Base Class: Barbarian
"Then I saw in the right hand of him who sat on the throne a scroll with writing on both sides and sealed with seven seals. And I saw a mighty angel proclaiming in a loud voice, 'Who is worthy to break the seals and open the scroll?'"
In your shortsightedness, you have decided yourself worthy. Through your actions, you will open the seven seals. Whether this will spell the doom of your foes, yourself, or your allies, only time will tell.
Level 3: The First Four Seals
When you begin your rage, you begin opening the Seals. These seals must be opened in order, and you cannot open more than one seal per turn. Once a seal has been opened, you cannot open it again during this rage. If you end your rage with seals unopened, you take 1d12 radiant plus 1d12 necrotic damage for every seal that remained unopened. This damage cannot be reduced or negated in any way.
The seals listed below are opened by making melee weapon attacks, enhancing that melee attack in some way. You must declare that you are using the seal before making your attack roll - regardless of whether the attack hits or not, the seal is considered open.
Seal 1 - Conquest: As a King would their soldiers, you spur your allies forward in attacking the target of your wrath. Until the start of your next turn, all attacks made against the target gain a to-hit bonus equal to your rage damage bonus.
Seal 2 - War: Your rage is infectious - ensuring that others will choose bloodshed. Regardless of whether this attack hits, the target of this attack must make a Wisdom Saving Throw (DC 8 + Strength Modifier + Proficiency Bonus). On a failed save, on their next turn the target moves toward you by the shortest and most direct route (stopping within 5 ft. of you), before using their action to make either a melee or ranged weapon attack against you (if possible). If they are unable to take this action, their turn ends.
Seal 3- Famine: All must make do with what they have, especially with limited resources. Choose a willing ally within 30 ft. of you. That ally rolls one of their hit dice, and takes necrotic damage equal to the amount rolled. This damage cannot be reduced or negated in any way. If this attack hits, it deals bonus damage equal to twice the amount of damage taken by the willing creature. Starting at level 11, you may target two willing creatures, and at level 17 you may target 3.
Seal 4 - Death: The end of all things. If the attack made with this seal misses, the seal remains unopened and must be used again. If this attack hits, the target suffers a mortal wound, taking damage equal to your Strength Modifier plus Rage Damage Modifier at the start of each of it's turns (the damage type is the same as your weapon's damage type). This damage increases by your Rage Damage Modifier for each turn that the target has taken damage from this wound. This wound lasts until the creature dies, or your Rage ends.
Level 6: The Fifth Seal
You have learned how to open another seals, adding a fifth seal to your rage.
The following seals open at the beginning of your turn, after you have opened their previous seals.
Seal 5 - The Martyrs: Souls cry out for vengeance, and you will deliver it. This turn, your attacks deal an extra 1d4 radiant damage for each damaged ally within 30 ft. of you. Increase this by a further 1d4 necrotic for each of those allies who are bloodied.
Alternatively, starting at level 17, when the fifth seal opens, if there is the corpse of an ally within 30 ft of you: You may resurrect that ally with full hit points, and they immediately gain the benefits of a long rest. Your turn immediately ends, and they take a turn immediately after yours. After they take this turn, they immediately die. No spells or effects that stop a creature from dying can affect this creature while they are revived this way.
Level 10: The Sixth Seal
You have learned how to open the penultimate seal - adding a sixth to your Rage. Additionally, you are now able to open two of the first four seals each turn instead of one, using separate attack per seal.
Seal 6 - Sweeping Darkness: The ground shakes, as darkness blots out the sky. Until the start of your next turn, you emit magical darkness in a 300 foot emanation. This turn, if you take the attack action, you cannot make any weapon attacks. Instead, you may call the stars to fall on your enemies. When you take the attack action, make a ranged spell attack against every creature of your choice in the 300 foot emanation, using Strength for the attack roll. Each target hit takes 1d10 + Strength Modifier + Rage Damage Bonus Radiant damage, and until the start of your next turn they can be seen in magical darkness. These ranged spell attacks can be used while raging, can be used with Reckless Attack, and do not suffer disadvantage from not being able to see your target.
Level 14: The Seventh Seal
You have learned to open the final seal - adding a seventh to your rage.
The following seal activates at the end of the next turn after activating the sixth seal.
Seal 7 - Silence: You are transported to a harmless demiplane. While there, you cannot move, take actions, or reactions. You reappear in the space you left (or in the nearest unoccupied space if that space is occupied) at the start of your next turn.
Final Judgement: When you return from the effect of Seal 7, you begin the Final Judgement. For the remainder of your Rage, you lose all immunities and resistances to damage, and cannot become resistant/immune to damage in any way. Additionally, for the remainder of your rage you emanate a 30 foot aura. All creatures inside of this aura (including you) have vulnerability to all damage.
Previous Versions
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10/5/2025 5:39:03 PM
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