadvantage against any Wisdom (Insight) check against your intimidation attempts.
Specter's Grasp
Beginning at 10th level, you are able to cause the entity within you to take physical form to grasp your foes. While raging, as an action, you can target a creature within 60 ft. of you and force it to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). On a failure, that target takes 2D6 + your charisma modifier bludgeoning damage and is paralyzed for 1 minute as the spectral form of the creature within you clutches it. On a failed save, the target takes half as much damage and is not paralyzed. The creature may repeat the saving throw at the end of each of it's turns, ending the effect on success. If a creature fails it's save by 5 or more, it takes 4D6 extra bludgeoning damage. After using this feature, you must complete a long rest before using it again.
Phantom's Malevolence
Beginning at 14th level, your connection with the entity within you is so strong that it can materialize to attack your foes. While raging, whenever you land a melee weapon attack, you deal an extra 1D12 necrotic + your charisma modifier in damage as the entity within you lashes out at your foe.
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