Primal Path
Path of the Incarnate Soul
The Path of the Incarnate Soul is a path of introspection, of channeling the deepest parts of oneself to be a formidable combatant on the battlefield. Barbarians of this path usually keep to themselves and talk with their Incarnation regularly.
Path of the Spectral Soul Features
| Barbarian Level | Feature |
|---|---|
| 3rd | Incarnation, Incarnate Specialization |
| 6th | Connected Soul |
| 10th | Incarnate Specialization Improvement |
| 14th | Burst of the Incarnate Soul |
Incarnation
At 3rd level, when you rage, you magically manifest a spectral representation of your soul called an Incarnation, taking on an appearance of your choosing, in an unoccupied space you can see within 10 feet of you. This specter lasts until it is destroyed, until your rage ends, or until you're incapacitated.
Your Incarnation has an AC of 14 + your proficiency bonus, hit points equal to 12 + your Barbarian level, immunity to all conditions and resistance to non magical bludgeoning, piercing, and slashing damage. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its own space. On your turn, you can mentally command your Spectral Soul to move up to 20 feet in any direction (no action required). If your Spectral Soul is ever more than 10 feet from you at the end of your turn, it is destroyed. Your Spectral Soul moves with you, centered on you.
- When you are hit with an attack, you can use your reaction to instead have your Incarnation be hit by the attack
- When a creature that you can see within 5 feet of your Incarnation moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the Incarnation's space.
- When you take the Attack action on your turn, any attack you make with that action can originate from your space or your Incarnation's space. You make this choice for each attack.
Incarnate Specialization
Also at 3rd level, your Incarnation can be used in a way outside of its normal abilities. Choose a specialization for your Incarnation:
Defense.
Yours and your Incarnation's armor class increases by +1. If your Incarnation is within 5ft of you, you gain a further +1 to your armor class. This feature does not work with shields.
At 10th level, yours and your Incarnation's armor class increases again by +1. Additionally, if your Incarnation is within 10ft of you, you have immunity to non-magical bludgeoning, piercing, and slashing damage. This feature does not work with shields.
Enhancement.
While raging, you have resistance to all damage types except psychic damage, and you can add 1d4 + Wisdom modifier (minimum of 1) damage of a type you choose (fire, cold, lightning, or acid) to any attack made from your Incarnation's space.
At 10th level, while raging and not wearing heavy armor, you have a flying, swimming, or climbing speed (choose when you rage) equal to your movement speed until the start of your next turn. While you are not raging, you can use a bonus action to gain a flying, swimming, or climbing speed equal to your movement speed for 1 minute and must finish a long rest before using this ability again.
Mobility.
Your Incarnation can now be a distance away from you equal to your movement speed without being destroyed.
At 10th level, while raging, you can use a bonus action to teleport your Incarnation up to double your movement speed away from you without it being destroyed.
Power.
When you roll damage, if you roll a 1, you can roll again and must use the new roll.
At 10th level, you can add double your Wisdom modifier to damage rolls. In addition, attacks from you or your Incarntion score a critical hit on a roll of 19 or 20.
Utility.
You gain expertise in one skill you are already proficient in or proficiency in two skills from the following list: Arcana, History, Medicine, Nature, Religion, Survival.
At 10th level, you have advantage on saving throws to avoid being charmed, blinded, and deafened. In addition, you make your first death saving throw with advantage.
Connected Soul
At 6th level, you can use your own Incarnation to communicate with your allies, connecting your soul to theirs. You can cast the spell Rary's Telepathic Bond without material components, but only as a ritual.
Burst of the Incarnate Soul
At 14th level, a great power bursts forth from your Incarnation. While raging, you can use an action to make three melee weapon attacks or unarmed strikes from your Incarnation’s space. Attacks made in this way deal force damage instead of the normal damage for the attacks.
You can use this feature a number of times equal to your Wisdom modifier per long rest.