Base Class: Barbarian
They carry the final moments of the fallen within them, binding memory to flesh and turning grief into power. On the battlefield, they become vessels of remembrance, guided by the instincts, pain, and unfinished purpose of the dead.
Witness the Fallen
Starting when you choose this path at 3rd level, the final moments of the dying cling to you.
When a creature you can see within 60 feet of you drops to 0 hit points, you can use your reaction to bind its final memory to yourself as a Witness. If you reduced that creature to 0 hit points, this binding requires no reaction.
You can hold a number of Witnesses equal to your proficiency bonus. You lose all unexpended Witnesses when you finish a long rest.
While you are raging, you can expend 1 Witness to use one of the following effects:
Vengeful Echo. When you hit a creature with a weapon attack, you deal an extra 2d6 damage of the weapon’s type plus your Rage Damage bonus.
Final Step. Immediately after you hit a creature with a weapon attack, you can move up to half your speed without provoking opportunity attacks.
Borrowed Instinct. When you make an attack roll, ability check, or saving throw, you can gain advantage on that roll.
You can expend only 1 Witness per turn unless another feature says otherwise.
Voices That Remain
At 6th level, the memories you carry begin to guide you.
You gain advantage on Wisdom (Perception) checks and Wisdom (Insight) checks.
In addition, you can’t be surprised while you are conscious.
When you fail a saving throw, you can expend 1 Witness to reroll it. You must use the new roll.
Manifest Remembrance
Beginning at 10th level, your rage manifests outward as a field of spectral silhouettes and fading echoes.
While you are raging, you emit a 10-foot aura. At the start of each of your turns, choose one of the following effects, which lasts until the start of your next turn:
Mourning Field. Allies of your choice in the aura gain temporary hit points equal to your Constitution modifier (minimum of 1).
Grasp of the Departed. Enemies of your choice in the aura have their speed reduced by 10 feet, and they have disadvantage on opportunity attacks.
Shared Burden. When an ally in your aura takes damage, you can use your reaction to take half that damage instead, before resistances and reductions are applied.
I Am Not Alone
Starting at 14th level, the dead rise alongside you.
When you enter your rage, you can expend up to 3 Witnesses to summon Spectral Echoes. You summon one echo per Witness spent.
These echoes appear in unoccupied spaces you can see within 15 feet of you and last for 1 minute, until your rage ends, or until destroyed.
Each Spectral Echo has:
Armor Class: 13 + your proficiency bonus
Hit Points: 10
Speed: 30 feet
The echoes act after your turn. They can move but cannot take the Attack action independently.
Once per turn when you hit a creature with a weapon attack, one echo within 5 feet of that creature can deal 1d8 + your Strength modifier force damage.
When an echo is destroyed, creatures within 5 feet must make a Dexterity saving throw (DC = 8 + PB + STR mod). On a failure, they take 2d6 psychic damage, or half on a success.
Comments