Barbarian
Base Class: Barbarian

An inexorable force on the battlefield, the Reaper empowers itself by directly harvesting the life force of its foes. Ruthless and hard-hitting, they can enter the Reaper Shroud when they become enraged. The Reaper Shroud is a deadly form that grants them a dark aura of power that extends from the grave.

Reaper Shroud

Starting when you choose this path at 3rd level, you embrace the cold of death, and emanate black and green wisps of smoke around your body while you Rage. The Reaper Shroud grants you the ability to harvest the soul of a single slain enemy as a reaction. The number of souls you can carry is equal to half your barbarian level, rounded up. The souls are clearly visible when you are in the Reaper Shroud, emitting a dim light in a 10ft radius.

Whenever you spend hit dice, you can instead consume souls that you have harvested. Each soul counts as one hit die.

When you take a long rest, the souls you have harvested also rest, and fade from your grasp.

Soul Reaping

Beginning at 6th level, the power of the Reaper grows within you. While Reaper Shroud is active, you gain resistance to necrotic damage. Additionally, as a bonus action, you can spend your available hit dice to heal yourself.

Reaper's Wrath

Beginning at 10th level, as an action, you can consume any number of hit dice to create a spectral scythe that strikes in a 15 ft. cone. This attack deals 1d6 necrotic damage per hit die spent to all creatures in the targeted area unless they succeed a DC(8 + your proficiency bonus + your Strength modifier) Dexterity saving throw. On a successful save, they take half the damage.

Fear the Reaper

Starting at 14th level, your Reaper Shroud becomes fully empowered. As an action, you can consume a hit die to create an aura 10 ft. around your Reaper Shroud for 1 minute. When you make a successful melee attack weapon, all enemies inside the aura take 1d6 necrotic damage unless they succeed a DC15 Constitution saving throw. On a successful save, they take no additional damage.

If a target is slain while in your aura, all other targets in the aura must succeed a WIS saving throw against your Intimidation skill check or be frightened until the end of your next turn.

Additionally, as an action you can spend a hit die to enter an incorporeal form, allowing you to levitate and move through other creatures and objects at double your normal walking speed. You take 5 (1d10) force damage if you end your turn inside an object. This form ends at the end of your turn.

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