Base Class: Barbarian
There are some barbarian tribes that hold the belief that each person is born with a purpose and that if they die without ever fulfilling that purpose, remnants of their soul are left behind in the material plane. Those who walk the path of the fallen help to give these souls a final purpose, assisting them in transitioning to the afterlife. For some souls, this is done through the judgment and execution of the wicked while others are meant to sacrifice themselves for the greater good. In either case, it is believed that the rage that overcomes those who walk this path is not their own, but flows into them from the souls of those who are drawn to them.
Spirit Conduit
When you choose this archetype 3rd level, the spirits of the fallen recognize you as empathetic to their cause and will attempt to hinder those who would end your journey early. While raging, you gain a number of spirit points equal to your constitution modifier. These points are used to fuel your features from this subclass. Additionally, while you have spirits remaining, you have resistance to necrotic damage.
If an ability’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Grasp of the Dead
Starting at 3rd level, when a creature that you can see hits you with a weapon attack, you can expend one of your spirits as a reaction to harry their efforts. The creature takes 1d8 necrotic damage and must make a Strength saving throw. On a failure, their speed is halved until the end of their next turn. At 7th level, the damage increases to 1d10. At 11th level, it increases into 1d12.
Shield of the Afterlife
At 6th level, while you are raging, when you are forced to make a saving throw you can expend a spirit to add 2d4 to the roll, as the spirits that surround you sacrifice themselves for you. alternatively, when a creature within 30 feet of you makes a saving throw, you can expend a spirit as a reaction to add 2d4 to that creature’s roll. A creature must finish a long rest before it can benefit from this feature again.
Eyes of the Judge
At 10th level, the spirits of the fallen surround and speak to you even while you are not raging, and tell you of those who have wronged them.
You gain proficiency in the Insight skill and double your proficiency for any check you make with it. Additionally, if you determine a creature to be deceiving you or evil, you learn one fact or secret about the creature from the spirits that aid you.
Alternatively, you can call upon the spirits to draw from the knowledge they had in its past life. When you do this you gain proficiency in one skill of your choice for 1 minute. Once you use this feature in this way you must complete a short rest before you can use it again.
Champion of the Fallen
At 14th level, you have become one with the spirits of the dead and their rage becomes your own. You gain immunity to necrotic damage. Additionally, while you are raging you gain an aura of malice as you channel the grief and pain of the spirits that give you strength. As a bonus action, you can choose one other creature you can see within 10 feet. The target must make a Wisdom saving throw. On a failure, the creature is frightened of you for one minute. While frightened in this way, the creature takes an additional 1d8 necrotic damage from your weapon attacks.
Previous Versions
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2/4/2019 8:16:12 AM
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5/21/2020 11:27:28 PM
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10/8/2020 10:22:11 PM
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