Barbarian: Path of the Surrogate

### **|| This subclass is a work-in-progress. This page only serves as an "open-development" page.**

*Followers of this path have solidified a connection with the spiritual world, and can call upon certain spirits to aid them in combat with unique abilities. However, these barbarians have a particular way of asking for spiritual aid; insisting on becoming a "host" or "surrogate" for a spirit's abilities to inhabit, temporarily.*

### Bonus Proficiencies

When you choose this path at 3rd level, you choose two of the following skills to gain proficiency with: Arcana, History, Nature or Religion.

### Possessive Rage

Also at 3rd level, when you enter a rage, you call upon a warrior spirit to gain special abilities. Roll a d6, and consult the Spirit Type table to determine what type of spirit takes control. Each spirit type grants you exclusive abilities that could aid you in battle.

**Spirit Type Table**
• You gain a d6 amount of temporary hit points.
• You can only attack creatures who try to attack you. You can have multiple "provokers", but you can only have target one at a time.
 2
• You gain a d8 amount of temporary hit points.
• You can cast any warlock cantrip for the duration of your rage. The cantrip must not require concentration. You can also cast *dissonant whispers* without expending any spell slots you may have. Cantrips cast with a duration that lasts longer than your rage end when your rage is over. Your spellcasting modifier is a +4.
• You can communicate telepathically with creatures up to 30 feet of you. The creature would hear whatever message you wish to convey, but would hear it under the voice of the spirit, not yours.
 3
• You gain a d8 amount of temporary hit points.
• You can cast *cure wounds* without expending any spell slots you may have. Your spellcasting modifier is a +4.
 4
• You gain a d10 amount of temporary hit points.
• If you witness a creature attempting to harm an ally, the creature is considered a "culprit" when it comes to certain mechanics.
• Any attacks made against a culprit are made with advantage. Critical hits scored against the culprit grant you a bonus to your damage roll equal to your strength modifier doubled.
 5
• You gain a d8 amount of temporary hit points.
• Only while raging, you have the ability to use two bonus actions in one turn.
• Attacks made against you are at disadvantage, but any successful hits made against you are automatic critical hits.
 6
• You gain a d12 amount of temporary hit points.
• Only while raging, you have the ability to take two actions in one turn. However, you choose to forfeit a bonus action because of this.
• You add an additional d6 fire damage to whatever attacks you make.
• You can cast the *summon beast* spell once without spell components, nor a spell slot. The specter is infernal in nature, and deals an additional d6 fire damage to any successful attack it makes.

When you end your rage, this paranormal encounter takes a toll on you, causing you to take 1d12 psychic damage.

### Strike of Phantom Charge

Beginning at 6th level, you can spend a bonus action to charge a weapon with phantasmal energy. Every attack you make with this weapon deals an extra 2d8 necrotic damage. The charge lasts for an hour, and you cannot charge another weapon until you take a short rest.

When you reach certain levels, the damage die is multiplied: doubled at 10th level and tripled at 14th level.

### Possession Mastery

At 10th level, you can choose what type of spirit takes over you before you rage. You no longer take psychic damage after you rage, as well.

### Manifest Possessor

At 14th Level, you've strengthen your connection to the spirit world to a point where you can summon an avatar for your possessor to inhabit in the physical world to fight alongside you. While raging, you can spend an action to