Soul Manifestation |
|
d6 |
Manifestation |
1 |
A pulsing mass of dim lights |
2 |
A ghostly version of yourself |
3 |
A beast, powerful and protective |
4 |
A monstrous creature, disturbing in design |
5 |
A formless mist, flowing and sinister |
6 |
A hazy apparition, unfathomable to the eye |
Split Soul
Beginning when you choose this path at 3rd level, your anger
transcends the physical limitations of your body, letting your
spirit become manifest. While you're raging, part of your soul
becomes free, tethered to your body by a pale thread that
stretches up to 30 feet long. Your soul is a visible but
intangible phenomena fitting within a 5 foot cube that appears
hovering in place within 5 feet of you, and cannot be targeted
by effects, attacks, or take damage. It has your senses, and you
can see and hear through it as if you were in its space. On
your turn, you can move it up to 30 feet to a point you can see
(no action required). If you are ever more than 30 feet away
from your soul, it is immediately pulled to an unoccupied
space within 5 feet of you.
Additionally, once per turn when you hit a creature with a
melee attack while you're raging, you can attempt to invade its
body. The creature must succeed on a Charisma saving throw
(DC equal to 8 + your proficiency bonus + your Constitution
modifier) or take an amount of psychic damage equal to 1d6 +
half your barbarian level and have your soul enter its body
until the start of your next turn, or until the creature is more
than 30 feet away from you. While your soul is inside another
creature, you can see and hear through the creature's senses.
This feature has no effect on constructs.
Possessed
Beginning at 6th level, when a creature under the effect of
your Split Soul feature willingly moves or attempts to make
an attack, you can use your reaction to force it to make a
Wisdom saving throw against your Split Soul DC. On a
failure, you momentarily take control of it. If the creature
moves, it must use its movement to move towards a space of
your choice you can see. You can't force the creature to move
into obviously dangerous ground, such as a fire or a pit.
Alternatively, if the creature makes an attack, you can choose
a different target you can see within range.
Spirit Stride
At 10th level, you learn to become almost purely spiritual for a
time. As an action, you can become incorporeal temporarily.
Until the end of your turn, you can move through other
creatures and objects as if they were difficult terrain. If you
end your movement inside a creature or object, you are
immediately shunted into the nearest unoccupied space. You
must complete a short or long rest before you can use this
ability again.
Haunted
Starting at 14th level, when a creature fails its saving throw
against your Split Soul feature, you are invisible to it until
your soul leaves its body
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