Base Class: Barbarian
The Path of the Nightbloom barbarians follow the teachings of the Nightbloom monastery. Primarily nightbloom tieflings, these warriors make use of a ritual trance-like state instead of pure rage to empower themselves. They can use this state to contact the spirits of the departed, getting their aid in and out of combat.
Peer Beyond the Veil
Starting when you pick this Path at 3rd level, you gain additional sight. As an action you can open yourself up to ghostly presences. For the next minute you gain the ability to see the souls around you, which present as colored auras. You can detect the souls of both the living and the dead. In addition you can see into the ethereal plane for 5ft around you, allowing you to see invisible creatures. You have advantage on any wisdom (Insight) checks you make to determine intent of a creature you can see with this ability active. Additionally, you can speak with a deceased spirit you can observe within 5ft of you as long as you share a language. If you speak to a deceased spirit in this way, it only knows what it knew in life, and can only communicate while observed in this way. You can use thi ability a number of times equal to your proficiency bonus and regain all uses on a long rest.
Spirit Aura
When you enter your trance (rage) choose an mantra to focus on. Your mantra grants you an aura that radiates out 10 feet from you in every direction, although not through total cover. Each time you rage you can choose a new mantra, but cannot change your mantra without raging again. You can reactivate the effect on each of your turns as a bonus action as long as your rage persists. If the effect requires a saving through, the DC is 8 + your proficiency bonus + your Constitution modifier.
Serenity. When this effect is activated, all creatures within your aura who are influenced by a fear or charm effect may attempt to save against the effect. Additionally, each creature of your choice is granted temporary hit points as a sense of calm radiates through them. The temporary hit points granted is equal to your rage damage bonus.
Agitation. When this effect is activated, choose one creature you can see in your aura. The target must make a Charisma saving through. The target takes 1d6 psychic damage on a fail and half damage on a success, as it is overwhelmed with the torrent of emotions running through it. An aggressive target makes this save with advantage. This damage increases as you gain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
Balance. When this effect is activated, your aura extends to 30 feet. Choose 1d4 creatures within range. Each creature is either granted temporary hp or takes psychic damage equal to your rage damage bonus. The number of creatures you can select increases as you gain levels in this class, increasing to 2d4 at 10th level, 3d4 at 15th level, and 4d4 at level 20.
Call Upon the Dead
At 6th level you gain the ability to cast the Speak with Dead spell, without using a spell slot or material components. When you cast the spell using this feature, the spirit you are communicating with isn't just limited to things it knew in life. Additionally, the spirit must make a Wisdom saving throw against the DC of your Spirit Aura effects or be unable to purposely lie to you. Once you use this feature, you can't use it again until you finish a long rest.
Spirit Strike
When you hit a creature in your Spirit Aura while you are raging, your strike can take on additional effects based on your mantra.
Serenity. The target must make a Wisdom saving throw against your Spirit Aura DC or have disadvantage on all attacks on it's next turn, as violent tendencies are washed away with your overwhelming aura of calm.
Agitation. The target must make a Wisdom saving throw against your Spirit Aura DC or take 2d12 psychic damage (or half on a successful save), as an intense wave of powerful emotions washes over them.
Balance. The target must make a Charisma saving throw against your Spirit Aura DC or take 2d8 necrotic damage (or half on a successful save). You regain hit points equal to the amount of damage you inflicted from this ability, as your strike siphons energy directly from their essence into yours.
No matter which aura effect you have active, using this feature also gives insight into the target. For the next 24 hours you know if the creature is alive or dead, on the same plane of existence, and have advantage on wisdom (insight) checks to determine if the creature is lying to you.
You can use this feature a number of times equal to your proficiency bonus and regain all uses after a long rest.
Power Over Death
You gain influence over the forces of life and death. While you rage you gain the following abilities based on your mantra when you rage. Additionally, your Serenity and Agitation auras are now 15ft, and your Balance aura is now 45ft.
Serenity. When a creature in your aura drops to zero hit points, you can your reaction bring them back at 1hp.
Agitation. When a creature in your aura drops to zero hit points you can use your reaction to reanimate them as a specter. The specter has temporary hp equal to your proficiency bonus, acts directly after your initiative, has it's own turn, and obeys your verbal commands. It gets a bonus to attack rolls equal to your constitution modifier (minimum of +0). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. You can only have one specter from this feature at a time.
Balance. When a creature in your aura drops to zero hit points, you can use a reaction to siphon their soul for one of two effects. The creature who triggers this reaction dies. You can either siphon the soul to boost your next attack done to a target within your aura, dealing an additional 2d12 necrotic damage on a hit, or you can restore your own vitality, regaining 2d12 hit points.
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