Barbarian
Base Class: Barbarian

Major burial sites such as tombs, catacombs, mausoleums, and ossuaries are sought after by a variety of intruders, from the lowliest thieves to the vilest necromancers. Standing in opposition to these intruders is the tomb keeper, a warrior who has been chosen by their society to defend the remains of their forebears. They have learned how to recruit the lingering spirits of the deceased to aid them in battle before returning to their rest. A tomb keeper may serve a specific god of death, such as Myrkul, Hades, or Osiris, or they may consider themselves the servant of an ancient ruler whose tomb they guard.

A tomb keeper in training may be tasked with traveling the world to gain power and wisdom, before returning to the tomb to serve their eternal duty.

Phantom Allies

Starting at level 3 when you select this path, you and the deceased share a mutual respect. While raging, you have resistance to necrotic damage.

As an action, you can touch the corpse of a creature (except constructs) to raise a phantom under your control. You can only do this once for any given corpse. The phantom takes the appearance of a small death-related entity of your choice, such as a raven, carrion beetle, winged skull, or miniature grim reaper. Phantoms are intangible, and may either hover in a 5ft radius around you or meld into the shadows. Your phantoms dissipate if you are knocked unconscious or dismiss them as a bonus action.

When an enemy you can see within 60 feet makes an attack roll, you can use your reaction to send one phantom to intercept their attack. The attacker has disadvantage on their attack roll, and the phantom self-destructs, dealing 1d6(+ your proficiency bonus) necrotic damage.

You can have a maximum of 2 phantoms under your control. This maximum increases to 3 at 6th level, 4 at 9th level, 5 at 12th level, and 6 at 15th level.

Eternal Duty

Upon reaching level 14, a tomb keeper is prepared to defend a burial site for all eternity. While standing inside a historically relevant burial site, or within 60 feet of one, you can raise a Phantom Ally as an action without needing a dead body as a target. As long as you inhabit this space, you appear to cease the aging process.

In addition, you have immunity to poison and disease, as well as the Poisoned, Charmed, and Frightened statuses.

Death Gaze

Starting at 10th level, the deathly essence that flows through you can be harnessed into a powerful attack. While raging, you can use your Attack action to fire a ray of dark energy in a straight line extending 60 feet. All creatures in the line must make a Constitution saving throw (DC = 8 + your CHA modifier + your proficiency bonus). On a failed save, targets take 2d8 (+ your proficiency bonus) necrotic damage, or half damage on a successful save. The damage increases by an additional 1d8 at 14th and 18th levels.

If a creature dies from this skill's damage, and it leaves behind a corpse suitable for Phantom Allies, you can immediately raise a phantom from it if it does not exceed your maximum phantoms.

You can use this skill a number of times equal to half your proficiency bonus, rounded up. You regain all expended charges after finishing a short or long rest.

Keeper's Command

Starting at level 6, the phantoms you have summoned can be commanded to help or hinder the movement of other creatures. Whenever you activate your rage, you can choose one of the following effects:

Torment. Select a number of enemies within 60 feet, up to the number of Phantoms you have. Each enemy must succeed on a Wisdom saving throw (DC = 8 + your CHA modifier + your proficiency bonus) or have their speed reduced by half until the start of your next turn.

Cloak. Select a number of allies within 60 feet, up to the number of Phantoms you have. Until the start of your next turn, those allies cannot be targeted by attacks of opportunity.

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