Barbarian
Base Class: Barbarian

Barbarians are naturally fueled by their own rage and fury. However, due to ancient tribalistic rituals which preceded the Exodus Calamity, a sect of slave Shamans, who wished to break free from their tribalistic overlords, learned to bind the hatred and rage of the dead to a humanoid form. The first to be subjugated to this art, became a Wraith Walker. A wraith walker is cursed or blessed, depending on your view, to hold the spirit of a rage filled soul within itself, choosing whether to hold its soul forever to draw upon its power, or granting it the release it craves by finishing its business.

One tribe that uses these powers to great effect, are the Wraith Walkers of Exsilium. A tribe of nomadic Barbarian’s who hold a small seat of power in the eastern edges of Exsilium’s Scorched Forests. These Barbarian’s are famous for their terrifying presence, and double-bladed scythes.

Wraith Sight

When you take this subclass at 3rd level, the Wraith bound to your Soul begins to manifest its presence. You can see it in Magical Darkness. You also gain Darkvision out to a range of 60 ft. If you already have Darkvision the range is increased by an additional 60ft.

Wraith Form

Your Wraith manifests itself in times of rage. At 3rd level, when you Rage, your wraith spirit appears over your form, cloaking you in Shadow, dimming all non-magical light within 5 ft of you. When you activate your rage select creatures up to your CON modifier, those creatures must succeed on a Wisdom Saving Throw (DC = 8+ Con+ Prof) or become Frightened of you for 1 minute. They may make the save at the end of each of their turns, ending the effect on a successful save. Additionally, while raging, you gain resistance to Necrotic Damage. 

Split Soul

At 6th level, you learn to temporarily detach your Wraith from your body to perform a variety of functions. Your Wraith can leave your body and become a separate creature for 1 hour. The Wraith can take no combative actions, but it can interact with the physical world, lifting objects, scouting, and making checks on your behalf. The Wraith shares your skill proficiencies and has the same range of vision and vision benefits as you do. It also shares an AC equal to yours and has 1 hit point. The Wraith cannot travel farther than 3 miles from you, and once the time is up, it takes any form of damage, you end the ability as an Action, or if it leaves the respective range, it immediately returns to your form. While in direct sunlight, your Wraith has disadvantage on Perception checks that rely on sight. 

Additionally, while in your Wraith Form and not in direct sunlight, when you land an attack against a hostile creature that is not immune to Necrotic Damage, you may force them to make a CON save. On a failure, they suffer an additional 2d8+your Con Mod necrotic damage, and have their Maximum HP reduced by the damage dealt. On a success, they only suffer half the necrotic damage, and their hp is not reduced. You may use this feature twice per short rest. 

Dark Envelopment

At 10th level, as your strength grows, so does the other soul bound to you. When you enter your Wraith Form, your Wraith now envelops you, you gain a flight speed of 60ft (Hover) so long as you are not in direct sunlight. Additionally, you gain the ability to move through other creatures and objects as if they were difficult terrain. You take (1d10) force damage if you end your turn inside an object. 

Clutch of a Bound Soul

At 14th level, your wraith refuses to accept an end before its business is complete. If you fall to 0 hp, your Wrath detaches from your body and begins to use the Statblock of a Wraith. If your Wraith falls to 0 hp and you have not yet been healed, you and your Wraith both perish. If you fail 3 death saves while your body remains unconscious, your Wraith begins to lose 5 hp a round, until it is also extinguished. If you are healed, your Wraith returns to your body immediately. 

Alternatively, when you reach 0 hp, your Wraith can attach to a dead humanoid corpse within 150 ft if one is available. You gain control of the dead humanoid and use your stats in place of it. You gain 9d8 + your Con mod in Hp, while your wraith possesses this form. You do not have any gear from your physical form, however. Your true body does not need to make death saves while in this form, however, if the body your Wraith has attached itself to reaches 0 hit points you will have to begin making saves. If your true body is killed while this possession occurs, your Wraith begins to lose 5 hp a round, until it is also extinguished.. If your true body is healed, this possession ends, and you shunt back into your body. If there is no dead humanoid within 60ft your Wraith cannot transition.

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