Path of Spirit Bonds
It is common for a humanoid to have a spirit animal, often a beast spirit, which reflects its inner self and helps guide it when it is lost in anguish. For those of the Path of Spirit Bonds, this spiritual creature is more than a guide or a shadow, for these barbarians can manifest their spirit animals to provide direct aid in other forms.
Path of the Spirit Bonds Features
Barbarian Level | Feature |
---|---|
3rd | Spirit Animal |
6th | Bonded from Birth |
10th | Feral Aspect |
14th | Shared Strength |
Spirit Animal
3rd-level Path of Spirit Bonds feature
When you enter rage, you manifest your spirit animal within the nearest unoccupied space from you that you choose. As long as you remain in rage, your spirit animal remains manifested. A spirit animal’s form isn’t restricted to a beast, it could also appear as a dragon, phoenix, or owlbear for example.
The spirit animal is friendly to you and obeys your commands. It uses the statistics below, which uses your proficiency bonus (PB) in several places. You determine its form, but it always appears ghostly, except when seen on the Ethereal Plane, in which case it appears solid.
The spirit shares your initiative count and takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it can take is the Dodge action, unless you command it to take another action. On the turn you first activate rage and as a bonus on each subsequent turn while raging, you can command your spirit animal to take one action which it will perform during its turn. The spirit animal’s attacks benefit from the bonus damage of your Rage feature.
When you reach 5th level, you can substitute one of your attacks during the Attack action instead of using your bonus action to command your spirit animal.
Your spirit animal is always summoned with full hit points when you enter rage, even if it was previously reduced to 0 hit points.
Bonded from Birth
6th-level Path of Spirit Bonds feature
You share a soul with your spirit animal. Whenever you of you take damage other than force damage, the spirit can use its reaction to grant you resistance to that damage, but it takes the same amount of damage as you as force damage. Whenever the spirit takes damage other than force damage, you can take the same reaction for its benefit.
When your spirit animal is not present and you take damage other than force damage, you can use your reaction and reduce the damage you take by an amount equal to your proficiency bonus.
Feral Aspect
10th-level Path of Spirit Bonds feature
You gain one aspect of your choice from your connection to your spirit animal, whether it is summoned or not. Whenever you gain a level in this class, you can replace the option you chose with a different one from this feature. Your options include:
Evasive Reflexes. You have proficiency with Dexterity saving throws and when you succeed on a Dexterity saving throw to take reduced damage, you take no damage instead.
Feral Stride. Your movement speed increases by 10 feet and you can take the Dash action as a bonus action.
Keen Senses. You have advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell and on initiative rolls.
Tough Hide. Your AC increase by 1.
Greater Spirit
14th-level Path of Spirit Bonds feature
Your spirit animal’s attacks benefit from your Brutal Critical feature.
In addition, your spirit animal can take a bonus action to teleport up to 20 feet.
Spirit Animal
Medium fey
Armor Class 13 + PB
Hit Points 5 + five times your barbarian level
Speed 40 ft., fly 40 ft., swim 40ft.
STR
14 (+2)
DEX
14 (+2)
CON
15 (+2)
INT
10 (+0)
WIS
16 (+3)
CHA
15 (+2)
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, unsettled
Senses darkvision 60 ft., passive Perception 13 + PB
Languages understands the languages you speak
Proficiency Bonus (PB) equals your bonus
Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the spirit makes.
Actions
Strike. Melee Weapon Attack: your Constitution modifier + PB to hit, reach 5 ft. one target. Hit: 1d6 + 2 + PB force damage.
Calm. The spirit removes the frightened and unsettled conditions from you. If you are frightened and unable to command it, the spirit will automatically use this action on its next turn.
Doom Stare. One creature within 30 feet that the spirit can see must succeed on a Wisdom saving throw against a DC equal to 8 your Constitution modifier + PB or become poisoned until it ends it turn more than 30 feet from the spirit.