TEXT: 2/26/2019
  Path of the Phantom | GM Binder
  https://www.gmbinder.com/documents/print/-LOWEfFUJzHP82VRdzdL
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  Art Credits
  Art is SPECTRE by David Demaret.
  Path of the Phantom
  Path of the Phantom
  Other warriors are haunted by their past, but not many can
  say they're haunted by themselves. Barbarians of the Path of
  the Phantom, through accident or with intent, achieve
  dominance over their own souls that others can barely dream
  of. This power does not come without cost, as almost all
  barbarians of this path owe their control to a near death
  experience. The barrier between spirit and body frays,
  allowing them to manipulate their essential inner selves for
  external effects. A barbarian might choose this path after a
  wound that should have been mortal was healed at the last
  moment, or as a ritual that brought them to the edge of death.
  They are also commonly known to manifest as ghosts when
  their time eventually does run out, their broken soul left to
  wander eternal.
  As a follower of the Path of the Phantom, your soul
  manifests visually when you rage, and its appearance can be a
  telling mirror of the barbarian it represents. Consider what
  your soul manifestation might say about your character, or
  choose randomly from the table below.
  Soul Manifestation
  d6 Manifestation
  1 A pulsing mass of dim lights
  2 A ghostly version of yourself
  3 A beast, powerful and protective
  4 A monstrous creature, disturbing in design
  5 A formless mist, flowing and sinister
  6 A hazy apparition, unfathomable to the eye
  Path of the Phantom Features
  Path of the Phantom Features
  Barbarian Level
  Feature
  3rd
  Split Soul
  6th
  Possessed
  10th
  Spirit Stride
  14th
  Haunted
  Split Soul
  Split Soul
  Beginning when you choose this path at 3rd level, your anger
  transcends the physical limitations of your body, letting your
  spirit become manifest. While you're raging, part of your soul
  becomes free, tethered to your body by a pale thread that
  stretches up to 30 feet long. Your soul is a visible but
  intangible phenomena fitting within a 5 foot cube that appears
  hovering in place within 5 feet of you, and cannot be targeted
  by effects, attacks, or take damage. It has your senses, and you
  can see and hear through it as if you were in its space. On
  your turn, you can move it up to 30 feet to a point you can see
  (no action required). If you are ever more than 30 feet away
  from your soul, it is immediately pulled to an unoccupied
  space within 5 feet of you.
  Additionally, once per turn when you hit a creature with a
  melee attack while you're raging, you can attempt to invade its
  body. The creature must succeed on a Charisma saving throw
  (DC equal to 8 + your proficiency bonus + your Constitution
  modifier) or take an amount of psychic damage equal to 1d6 +
  half your barbarian level and have your soul enter its body
  until the start of your next turn, or until the creature is more
  than 30 feet away from you. While your soul is inside another
  creature, you can see and hear through the creature's senses.
  This feature has no effect on constructs.
  Possessed
  Possessed
  Beginning at 6th level, when a creature under the effect of
  your Split Soul feature willingly moves or attempts to make
  an attack, you can use your reaction to force it to make a
  Wisdom saving throw against your Split Soul DC. On a
  failure, you momentarily take control of it. If the creature
  moves, it must use its movement to move towards a space of
  your choice you can see. You can't force the creature to move
  into obviously dangerous ground, such as a fire or a pit.
  Alternatively, if the creature makes an attack, you can choose
  a different target you can see within range.
  Spirit Stride
  Spirit Stride
  At 10th level, you learn to become almost purely spiritual for a
  time. As an action, you can become incorporeal temporarily.
  Until the end of your turn, you can move through other
  creatures and objects as if they were difficult terrain. If you
  end your movement inside a creature or object, you are
  immediately shunted into the nearest unoccupied space. You
  must complete a short or long rest before you can use this
  ability again.
  Haunted
  Haunted
  Starting at 14th level, when a creature fails its saving throw
  against your Split Soul feature, you are invisible to it until
  your soul leaves its body.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/BladeBlot Brew/Barbarian - Path of the Phantom (BBB).pdf