Path of the Spirit-Bound

Many barbarians have shamanistic practices and animist beliefs. They worship the totemic animals of their tribes and carry tokens which imbue them with the strength of the spirit they worship. But some go one step further, and study with the elders and wise-people, growing more attuned to the spiritual world. When they go into battle, they do not channel the power of spirits within themselves, but rather call to their aid these divine protectors; the power of their rage imbues such spirits with the power to manifest and savage their opponents.

There exist many traditions of spirit-bound barbarians. Some manifest the totemic spirit of their tribe, while others conjure the image of a revered ancestor, and others yet the shade of a slain foe whose demise marked the start of their legend. Whatever their form, the barbarian knows this spirit by a powerful name, which they shout to manifest their presence.

The Name

When you join this path at 3rd level, you gain the ability to call upon your spirit's name, causing them to manifest at your side. Doing so requires a bonus action, but may be done as part of the same bonus action in which you enter a rage. Your spirit has the following traits:

It is an invisible, incorporeal entity which must remain with 5 feet of you at any time. It automatically moves to remain within that range whenever you move or are displaced.

Whenever you make an attack, you may choose to have your spirit perform that attack instead. The spirit uses all your traits, including the benefits of class features or magical gear, but its attack may originate from its position rather than yours. These attacks count as your attacks for all purposes (and so contribute to maintaining your rage). Your spirit briefly manifests visually while attacking.

When you take the Attack action, if you direct all your allowed attacks at the same opponent, you may then have your spirit make an additional attack as a bonus action, as above.

Your spirit is normally not a valid target for attacks or effects, with one exception. If an attack which can strike ethereal creatures is directed specifically at your spirit, it is treated as an attack against you, but ignores any resistance you may have to its damage.

The Trick

Also at 3rd level, your spirit manifests one magical quirk befitting of its nature as a spiritual entity. You learn one cantrip from the following list: dancing lights, light, mage hand, mending, spare the dying, thaumaturgy, or prestidigitation.

Credit: Igor Kieryluk

Your spellcasting ability for this cantrip; and all spells learned from this path, is Wisdom. You may cast and concentrate on these spells while raging. All spells learned from this path are cast at their lowest spell level. This magic manifests not as you casting a spell but as your spirit taking an action appropriate to its nature.

The Sight

Beginning at 6th level, you can see through the eyes of your spirit guardian and into the world of the ethereal. As long as your spirit is manifested, you may gain the benefits of the see invisibility spell. You may use this ability in increments of one minute; once you have used it for ten minutes, you must finish a short rest before you use it again.

The Power

Also at 6th level, your spirit can manifest an additional magical ability. You learn one spell, which you may cast at will at its lowest level. Choose one from the following list: command, compelled duel, entangle, faerie fire, or false life.

When your spirit could make an attack as a bonus action as allowed by The Name, you may instead choose to have it cast this spell. You must finish a short rest before you use this ability again.

The Shield

Starting at 10th level, your spirit becomes a true guardian, moving beat-to-beat with your opponent as if time held no power over it. When an enemy uses an ability which allows it to act outside of its turn or to take additional actions and uses that ability to target you - whether that is a Legendary Action, a fighter's Action Surge, a wizard's time stop spell or even an attack of opportunity - you may use your reaction to make an attack against that enemy, acting before they do.

The Magic

Also at 10th level, your spirit's magical power grows. You learn an additional spell. The spell is cast at its lowest level, and once you have cast it you must finish a short rest before you cast it again. Choose from the following list: aid, blindness/deafness, calm emotions, enhance ability, enlarge/reduce, silence or warding bond.