Barbarian
Base Class: Barbarian

The Soulwalker is one that knows how to interact with the spirits that mournfully linger on the material plane. With knowledge of the beyond, they know how to commune with the dead by speaking or experiencing memories they once held dear. 

 

Spiritual Medium

At 3rd level, you gain the ability to speak to those who have not yet passed on. Once per long rest, you may cast the Speak with Dead spell as a ritual. When speaking to the corpse this way, you may speak and understand all languages it knows. In addition, you gain proficiency in one skill that the corpse was proficient with in life until you cast Speak with Dead again this way.

Wrathful Séance

 At 3rd level, your rage causes you manifest memories of past lives. While raging, enemies that move within 10ft. of you or start their turn within range suffer 1d6 cold or necrotic damage (your choice) and has their speed reduced by 10 ft. until the end of their next turn. If you reduce a creature to 0 hit points while raging, you gain one of the following effects of your choice:

  • Anger. You may immediately move up to half of your speed towards an enemy. If you are within range, you may make one melee attack.

  • Regret. You may force a creature of your choice within 30 ft. that you can see or hear to make an Intelligence saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier. On a failure, they suffer 1d8 psychic damage and have disadvantage on their next attack roll. On a successful save, they suffer only half of the damage and no other effects. The damage increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 3d8 at 10th level, 4d8 at 15th level, and 5d8 at 20th level.

  • Solace. You or an ally of your choice within 30 ft. of you that can see or hear you gain a number of temporary hit points equal to your Barbarian level + your Constitution modifier.

After your rage, your mind is filled with thoughts and feelings that are not your own. Consult with your DM to find out what sort of effect this has on your character. For example, if an echo is something that would trigger one of your Seeds of Fear from Van Richten's Guide to Ravenloft, consult with your DM on how to handle it.

Soulwalking

At 6th level, you gain insight into spiritually traversing the material plane. You gain resistance to cold and necrotic damage. In addition, you can move through other creatures and objects as if they were difficult terrain. You suffer 1d10 force damage if you end your turn inside of an object.

 

Power of Many

At 10th level, you've learned that your allies can empower your séance. When entering your rage, a number of allies equal to your Constitution modifier may use their reaction to empower you. You gain 1d10 temporary hit points for each creature that uses their reaction this way. You may use a bonus action at any time while raging to remove all temporary hit points granted to you by this feature to create a psychic explosion. Creatures of your choice within 15 ft. of you must make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier. On a failure, a creature suffers psychic damage equal to the temporary hit points removed and gains the blinded and deafened condition as the souls of the dead invade their minds. On a success, a creature only takes half of the psychic damage and suffers no other effects.

 

Spiritual Possession

At 14th level, you gain the ability to take control of a creature. As an action, you may force a creature within 5 ft. of you to make a Charisma saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failure, you force your soul into another's, and the target is now incapacitated. You now control the creature, but they maintain awareness of their surroundings. You can't be targeted by any attack, spell, or other effect while possessing a creature this way. The target maintains its Intelligence, Wisdom, Charisma scores, and immunity to being charmed and frightened. During the possession, you maintain your armor class, Strength, Dexterity, and Constitution scores in addition to the rest of your class features. You do not gain access to any knowledge or proficiencies they possess, but you otherwise use the possessed target's statistics and features such as pack tactics. If you use this feature while raging, you maintain your rage. 

The possession lasts until the body drops to 0 hit points, you choose to end it as a bonus action, or you are forced out by an effect like the dispel evil and good spell. When the possession ends, you reappear in an unoccupied space within 5 feet of the body.

If the creature that is currently possessed falls to 0 hit points, you may force another creature within 5 ft. of the target to make a Charisma saving throw as a reaction. On a failure, you take control of the new target using the same rules as above.

You may only use this feature once before finishing a long rest.

This feature has no effect on undead or constructs.

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