Barbarian
Base Class: Barbarian

These Barbarians throw away their humanity and give it all for power. The Iron Revenant does not care for flesh, simply strength, power, and victory. Taking the souls of those they defeat in battle as trophies and power. Followers of the Path of the Iron Revenant are basically mindless war machines, Fear was never an option. Players that take this subclass cannot multiclass with it.

Soul Bound To Iron

Starting When you choose this path at 3rd level, You lose all your physical form and imbue your soul into a suit of heavy plate armor. Unarmored Defense changes to suit this, now being (13)+ Dex mod (max 2) + Cons Mod. You still gain the benefit of shields with this trait

This AC changes with level getting +1 AC at 5th level (14), 11th level (15), 15th level (16), and at 20th level (18)

Soul Syphoning

Starting when you choose this path at 3rd level, You can syphon the soul from a creature that has been dead for less then 5 minutes as a bonus action and store it to use for subclass abilities

You can store 3 souls at 3rd level, 5 at 5th level, 7 at 11th level, 9 at 17th level, and infinite at 20th level

Darkness Rise

Starting when you choose this path at 3rd level, Hitting any target 3 consecutive times with attacks or abilities within 1 turn of each other creates an aura around you spanning 10ft in every direction. This trait lasts 1 turn, however as long as you have landed an attack this turn it will carry over to the next. Creatures within this area when the trait activates take 2d6 damage and if they end their turn within the area they take an additional 1d6.

This trait's damage increases for both initial and on enemy turn when you reach 5th level (3d6, 2d6), 11th level (4d6, 3d6), and 17th level (6d6, 4d6).

Obliterate

Starting when you choose this path at 3rd level, You can empower a two-handed melee weapon you are holding with 1 soul you have stored and slam it down dealing 2d8 + str mod damage in a 10ft cone, damage type is the same as the weapon being used. If you only hit 1 target in this area then the damage is doubled. This ability can crit and is treated as a weapon attack rather than an area spell. Extra attacks do not apply to this ability

This abilities damage increases to (3d8) when you reach 5th level, 11th level (4d8), and 17th level (6d8).

Indestructible

Starting at 6th level, you gain the ability Indestructible. Upon finishing a short or long rest your Indestructible value is reset to 0. When you successfully land an attack or class trait, roll a 1d8 and add that number to your Indestructible value. When you receive damage from an attack or spell, you roll a 1d4 and add it to your Indestructible value. This value cannot exceed a number equal to half of your total hit points. After consuming 3 souls, as an action, you may activate Indestructible. When activated, you gain a number of temporary hit points equal to that of your Indestructible value. Upon activation your Indestructible value goes back to 0.

Death's Grasp

Starting at 10th level, you can consume 2 souls and stomp the ground sending the souls underneath and tearing the ground as they travel, coming out of the ground at the end of their journey taking shape of a giant claw. Creatures Huge or smaller within a 20ft line make a DC 18 dex save or be struck by this claw and take 4d6 damage and are pulled towards you, on a successful save take half damage and are pulled half the distance. If more than one creature is in this line then they are pulled to the nearest open space.

this range increases by 10ft at 14th level (30ft), 17th level (40ft), 20th level (50ft)

Realm Of Death

Starting at 14th level, You consume 5 souls and point your weapon at a huge or smaller creature within 30ft and tear reality apart around you creating your own plane of existence temporarily, This plane has a 30ft radius centered on you and the walls are indestructible by any means. The realm is unstable and can only last 4 turns after being cast and you are put back to where you were in your previous realm, otherwise the realm lasts until one of you has been rendered unconscious. When you pull a creature into this realm roll 1d10, take the number rolled and remove that amount from the creatures str score and add it to your own, this increases the cap of your strength to accommodate. The creature gets it's str score back after leaving the realm, however if you kill the creature before the realm disappears then you keep the creatures str score for 1 hour. 

Path Of The Iron Revenant Image

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