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||Focused Fury, Psionic Power|
|6th||Spirit of Hatred|
3rd-level Path of the Ghost feature
When you use your Rage feature, you have the psionic focused condition until your rage ends.
While you have the psionic focused condition, you are able to use psychic class features during rage, but can’t manifest powers or cast spells or concentrate on them. You can also choose to add your Charisma modifier to Strength, Dexterity, and Constitution ability checks you make.
3rd-level Path of the Ghost feature
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are described below.
Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
If a power’s effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier.
The powers below use your Psionic Energy dice.
Burning Fury. Whenever you fail a Wisdom or Charisma saving throw while you have the psionic focused condition, you can roll one Psionic Energy die and add the number rolled to the save, potentially turning failure into success. You expend the die only if the roll succeeds.
Frightful Strike. You can incite dread in your foes. Once during your turn, when you make a melee weapon attack against a creature, you can designate the attack as a frightful strike. If the attack hits, you expend one Psionic Energy die, rolling it and dealing extra psychic damage equal to the number rolled plus your Charisma modifier, and the target becomes unsettled for 1 minute or until it ends its turn at least 30 feet away from you.
Ghost Step. When you enter rage, you can choose to become invisible until the start of your next turn. You can also expend a Psionic Energy die during your turn to become invisible until the start of your next turn as a bonus action. This invisibility ends early if you make an attack.
Spirit of Hatred
6th-level Path of the Ghost feature
Hatred burns in your soul, granting you great resolve. When you finish a short or long rest, you can declare one goal with an achievable outcome, such as the death of an individual creature or the conquest of a specific fort. While actively pursuing this goal, you have the psionic focused condition. You can only have one declared goal at a time.
10th-level Path of the Ghost feature
Your psionic ability expands, giving you additional powers:
Ethereal Steps. Whenever you use your Ghost Step power, you can choose to enter the Ethereal Plane instead of becoming invisible. You can choose to increase the time you are ethereal or invisible through your powers by a number of rounds equal to your Charisma modifier.
Ghost Sight. While you have the psionic focused condition, you can see ethereal and invisible creatures and objects within 60 feet of you as easily as you see visible creatures and objects. In addition, if you start your turn blinded, you can expend one Psionic Energy die to end the condition.
14th-level Path of the Ghost feature
When you reduce a creature to 0 hit points with a Frightful Strike, you can make an extra attack using the same weapon against a target within its reach as a bonus action. This extra attack is automatically a Frightful Strike at no additional cost.
If the attack from this bonus action hits, 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 it. Each creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute. A creature makes a new Wisdom saving throw at the end of each of its turns, ending the condition on a success.
Once a creature succeeds on its Wisdom save, it is immune to your further attempts to frighten it this way until it finishes a long rest.