Base Class: Barbarian
Reaper's shroud replaces or augments existing rage mechanics, as well as allowing the barbarian to cast basic wizard spells from the necromancy or transmutation schools.
• Spell casting
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- When you reach 3 level, you augment your martial prowess with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 for the wizard spell list.
- Cantrips
- You lean the cantrips toll the dead and ray of frost. You learn an additional wizard cantrip at 10 level
- Spell slots
- The Reaper Spellcasting table shows how many spell slots you have to cast your spells of 1 level or higher. To cast one of these spells, you expend a slot of the spells level or higher. All spell slots are regained upon completing a long rest
- Known spells
- You know three 1 level wizard spells of your choice, two of which must come from necromancy or transmutation spells on the wizard spell list
- The spells known column on the reaper spellcasting table shows when you learn more wizard spells. Each spell learned must be necromancy or transmutation. To learn a spell of higher level, you must have a spell slot for that spells lowest slot available
- The spells learned at 8, 14, and 20 level can come from any school of magic
- Whenever a level is gained in this class, you can replace one of the wizard spells with a spell of your choice from necromancy or transmutation
- Replacing the spells learned at 8 and 14 level can still be replaced by a spell from any school of magic
- Spellcasting ability
- Intelligence is your spellcasting ability for wizard spells, since spells are learned through memorization and study.
- You use your intelligence whenever a spell refers to your spellcasting ability.
- Intelligence modifier is used when setting AC for the saving throws on spells that require the target to make a saving throw.
- save DC =8+proficiency bonus + intelligence modifier
- Spell attack modifier = proficiency + intelligence modifier
- Cantrips
- When you reach 3 level, you augment your martial prowess with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 for the wizard spell list.
Reaper's Shroud
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- Your lifeforce pool is the sum of all damage dealt by you and taken by you
- Life force does not accumulate while in shroud,
- life force only accumulates while in combat.
- The lifeforce pool maximum is equal to your maximum HP
- Life force drains to 0 when combat ends.
- Your lifeforce pool is the sum of all damage dealt by you and taken by you
- Entering shroud
- Upon entering shroud, your life force pool is drained to 0, and you gain temporary hit points equal to your life force pool size when you entered shroud.
- You cannot enter shroud if you don’t have life force
- While in reaper shroud
- You count as in shroud as long as you have temporary hit points remaining
- Gaining temporary hit points from external sources extends the duration of Reaper’s Shroud
- While in shroud, standard rage damage is added to your weapon attacks.
- Further rage damage is also added to your attacks as necrotic damage
- Rage damage is also dealt to yourself as necrotic damage on every attack.
- Necrotic rage damage and necrotic self-damage also apply to damaging cantrips
- The fast movement feature does not grant increased movement while in shroud
- This feature instead causes enemies to have the standard movement bonus subtracted from them if you’ve dealt necrotic damage to them.
- You count as in shroud as long as you have temporary hit points remaining
Soul Reaping
- After 6 level, when a creature of CR greater than of equal to half your level dies within 30 ft of you, you can spend your reaction to capture its soul.
- You can do this a number of times equal to your intelligence modifier per long rest
- Souls fade when you take a long rest
- Captured souls are clearly visible when in Reaper shroud, and emit a dim light in a 10 ft radius
- As an action while in shroud, you can consume one of the souls to do one of the following
- Cast animate dead at 3 level
- If level 10 or higher
- Spend 3 souls to cast animate dead at 5 level
- Spend 5 souls to cast Create Undead.
- Undead created in this way disappear after 1 minute.
Reaper's Wrath
- At 10 level
- When initiative is rolled, you can choose to instantly fill your life force pool to half capacity
- This can be done once per short or long rest
- Extra abilities are unlocked while in shroud
- Executioner’s Scythe
- A large overhead attack that deals weapon damage on hit
- If your target has less than half HP left, an additional 6d6 cold damage is dealt
- Half of this cold damage is dealt to you as necrotic damage
- An area of 15ft around your target is covered in ice and becomes difficult terrain.
- When a creature enters the spells area or starts its turn there, it must succeed on a dexterity saving throw
- If failed, it falls prone.
- Soul Spiral
- Spin to win
- Attack each creature within melee range
- For each creature hit, roll a number of weapon damage dice equal to the number of creatures in range
- Necrotic rage damage is dealt to you for each creature in range, even if you miss
- Can only be used one time per shroud
- When a creature enters the spells area or starts its turn there, it must succeed on a dexterity saving throw
- Executioner’s Scythe
- When initiative is rolled, you can choose to instantly fill your life force pool to half capacity
Lich Form
- At 14 level, you can choose to enter lich form instead of entering shroud.
- Lich form gives a fly speed equal to your current walking speed
- Lich form causes the shadow tendrils of your shroud to deal damage
- Creatures that move into or start their turn in your melee range take necrotic rage damage
- Any damage dealt by this effect is also dealt to you.
- Lich form can only be used once per long rest.
- Creatures that move into or start their turn in your melee range take necrotic rage damage
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