Base Class: Barbarian
Rage is a powerful force. It drives many creatures across the multiverse. But it drives few more than Maledictus, the Lord of Curses. Thrown down from Erackinor ages ago by Moradin Soulforger for his crimes, Maledictus broods in his icy prison, hidden within the crags of the Frostfell, his only reward the spark of soulfire he stole from Moradin in his arrogance, believing he deserved the power of creation. This spark itself has been corrupted by Maledictus' evil, rage, and attempts to wield it, transforming into a great and terrible power: Ghostfire. He toils endlessly on his soulforge, forging countless deadly weapons and amassing legions with which he will ravage the Realms, when the time comes that he will be set free. Some barbarians walk the Path of Ghostfire, being given power over its energy as an apparent gift from the Lord of Curses. But sooner or later, Maledictus comes to collect...
Annihilating Ghostfire
Starting at 3rd level when you take this subclass, the ghostfire within you begins to accumulate as you land strikes. The first time on each of your turns that you successfully hit an attack while raging, you gain a point of ghostfury. These points last until your rage ends, at which point they disappear, and your maximum number of ghostfury points is equal to your proficiency bonus. For every 3 ghostfury points you have, your critical hit threshold decreases by 1. When you hit a creature with an attack, you can use your bonus action to expend up to 4 ghostfury points to channel ghostfury into a shockwave. The creature you hit and every hostile creature within a 5 ft. radius of that creature takes 1d8 necrotic damage for every ghostfury point you spent. If a creature that has resistance or immunity to necrotic damage takes this damage, this damage ignores this resistance or immunity.
Black Steel Blessing
Also at 3rd level, Maledictus grants you a degree of protection from the elements. You can cast the absorb elements spell at will, but only targeting cold and lightning damage. Additionally, this spell ignores the normal limitations on spellcasting and concentration while raging.
Dreadnought Rush
Starting at 6th level, you gain the ability to channel your rage into a crushing rush. Once per rage, as a bonus action, you can charge forward a number of feet equal to your movement speed, without provoking opportunity attacks. This movement must be in a straight line, and if you hit a wall you take 1d6 bludgeoning damage for every 10 ft. you have remaining when you hit the surface. You can move through the space of creatures large or smaller. A creature that you move through must make a Strength saving throw (DC DC 8 plus your Constitution modifier and Proficiency Bonus). On a failure, the creature takes bludgeoning damage equal to a number of d8s equal to your rage damage bonus and is knocked prone. On a success, the creature takes half as much damage and isn't knocked prone.
Aptrgangr Blast
Starting at 10th level, you gain the ability to channel the power of the Aptrgangrs, dreadnoughts of the Legion of Maledict. As an action, you can expend 4 soulfury points to conjure 5 sheets of magical force, which either move in a line or a cone in a direction of your choosing (your choice each time you use this ability). The line is 60 ft long, 10 ft wide, 10 ft high line, whereas the cone is 30 ft long and 10 ft high, and each creature in the line must make a Dexterity saving throw (DC DC 8 plus your Constitution modifier and Proficiency Bonus). On a failure, the creature takes 8d10 force damage. On a success, the creature takes no damage.
Avatar of Maledict
As a bonus action on your turn, you can spend 3 ghostfury points to embrace the ghostfire given to you, becoming an avatar of Maledictus. For 1 minute or until your rage ends, you gain the following benefits:
- Spectral wings of ghostfire sprout from your back, granting you a flying speed of 60 ft.
- Whenever you gain ghostfury points, you gain two ghostfury points instead of one
- When you hit a creature with an opportunity attack, you can trigger your annihilating ghostfire on that attack
- Once per rage, as an action, you can spend 6 ghostfury points to perform a special attack. You fly up 20 ft. into the air and swoop down, slamming your weapon into the ground and summoning ghostfire in a 15. ft emanation centred on you. Each hostile creature in that area must make a Constitution saving throw, (DC 8 + your proficiency bonus + your constitution modifier). On a failure, the creature takes 6d8 necrotic damage and has disadvantage on the subsequent saving throw. On a success, the creature takes half as much damage and does not have disadvantage on the next saving throw. After the ghostfire appears, spectral halberds shoot up from the ground in a 15 ft. emanation centred on you. Each hostile creature in that area must make a Constitution saving throw, (DC 8 + your proficiency bonus + your constitution modifier). On a failure, the creature takes 6d8 piercing damage, has its speed halved for 1 minute, and takes a penalty to all D20 tests equal to your rage modifier for the next minute. On a success, the creature takes half as much damage and suffers no additional consequences. Creatures with resistance to a damage type dealt by this ability have the resistance nullified for the purposes of this ability.
Once you use this ability, you must finish a long rest until you can use it again.
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