Barbarian
Base Class: Barbarian

Rage, fury, anger. Those are probably the emotions that led you here, the emotions that lead all barbarians to me, Death. This is the end. This allows the cycle to renew, but there are those who would halt the cycle a scourge of undeath that rakes the passage of life from its course and defiles the natural order. You my champion, shall correct it's course.

Reaper barbarians are typically found in the most dire of places, where the cycle of life and death has been tarnished, they have an allegiance to either a god of life, death or those with opposition to undeath. They are the guides of souls determined to deliver a final rest to both those who cant reach it and those who don't want it.

Envoy of Death

When you take this path at 3rd level you are imbued with a visage of death. When you rage you are enshrouded by a ghostly white cloak and your eyes whiten and leave wispy trails of smoke that protrude out of your sockets. Every enemy who can see you when you rage must make a DC 8+ Constitution Modifier + Proficiency Bonus or be considered frightened of you until your rage ends.

Additionally, your weapon is imbued with 1 soul charge when you rage, you can have a total of 2 soul charges at any time. You gain an additional soul charge whenever:

  • A creature within 60ft is knocked unconscious or killed
  • You sustain 3 or more hits in one turn
  • You roll a critical hit.

You can expend soul charges to activate one of the following affects:

  • Soul Smite: as part of an attack you can expend a number of soul charges and deal an additional 1d8 force damage per charge
  • Weave Healing: You can expend the charges as a bonus action to heal yourself 1d6 per charge
  • Spirit Cloak: you gain +1 AC per charge expended until the end of your rage (max +3)

Eye of the Spirit Guide

At 3rd level you gain proficiency in insight if you do not have it already. You can focus on a creature for more than 1 minute you can peer into their soul. you see shroud of mist depicting the soul, the colour of which denotes the state of it:

  • White - Denotes a pure soul. This soul is in it's intended vessel and has not been tampered with.
  • Purple - Denotes a corrupted soul. This souls has been forcefully or willingly drawn from the natural path of life and death. Halting it's course.
  • Green - Denotes a wayward soul. This soul has been drawn from the natural path through an unintentional force. Usually by a bond or emotion strong enough to divert their path.

Note that the colour of a soul does not denote alignment of the creature. An evil individual could have a pure soul.

Frightful Rage

Every enemy who can see you when you rage must make a DC  8+ Constitution Modifier + Proficiency Bonus or be considered frightened of you until your rage ends. (DC {{savedc:cha}} )

Essence of the Ferryman

At 6th level, your max amount of soul charges increases to 3.

Additionally you learn how to better be in tune with your role as a spirit guide. You can communicate with spirits as though it's second nature. You understand the language of any creature with a wayward soul in order to communicate with it. You also gain the ability to cast Speak with Dead once per day as a spell like ability.

Prophet of the Fallen

At 10th level, you gain a new way to gain soul charges:

  • When you hit a target twice in the same turn you cleave part of their soul asunder. Gaining a soul charge

You also gain a new way to use soul charges:

  • Travel the River: You can expend a bonus action to teleport up to 20ft per charge to a point you can see.

Additionally at 10th level you can use your action to correct the course of wayward souls on the battle field. Target any number of summoned entities under the control of another creature. They must make a Wisdom Saving Throw (DC 8 + Con Mod + Proficiency Bonus) on a failed save the creatures are dispelled as their souls are returned to the natural cycle. You gain Soul Charges equal to the amount of creatures dispelled. You can use this feature once per long rest.

Angel of Death

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Upon raging you gain max soul charges. You gain resistance to Radiant, Necrotic and Force damage and the effects of your soul charges are enhanced
- Enhanced Soul Smite: Damage dice increase to 1d12 per charge.
- Enhanced Weave healing: You can target an ally other than yourself.
- Enhanced Spirit Cloak: Can expend 1 charge to gain the maximum bonus. (+3)
- Enhanced Travel the River: Can warp 40ft per charge expended.

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