Base Class: Barbarian
Raising the totem of his tribe, Chevgoron calls out to his ancestors. The ground faintly trembles as astral silhouettes appear next to the barbarian. Past meets present as the ghosts of the dead now fight to protect the living.
Deep in the wild, a lone wanderer is ambushed by hobgoblins. Before the spears hit, his body is taken by an ancient power. Past victims of the horde, seeking vengeance have come to aid in the fight against the brutes.
A barbarian following the path of retribution is a conduit. He has a unique connection with the dead and can summon their ghosts to fight with him. Leaders of nomadic tribes, estranged travellers of the wild, even a god's devout can follow such a path guided by a shared goal of the departed.
Call to the dead
Starting when you choose this path at 3rd level, when you enter a rage, you can also choose to summon spirits to fight beside you. The number of spirits you can summon is equal to your proficiency bonus. They appear within 15 feet of you, occupying a 5 by 5 feet space and they disappear when your rage ends.
The spirits have an AC equal to 11 + your Charisma modifier + your rage damage bonus. If a spirit has to make a saving throw, it uses your ability modifier plus a bonus equal to your rage damage bonus for the roll. If multiple spirits have to make the same saving throw, they all share the same roll. Whenever a spirit takes damage, you instead take the damage but any other effects that might accompany the damage are not transferred. If more than one spirit simultaneously takes damage from the same effect, you can use your reaction to gain resistance to the damage.
Once on your turn, you can command each spirit to move up to your speed. If you do so, you can only move half your speed during that turn. A spirit cannot move through objects' or creatures' spaces and disappears if you end your turn more than 60 feet away from it. Creatures can move through your spirits but cannot end their movement in their space and they count as difficult terrain.
Whenever you take the Attack action, you can forgo your attack to command the spirits to attack a target within 5 feet of them. They all share the same attack roll, which is a melee weapon attack with a bonus equal to your Charisma modifier + your proficiency bonus, but they don't have to share the same target. A spirit that hits deals 1d4+1 bludgeoning damage. If you can make multiple attacks as part of the Attack action, you can command the spirits to attack as many times as you have attacks.
You can dismiss a spirit at anytime (no action required).
Blessing of the departed
Beginning at 6th level, the spirits attack become magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Furthermore, you can now use a bonus action to sacrifice one of your spirits to heal a creature within 5 feet of it. The creatures regains hit points equal to 1d4 + your Charisma modifier and the spirit disappears. Whenever you do so, you also gain temporary hit points equal to twice the amount healed.
At 11th level and 18th level, the healing increase by 1d4.
Otherworldy sanity
Beginning at 10th level, whenever you have to make an Intelligence or Wisdom saving throw, you can use a reaction to add a bonus equal to your Charisma modifier.
Spiritual assault
Starting at 14th level, once per turn when all of your summoned spirits attack the same creature, you gain a bonus to the attack roll equal to the number of spirits present. On a hit, the target takes extra force damage equal to the same amount.
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