Base Class: Barbarian
In order to defeat monsters, one must become a monster. Those who follow this path have taken this ancient saying to heart, embracing their inner demons rather than seeking to destroy them. Through dangerous and intensive training, you have learned to control this darkness, without fully succumbing to it, in order to slay any number of monstrous entities. As your strength grows, so does your connection to this darkness, at times making it difficult for others to distinguish you from the demons that lurk in the night.
Shadow Weapon
Starting at 3rd level, you have learned to form a blood bond with your chosen weapon, promising to feed your inner demons with the blood of your enemies. Your weapon takes on a more vicious appearance, small black roots extending from your hands and wrap around your weapon, sinking into the wood and metal of the weapon while you wield it. While you are raging, you also gain resistance to necrotic and cold damage.
You gain the ability to transform one regular or magic weapon into your Shadow Weapon by performing a special ritual while holding it. This weapon cannot be ranged and must have the two handed property. This ritual takes 1 hour, which can be done during a short rest. You can only have one Shadow Weapon bonded at a time. Once bonded, the weapon is dissipates and reappears into an extradimensional space within you until you choose to summon it. This bond is broken if you die, you bond with a different weapon, or spend 1 hour performing the ritual to break your bond with your current weapon. If you are alive when you break this bond, you take 1d12 necrotic damage and the weapon appears at your feet. You cannot affect an artifact or sentient weapon in this way. Your Shadow Weapon retains all the properties and magical effects of the original weapon. While you are raging, it gains the following properties until your rage ends:
- You can use an action or bonus action to summon this weapon while raging.
- Creatures have disadvantage on checks made to disarm you while you are conscious.
- This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- You deal an extra 1d6 necrotic damage with this weapon.
- If you end your turn and this weapon is 10 feet or farther from you, it vanishes and you take necrotic damage equal to your Constitution modifier that ignores your resistances.
- If you are knocked unconscious while wielding this weapon, you automatically fail your first death saving throw and suffer 1 point of exhaustion when you regain consciousness.
Shade Armor
Starting at 6th level, you've learned to tap the darkness from within your enemies, their own demons lending strength to your own. Once per turn when you hit a creature with your Shadow Weapon, you can force the creature to make a Constitution saving throw with a DC of 8 + proficiency + your Constitution modifier. If the target fails, you gain temporary hit points equal to the damage dealt until the end of your next turn. If the target has an evil alignment, they have disadvantage on this saving throw. If the target has a good alignment, they have advantage on this saving throw.
Expose
Starting at 10th level, you learn to open yourself up to even greater punishment, converting that pain into power. While wielding your Shadow Weapon, when a creature within 5 feet of you targets you with a melee or spell attack, as a reaction you can choose to become Exposed until the start of your next turn. While Exposed, all attacks against you deal an additional d6 damage of the same type. Until the end of your next turn, the first time you hit a creature with your Shadow Weapon, you deal an additional d6 necrotic damage for each time you were hit while Exposed.
Veil of Darkness
Starting at 14th level, the shadows around you begin to coalesce, shrouding you in total darkness. If a creature makes a ranged weapon or spell attack against you, you can use your reaction to release a powerful burst of dark energy that centers on yourself
Until the start of your next turn, the area within a 10 foot sphere centered on you becomes shrouded in magical darkness. All objects and creatures within this area are heavily obscured and nonmagical light cannot enter or exit this space. A creature with darkvision cannot see through this darkness and if any of this abilities area overlaps with an area of light created by a spell of 3rd level or lower, the spell that created the light is dispelled. Any creature, other than yourself, who starts their turn or enters this area must make a Constitution saving throw with a DC of 8 + your proficiency + your Constitution modifier. On a failed, the target takes necrotic damage equal to your Constitution modifier + your Rage damage bonus.
If you have temporary hit points granted by your Shadow Weapon feature, you can sacrifice them all to increase the radius of this ability by 5 feet and impose disadvantage on the creature's saving throws. You can use this ability a number of times equal to half your Constitution modifier rounded down. You regain all expended uses at the end of a long rest.
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Posted Aug 5, 2022I don’t know if you’re still working on this on 2022 or not, but it has a lot of potential! One criticism I do have is the need to be raging only to summon the weapon, while seemingly being able to use the other abilities of the weapon outside of rage. There’s also the issue of not being able to dismiss the weapon.
If I was you, I’d remove the raging restriction of summoning the shadow weapon, and give the option to dismiss it as a bonus action.
Other than that, this subclass looks great! Can’t wait to use it on my next character!
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Posted Aug 23, 2019I am very much hoping to create a shadowy, dark barbarian class. Let me know what you guys think or if you think I need to change anything! It's kind of tough trying to balance some of the stuff so any ideas are appreciated!