Subclass

The Possessed Barbarian

It's a tale as old as time: Boy meets sinister paranormal entity, sinister entity tethers itself to boy, boy becomes conduit for a great evil that unleashes devastation on the world. Stranger Things did it. Paranormal Activity did it. Even the Simpsons did it.

Unlike other barbarian subclasses, the Path of the Conduit aligns the player's rage not with their own thirst for glory. Instead, they yield their body to a demon or a undead creature that takes home in the recesses of their mind. Balancing this dangerous symbiotic relationship between mortal and paranormal is dangerous and even deadly, but as long as the Barbarian is willing, they can achieve great power through their possession. As the bond deepens, the paranormal being becomes more protective of their host, syphoning health to sustain their conduit and even bursting forth to protect them with their hold on the mortal coil becomes threatened.

Armor Class
Hit Points
Speed

STR

DEX

CON

INT

WIS

CHA

Actions

Barbarian: Path of the Conduit

Become a ghoul's most prized possession

You've come to fear the fury that stirs within you; the unbridled rage that unleashes itself so mercilessly against your foes. It claws at the back of your mind, whispers ancient evils, and twists your dreams into restless nightmares. You know this insidious rage is not your own. Barbarians who find themselves on the Path of the Conduit realize all too late that they've become an unwilling host to a malicious spirit, demon, or some other-worldly entity that drives them into a supernatural rage. Barbarians on this path choose to forgo ridding themselves of this cursed spirit. Instead, they leverage malevolent powers to their benefit in battle.

Malevolent Rage

Starting at 3rd level, the true nature of your rage begins to make itself known to the mortal world. While raging, your body takes on a ghoulish appearance of your choice. Perhaps your eyes become gaunt and bloody. Deep gashes might wind their way around your face and body. Your lips might become cracked and grey. Perhaps your voice takes on an entirely different cadence.

You become mentally joined with your malevolent spirit. While raging you can speak and write any of the following languages:

  • Abyssal
  • Deep Speech
  • Infernal

Additionally, your unsettling visage gives you advantage on Intimidation checks and you are immune to Necrotic damage.

 

Wailing Rebuke

Your malevolent spirit will protect its conduit in order to maintain its footing on the mortal coil. Beginning at 3rd level, when a creature hits you while you're raging, you can use a reaction to make a melee attack against a creature within 5 feet. On a hit, your malevolent spirit momentarily bursts forth, dealing necrotic damage equal to 1d8 plus your Rage damage.

At 10th level, Wailing Rebuke becomes more powerful. When triggered, it instead targets up to 4 creatures within 10 feet.

 

Soul Siphon

Beginning at  6th level your malevolent spirit siphons off fragments of your victims' souls to heal you. While you're below half your total health,  Wailing Rebuke grants you temporary hit points equal the total damage dealt.


Crypt Crawler

Beginning at 6th level, your malevolent spirit gains greater control over your body and movement. While raging you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. While climbing, you use most of your limbs and cannot effectively wield two-handed weapons.


Demonic Impetus

Beginning at 10th level, your malevolent spirit can feel the pull of weaker souls around you. As an action, you can target a living creature that is large or smaller. The creature must make a Dexterity Saving Throw (DC equal to your Strength score). If the creature is large, they make their saving throw with advantage. If the saving throw fails, the targeted creature is violently hurled up to 30 feet in any direction, including upward. If the creature comes into contact with a hard surface or heavy object, the creature takes 1d8 bludgeoning damage per 10 feet moved.

You can use this ability once per long rest.

 

Unleashed Malevolence

Beginning at 14th level, your Malevolent Spirit will do anything to guard its mortal conduit. While you are asleep, incapacitated or unconscious, your Malevolent Spirit immediately appears within 5 feet of your incapacitated body for up to 1 minute or until you’re no longer incapacitated.

The Malevolent Spirit uses Shadow Demon (Monster Manual, p. 64) as its stats. It moves and attacks using your initiative. It cannot sustain damage and it cannot move more than 15 feet away from your body. If your body is magically moved or relocated by any means, the Malevolent Spirit is moved with it.

If you’re making Death Saving Throws, for each failed throw, the Malevolent spirit's attacks deal an additional 2d6 necrotic damage. Its damage is reset back to normal if you are stabilized. 

If you fail your final death saving throw you die permanently and cannot be brought back. The malevolent spirit instantly explodes into a violent mess of otherworldly ichor, dealing 6d8 necrotic damage to all creatures in a 30-foot radius. Any damaged creature is frightened by the sight of the barbarian's corpse for 1 minute. 

Once this ability is used, it cannot be used again until you complete a long rest.

No items found.

This is a free-to-use concept. If you like it and want to see more content like this feel free to follow me on Twitter or Instagram. If you have feedback on balance, accessibility, sensitivity @ me! I'm looking to improve my work!

More Trash...