```metadata title: Path of the Spectral Host Barbarian description: >- A primal path for Barbarians in Dungeons and Dragons 5e! Play as a brutal warrior housing a spirit in their body! tags: '' systems: - 5e renderer: legacy ``` ## Path of the Spectral Host Perhaps you were born to a tribe that ritually bound the souls of their dead to the living, or you had an accident while travelling and encountered a ghost. Regardless of how you were bound together, your body hosts the soul of one once-living, but no more. Barbarians of the Path of the Spectral Host may have physical aspects which make their connection apparent, such as nearly-transparent skin, or a complete lack of body heat. Others may speak, but with a voice that does not seem to come from their own bodies. Regardless, your connection to the spirit inhabiting you is strong and permanent. #### Partial Possession Beginning at 3rd level when you take this path, you become immune to any possession effects. Additionally, the spirit which inhabits you cannot be seperated from you. It cannot be removed by       Dispel Evil and Good or other similar magic. If an effect from one of your ghostly abilities requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Charisma modifier. #### Haunting Visage Also at 3rd level, you are able to channel a portion of your spirit's demeanor. You gain proficiency in Intimidation, and add double your proficiency bonus to any ability checks you make that use that skill. Additionally, as a bonus action, you can cause your spirit to lash out at an enemy within 5 feet of you. Make an attack with a melee weapon. Use your Charisma for your attack and damage rolls, in place of Strength or Dexterity. On a hit, the target suffers psychic damage rather than the weapon's normal damage type. You can use this a number of times equal to your proficiency modifier and regain all expended uses when you finish a long rest. When you rage, you may use this feature immediately without expending a use. #### Howl of the Dead Also at 6th level, while raging, as a bonus action, you may let out a bone-chilling scream. Each creature of your choice within 30 feet of you that can hear you must make a Wisdom saving throw. On a success, the creature is immune to the effects of your scream for 24 hours. On a failed save, the creature becomes frightened of you for 1 minute. While frightened in this way, the creature must use its movement to move away from you by the safest available route on each of its turns, unless there is nowhere to move. At the end of each of the creatures turns, it may remake the save, ending the effect on a success. If the creature is within 30 feet of you when it remakes the save, it has disadvantage on its saving throw. Once you have used this ability, you cannot do so again until you complete a short or long rest. Additionally, you gain resistance to psychic damage. #### Incorporeal Movement Beginning at 10th level, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside a creature or object. ``` ``` #### Spiritual Lockdown At 14th level, the spirit housed within you grows ever-stronger. As an action, you can force a creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, both you and the target are transported to a demiplane. This demiplane is an exact replica of the terrain and area you were in before, but all colors, scents, etc., are muted. This demiplane is a cube, centered on you when you create it, but it does not move with you. Each side of the cube is 120 feet long. While within this demiplane, you can use your Haunting Visage feature's attack once on each of your turns as a free action without expending any of its uses. Additionally, whenever you deal damage while within this demiplane, you regain hit points equal to half of the damage dealt. The demiplane disappears after 1 minute, or when you or the creature you brought into it dies. After this, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. If this effect ends because the target died, you may immediately spend any number of hit dice. For each die spent in this way, roll the die and add your Constitution modifier to it. You regain hit points equal to the total. Once you have used this feature, you cannot do so again until you finish a long rest.