Barbarian Path
Path of the Astral Beast
Barbarians that walk the path of the Astral Beast are unhinged, dangerous prisons, holding captive their own explosive rage and will. A barbarian that gives too far into their own rage can sometimes struggle to maintain a hold upon it, causing their own soul to become to much for them to handle. At a certain point excess amounts of the barbarian’s soul becomes capable of leaving the body, acting as an extension of the wielder’s wrath, and wreaking havoc like none other.
Astral Companion
At 3rd level, you can spend 1 use of your rage feature to have a portion of your soul leave your body, materializing into a small beast of your choice for a number of hours equal to your proficiency bonus. This creature uses the Summoned Soul stat block as detailed to the right, and uses your proficiency bonus, Int, Wis, and Cha scores. In combat, the Summoned Soul shares your initiative, but takes any actions after yours. You mentally control the projection, as it is still a part of you, and you can move it on your turn as a free action so long as it doesn't end its turn more than 30 feet away from you. By spending your bonus action on your turn, you can command it to take an action, and if you do not issue a command, it instead takes the dodge action. Whenever the projection would take damage, you instead take damage, as the projection has no hit points of its own. An effect that would target both of you at the same time only deals the damage once, and saves are only rolled once.
Wild Soul
At 6th level, your spirit lashes out when confined for too long. As bonus action, if your astral companion isn’t summoned, you can make your next attack as if you had the reach property, and the attack deals an extra 2d6 force damage.
Additionally, while raging, your Astral Companion gains the effects of your Rage feature.
Caged Beast
Once you reach 10th level in this class, more of your soul pours into your inner beast. Whenever you use your Astral Companion feature, you may instead use the Monstrous Spirit stat block, as detailed near the end of this book. This summoned soul can be up to size medium, and can move up to 60 feet away from you, but otherwise functions the same as detailed in the Astral Companion feature.
Monster Within
Upon achieving 14th level in this class, your inner beast is never truly leashed. All attacks that you and your companion make permanently deal extra force damage equal to 1d6 + your Wisdom modifier. While your Astral Companion isn’t summoned, you gain a +10 to your walking speed, and your jump distance is doubled. You can now summon your Astral companion without expending a use of your rage, and while raging, your companion’s movement speeds are doubled.
Created By: Underpaid_Golbin
Art By: Lius Lasahido
Published by: Re-brew
Summoned Soul
medium or small, unaligned
- Armor Class 10 + Wisdom Modifier
- Hit Points N/A
- Speed 30 ft. walking, 15 ft. flying
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 14 (+2) | 14 (+2) | N/A | N/A | N/A |
Incorporeal Movement. The Summoned Soul can move through other creatures and objects as if they were difficult terrain, but cannot end it's turn inside of an object.
Actions
Strike. melee unarmed attack: 2 + your proficiency bonus to hit, Reach 5 ft., one target. Hit: 1d8 + 2 + your Wisdom modifier force damage.
Monstrous Spirit
large, unaligned
- Armor Class 13 + Wisdom Modifier
- Hit Points N/A
- Speed 30 ft. walking, 15 ft. flying
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 18 (+4) | 18 (+4) | N/A | N/A | N/A |
Incorporeal Movement. The Summoned Soul can move through other creatures and objects as if they were difficult terrain, but cannot end it's turn inside of an object.
Actions
Multi Attack. The Spirit makes 2 attacks whenever it takes the attack action.
Strike. melee unarmed attack: 4 + your proficiency bonus to hit, Reach 5 ft., one target. Hit: 2d6 + 4 + your Wisdom modifier force damage.