Base Class: Barbarian
Barbarians who follow the Path of the Shadow are chosen by the Matron of Ravens or other powers of death and darkness. Rather than relying on brute strength alone, they fuse agility, fury, and shadow magic into a terrifying art of war. Their rage manifests as living darkness that drags enemies into their reach, cloaks them in gloom, and rends both body and soul.
These shadow barbarians fight with a predator’s grace, moving like smoke through the battlefield, pulling the weak into their aura, and striking with soul-stealing fury. They are executioners and protectors alike, bound by the Matron’s hand to ensure no soul escapes its destined end. In their greatest state — the Eclipse Avatar — they reap entire legions, snuffing out mortal life in a storm of wings and shadows, feeding both their own vitality and their divine patron’s will.
You gain the following magical abilities, fueled by a reservoir of 2 sorcery points:
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Cantrips: You learn Chill Touch and Minor Illusion. These count as sorcerer cantrips and use Constitution as your spellcasting ability.
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Sorcery Points: You gain 2 sorcery points, which recharge after a long rest. These may only be spent to cast one of the following spells:
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Shield
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Absorb Elements
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Darkness
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Casting: You cast these spells without material components, and they are flavored as shadows twisting to defend or conceal you.
Level 3: Shadow Rage (3rd Level)
When you enter your Rage, shadows lash outward. You may use Dexterity or Strength for melee weapon attacks while raging, and your Rage bonus applies to either.
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When you Rage, each hostile creature of your choice within 15 feet must succeed on a Strength saving throw (DC = 8 + proficiency + Dex/Str modifier) or be pulled 10 feet toward you and take necrotic damage equal to your Rage bonus.
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For the duration of your Rage, all bright light in a 15-foot radius around you is reduced to dim light.
Level 6: Final Soul Anchor (6th Level)
While raging, you gain resistance to radiant damage and enemies have disadvantage on opportunity attacks against you.
Once per Rage as a Bonus Action, you may shroud yourself in magical darkness in a 10-foot radius centered on you until the start of your next turn.
Level 10: Cloak of Dusk (10th Level)
“While raging, you gain resistance to radiant damage and enemies have disadvantage on opportunity attacks against you.
Once per Rage as a Bonus Action, you may shroud yourself in magical darkness in a 10-foot radius centered on you until the start of your next turn.”
Level 14: Eclipse Avatar (14th Level)
When you enter your Rage, you may choose to become the Eclipse Avatar for 1 minute (once per long rest).
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Soul Harvest: When you activate Eclipse Avatar, all hostile, non-friendly, enemies of your choice within 25 feet must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, their souls are ripped free and they die instantly. On a successful save, Enemy resists soul harvest, becomes paralyzed and blind for 60 seconds while losing half their hit points. On a fail Enemy dies instantly (if non-legendary) and you heal 1d8 HP per soul claimed. Legendary enemy becomes paralyzed and blind for 60 seconds. For each creature whose soul is harvested, you regain 1d8 hit points.
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Wings of Dusk: You sprout wings of shadow, gaining a flying speed equal to your walking speed.
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Umbral Might: Once per turn when you hit a creature with a melee weapon attack, you deal an additional 2d8 necrotic damage.
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