Barbarian
Base Class: Barbarian

Dark Guidance

Blood. War. Destruction. Rage. These things among many are more than enough to push anyone over the edge. Surrender to your despair. With primal rage at your disposal and a desire to reap havoc, the darkness is more than happy to bestow you with power. In fact, so willing your vessel is cursed to bring calamity to not only your enemies but allies as well. Images of your own anguish fuel your rage. Give all in your wake a taste of your cursed fury.

You can understand Abyssal 

Sadistic Fury

Starting at 3rd level at the beginning of raging status, any creature within 10 ft of player must make a wisdom saving throw or is infected with fear reducing their movement speed to 0ft until their next turn. Spell save DC is ( 8+ proficiency bonus + Strength ) At 14th level spell DC is ( 10 + proficiency bonus +Strength )

While raging, you gain the following benefits if you aren’t wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage not affected by radiance.

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Nightmare Shroud

Starting at 6th level, while raging,  player is cloaked in darkness giving them the Shadow Step ability. Attacks made against target creature(s) has advantage as long as the creature is affected with a status aliment.

If you are within 20 ft of any creature affected by a status aliment you can teleport within 5ft of the creature as a bonus action. The number of times this ability can be used is based on your constitution modifier.

At 14th level a clone of the player appears next to targets affected until players next turn. Target is dealt 1d6 necrotic damage at the start of its turn and has its movement reduced by half rounded down. The clone disappears immediately after damage is applied. If player is knocked unconscious or banished  NIghtmare Shroud and its effect(s) are dispersed.

These clones are not treated as allies in any circumstances.

Cull the Weak

Beginning at 14th level you gain one of the three in addition to critical attacks while raging:

 

 

Consume

Creature must succeed on a constitution save DC (8+ proficiency bonus + STR modifier) or suffer half of the total damage dealt rounded up as necrotic damage from critical attack damage only.

Player heals for necrotic damage dealt in this way and suffers a point of exhaustion.

Shatter

 Extra attack damage does necrotic and psychic damage instead. Target creature must succeed a Strength save or falls prone. 

Torment

Target creature is blinded with half movement speed and is frightened until its next turn.

Manifestation

Starting at 10th level your inner darkness takes physical form as you merge with the shadows. Your darkness can manifest as while raging. 

Only one ability can be active while raging as a bonus action:   

 
 
 

 

Abyssal Weapon

You gain +2 to weapon attacks. You have proficiency with any melee weapon you choose to manifest. 

You have Dual Wielders Feat  while raging without the AC bonus. The weapon manifested is treated as a light single handed weapon an attacks made with this ability active deal necrotic damage as long as "Manifestation" is active.

Ebony Armor

gains +2 to AC  along with resistance as long as Manifestation is active.

Epitaph of Despair

At the start of 14th level you become an Epitaph of Despair . Any creature within 20ft of you must succeed a wisdom save or suffer 3d10 psychic damage and becomes frightened. Target creatures affected have disadvantage on attacks made against you. If player starts a turn within 10ft of a creature that is frightened if takes 2d6 psychic damage. 

Dark Skies

The sky above becomes eclipsed in darkness as long as Epitaph of Despair is active. This can be treated like the darkness spell cast at 5th level and can only be dispelled by light spells cast at 5th level or higher. Any other spells cast at lower level ( such as moonbeam) cannot pass through the blacked sky.

Demonic Resistance

While Epitaph of Despair is active you gain a flight speed of 30ft with resist against poison and necrotic attacks. Charm and Sleep spells have no effect on you while this form is active.

Burdened By the Light

Your Demonic Form gives you access to unimaginable power and ferocity at a price. Any attacks you make in daylight  while Epitaph of Despair is active have disadvantage and attacks made against you with radiant damage  gain advantage.

If an attack with radiant damage is critical, your form last for half its remaining time rounded down. 

This transformation last 5 mins unless player in knocked  unconscious or stops ability. This ability once used can not be used again until you finish a long rest.

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