Path of the Ghost
Perhaps tragedy or a black heart shaped a barbarian of the Path of Ghost, forging it into a remorseless killer guided by the purpose of malice. Such a barbarian takes on a frightening visage to terrify its foes. Rage is more than just anger: it is psychically empowered hatred, focused only on vengeance and ruin.
Path of the Ghost Features
3rd-level Path of the Ghost feature
While raging, you have the psionic focused condition. In addition, once on each of your turns during your rage, you can designate one melee weapon attack you make as a Frightful Strike.
Frightful Strike. You shroud your weapon in dread. On a hit, you deal an additional 1d8 psychic damage. Moreover, the target or one creature of your choice within 10 feet of it that can see you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If the creature is already frightened of you, it automatically fails this save.
The save DC for your Frightful Strike equals 8 + your Constitution modifier + your proficiency bonus.
At 10th level, the additional psychic damage of a Frightful Strike increases to 2d8.
6th-level Path of the Ghost feature
As a bonus action, you can become invisible or enter the border of the Ethereal Plane until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after finishing a long rest.
When you enter rage, you can choose to become invisible until the start of your next turn using the same bonus action.
10th-level Path of the Ghost feature
You can see ethereal and invisible creatures and objects within 60 feet of you as easily as you see visible creatures and objects when you focus as if concentrating on a psionic power. If you have the psionic focused condition, you don’t need to concentrate to gain this benefit, instead gaining it automatically.
14th-level Path of the Ghost feature
Once of each of your turns, when you reduce a creature to 0 hit points with a Frightful Strike, you can choose to terrify a number of creatures equal to your proficiency bonus, provided the creature is within 30 feet of your target and able to see the attack. Each creature must make a Wisdom saving throw. On a failed save, it takes 2d8 psychic damage and becomes frightened of you for 1 minute. On a successful save, the creature only takes half of the damage. A creature makes a new Wisdom saving throw at the end of each of its turns, ending the condition for it on a success.