Barbarian
Base Class: Barbarian

Barbarians who walk the Path of Death tread the forbidden road that straddles the lands of the living and the dead. Warriors who walk this path gain strange and unnerving abilities, and are found more commonly in societies near Shadow Crossings, where the need for those who can calm the unquiet dead is great indeed.

The Boundary

3rd–Level Path of the Dead Feature

Your Rage opens your eyes and your body to the worlds beyond. While you are raging your eyes gain a supernatural appearance of your choice and your body becomes a dull monochrome coloration. For the duration of your rage, you gain the following benefits:

  • Ethereal Sight. You gain truesight out to a range of 30 feet. The range of your truesight increases when you reach certain levels in this class. 60 feet at 6th–level, 90 feet at 10th–level, 120 feet at 14th–level, and 150 feet at 18th–level.
  • Magic Weapons. Your melee weapon attacks count as magical for the purpose of overcoming resistance and immunity to non–magical attacks and damage.
  • Semi–Incorporeal. You become semi–immaterial, and can pass through non–magical objects and structures as if it were difficult terrain. If you end your turn inside an object or structure, you take 1d10 force damage. If your rage ends while you are inside an object or structure, you are immediately shunted to the nearest unoccupied space taking an additional 1d10 force damage for every 5 feet you are pushed.
  • Undead Resolve. You gain resistance to cold, necrotic, and poison damage. You also have advantage on saving throws you make to avoid or end the poisoned condition on yourself.

Army of the Fallen

6th–Level Path of the Dead Feature

You are a beacon in the afterlife and your slain enemies rise again to fight under your banner. When you slay a Humanoid, it rises as a skeleton or zombie at the start of your next turn. A skeleton or zombie created in this way, follows all of your commands to the best of its ability (no action required), they take their turn immediately after yours, and they fall into an unanimated corpse after one minute. You can dismiss an undead created in this way early as a bonus action.

Halls of the Ancestors

10th–Level Path of the Dead Feature

You can enter a one minute trance in order to speak to or summon the dead. You can cast the Animate Dead and Speak with Dead spells. You can cast each of these spells a number of times equal to your Proficiency bonus, and you regain all expended uses after you complete a long rest. Constitution is your spellcasting ability for these spells.

Among The Undead

14th–Level Path of the Dead Feature

All undead creatures have disadvantage on attack rolls that target only you. You also do not require air, food, drink, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.

Also, you always have advantage on saving throws you make to avoid or end the poisoned condition on yourself, you have truesight out to a range of 30 feet, and you have resistance to cold, necrotic, and poison damage.

Path Of The Dead Image

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