Path of the War Aspect Some barbarians are disatisfied with small conflicts and tribal battles. They yearn for combat that involves countless combatants, stretching as far as the eye can see. So they hone their skills to ensure when these fights break out, they are on the winning side. Seeing a barbarian take this path attracts the attention of gods of war, who after seeing the potential of this barbarian, usually gift some of their power unto them. On a Crimson Steed Starting at 3rd level when you select this path, you become allied with a spirit that shares your love of war. This spirit takes the form of a powerful warhorse, built to be used for combat. At the end of a long rest, you gain a steed, as if summoned by the find steed spell, with the folowing exceptions. It appears as a warhorse with a dark, crimson color. It uses the same statblock as the Warhorse.

It has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Your Steed's HP maximum is half of your HP maximum

While you are raging, when your Steed is within 60 ft. of you, it adds your rage bonus to the damage of its attacks. If your steed is slain in combat, it cannot be summoned again until the end of your next long rest, even through a different use of the find steed spell. Battlefield Adaptability Starting at 6th level, you become adept at changing your fighting style to suit the need of every fight, from a massive battle to a small ambush and skirmish. While raging, depending on how the numbers of the fight shift, you gain one of the following benefits: Cull the Herd: When your allies are outnumbered by your enemies in combat, if you make an attack that would allow you to add your rage damage to the damage, you may add double your rage damage instead. Finish Them Off: When your allies outnumber your enemies in combat, you may add your rage damage to your attack rolls on attacks that benefit from your rage damage. Note on Battlefield Adaptability When determining which side of the fight outnumbers the other, don't count any incapacitated creatures, and count multiple creatures that function as one unit as one creature (e.g. swarm of bats). Also if there are combatants that your barbarian isn't aware of, don't count them either (such as an elf archer hiding in the trees or your barbarian being blinded and not being able to see the full amount of enemies that are fighting). Back on your Feet Starting at 10th level, you inspire your allies to fight onwards even at death's door. As a reaction while raging, when an ally within 30 ft. of you that can both see and hear you drops to 0 hit points but isn't killed outright, you can call out to rally them. The target makes a DC 10 Constitution saving throw. If they succeed, they drop to 1 hit point instead. If they fail, they drop to 0 hit points and start making death saves as normal. A creature must finish a long rest before you can target them with this feature again. Violence is the Answer Starting at 10th level, you develop an innate talent for inciting violence. You have advantage on Charisma (Persuasion, Initimidation) checks to convince someone to resort to violence (such as inflating a minor dispute into a tavern brawl, turning a bunch of angry villagers into a riotous mob, or even convincing an indecisive king to go to war with his enemies). Also, when you discuss anything related to battles, war, or general violence, you may add your proficiency bonus to all charisma skill checks. If you are already proficient with any Charisma skills, you may add double your proficiency bonus instead. Unending Assault Starting at 14th level, when an ally hits a target with a melee attack while that target is within your melee range, you may make an attack against that target (no action required). After your ally triggers this attack, it may not do so gain until the start of its next turn.

Otherwordly Patron: Death Your patron is Death. Maybe you died and made an agreement that you would do his bidding if you were restored to life. Maybe he approached you, seeing an imbalance in the world. He could have even gotten bored with his solitary existence and decided to give you powers for the fun of it. Whatever the case, Death has existed before the Gods and will exist long after. He is very understanding and patient, as whatever happens, everyone dies eventually. Expanded Spell List Death lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Death Expanded Spells Spell Level Spells 1st false life, ray of sickness 2nd gentle repose, ray of enfeeblement 3rd animate dead, speak with dead 4th evard's black tentacles, death ward 5th cone of cold, raise dead On a Pale Steed Starting at 1st level, your patron allies you with a spirit that assits agents of death. This spirit takes the form of a skeletal warhorse , it's eyes a flicker of light in its empty skull. At the end of a long rest, you gain a steed, as if summoned by the find steed spell, with the folowing exceptions. It appears as a skeletal horse, with sun bleached bones. It uses the same statblock as the Warhorse

It has resistance to necrotic damage.

Its type is undead, but is immune to effects that turn undead.

If you are within 30 ft of your steed, you both gain advantage on death saving throws.

Your Steed's HP maximum is half of your HP maximum If your steed is slain in combat, it cannot be summoned again using this feature until the end of your next long rest. Soul Siphon Starting at 6th level, you gain the ability to steal a creatures soul when it dies under the influence of your magic. When a target cursed by your hex spell or by a warlock feature of yours, such as Sign of Ill Omen, is reduced to 0 hit points, you can capture their soul, and then later summon it as a weaker version of itself under your control. When you capture a soul this way, your hex spell or any other spells and features applied to them immediately end. A creature whos soul is currently captured by you cannot be restored to life. As an action, you can bring forth the soul of said creature to do your bidding as a ghostly apparition. It rolls its own initiative in combat, follows your verbal orders to the best of its ability, and is friendly to you and your allies. This apparition has the exact same stats as the creature it once was, with the following changes: Its armor class is reduced by 5.

It has vulnerability to all damage.

All of the damage it deals is halfed.

It has disadvantage on all saving throws.

It cannot cast spells. Additionally, this creature may not use lair actions, legendary actions, or legendary resistances. This apparition lasts for 1 minute, or until it is slain. You then lose the soul of the creature and can no longer summon it this way. You can hold onto the souls of up to a number of creatures equal to your Charisma modifier(minimum 1) at any given time. You must finish a short or long rest before you are able to summon another apparition. Death's Reward Starting at 10th level, when you kill a creature using the power granted to you by Death, he is pleased and rewards you accordingly. Whenever you kill a creature with a spell or feature that expended a warlock spell slot this turn, you gain a temporary spell slot of a level equal to half of your charisma modifier, rounded up. This spell slot is available to you until the end of your next turn. Greater Soul Siphon Starting at 14th level, your necromantic energies let you affect the soul of those who still live. As an action, you can expend a warlock spell slot and force a creature within 60 feet of you to make a series of Constitution saving throws. It makes one when you expend your spell slot, and then one at the end of each of its turns. If it successfully saves against this feature three times, nothing happens. If it fails its saves three times, an apparition of it is summoned as if through your Soul Siphon feature. You must finish a long rest before you can use this feature again. Additionally, when summoning apparitions with this feature or with Soul Siphon, you can forgo one of the detrimental effects applied to an apparition, though if you forgo the inability to cast spells, any spells cast by your apparition expend your warlock spell slots. You may not forgo the inability to use lair actions, legendary actions, or benefit from legendary resistances.

Eldritch Invocations Death's Scythe Prerequisite: Death patron, Pact of the Blade feature You can create a giant green scythe, glowing in necrotic energy, with whispy, tattered cloth wrapped up and down the handle. This weapon functions like a longsword. When you hit a creature with this weapon, you can expend a spell slot to deal 1d8 necrotic damage to the target per spell level, and reduce its hit point maximum equal to the damage dealt. If this damage kills the target, you can capture its soul with Soul Siphon as a bonus action. Death's Skull Prerequisite: Death patron, Pact of the Chain feature Your familiar becomes a Floating Skull, the statblock of which is provided later in this document. You can forgo making one attack on your turn or firing one ray of Eldritch blast to fire your familiar at an enemy within 60 feet. It bites down on your target, becoming immune to all damage. While attached in this way, the target counts as having the Hex spell cast on them. The target can spend an action to make a Strength (Athletics) check against your spell save DC to remove the Floating Skull. Your Floating Skull remains on the target until it is removed, you command it to release, or it's target is more than 1 mile away from you, at which point it returns to you. You must finish a short rest before you can use this feature again. Death's Touch Prerequisite: Death patron, Pact of the Tome feature You can cast Inflict Wounds using a warlock spell slot. If this damage kills the target, you can capture its soul with Soul Siphon as a bonus action. Necrotic Adept Prerequisite: Death Patron, 9th level Necrotic damage you deal ignores resistances. Additionally, you may have one instance of necrotic damage you deal ignore immunity to necrotic damage, doing normal damage instead. You can't do so again until you finish a long rest. Siphoning Blast Prerequisite: Death Patron, eldritch blast cantrip When you cast eldritch blast, you can choose to have its damage be necrotic. Any creature that takes necrotic damage from your edlritch blast cantrip cannot heal itself through a regeneration feature (such as a Hydra's, Troll's, or Vampire's). If you reduce a creature to 0 hit points with an eldritch blast that does necrotic damage, you can regain hit points equal to the damage the ray dealt that killed said target. You can regain hit points this way a number of times equal to your charisma modifier, regaining all uses after a long rest. Floating Skull Tiny undead, chaotic neutral Armor Class 13

13 Hit Points 13(3d4 + 6)

13(3d4 + 6) Speed 0 ft., fly 30ft. (hover) STR DEX CON INT WIS CHA 1 (-5) 16 (+3) 14 (+2) 8 (-1) 10 (+0) 12 (+1) Damage Resistances necrotic, piercing

necrotic, piercing Damage Immunities poison

poison Condition Immunities poisoned, exhausted

poisoned, exhausted Senses passive Perception 12

passive Perception 12 Languages Common

Common Challenge 1/2 (100 XP) Undead Familiar. The floating skull can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the floating skull senses as long as they are within 1 mile of each other. While the floating skull is within 10 feet of its master, the master becomes immune to harmful effects that do not affect undead. Spellcasting. The floating skull is a 1st-level spell caster. Its spellcasting ability is Charisma (spell save DC 11). The floating skull has the following bard spells prepared: Cantrip (at will): vicious mockery Actions Necrotic Parasite. The floating skull may only take the Life Siphon attack if it is biting onto a monster by way of a warlocks Death's Skull feature. It then takes the Life Siphon attack whenever able, targeting the creature it's biting. Life Siphon. Melee Spell Attack: +3 to hit, range 5 ft., one creature. If the target is not an undead or construct, it takes 5 (1d8 + 1) necrotic damage, and the floating skull's master regains hit points equal to half the amount of necrotic damage dealt. The floating skull has advantage on this attack.

Circle of Plague Druids of the Circle of Plague have a different wya of looking at the sactity of life. They see the viruses, bacteria, and parasites as something worth protecting just as much as plants and animals. They even seek to raise them up, as diseases mainly target the weak and frail, allowing the strongest animals and plants to flourish. While they may seem disgusting and cruel from an outsiders point of view, Circle of Plague druids aren't inherently evil, even as those who oppose them whither and die from their very touch. On a Black Steed Starting at 2nd level, you become allied with a spirit that similarly seeks to spread the new life that is disease. This spirit takes the form of a decaying warhorse, with flies buzzing about and crawling with maggots and disease. At the end of a long rest, you gain a steed, as if summoned by the find steed spell, with the folowing exceptions. It appears as a decrepid, decaying warhorse with jet-black hair. You may choose whether you want it to look like it is famished and emaciated or whether it appears to be afflicted by some horrible, flesh-rotting disease. It uses the same statblock as the Warhorse

It is immune to poison and disease, and has resistance to acid damage.

Its type is undead, but is immune to effects that turn undead

Your Steed's HP maximum is half of your HP maximum If your steed is slain in combat, it cannot be summoned again using this feature until the end of your next long rest. Powerful Diseases Starting at 6th level, you have learned every aspect of how diseases and poisons your spells produce interact with creatures, and can cause them to bypass a creatures immune system, becoming entirely magical in nature. As long as your target isn't a construct, undead, or ooze, spells you cast gain the following properties: Poison damage your spell deals ignores resistances to poison damage, and if the target is immune to poison damage, treat them as having resistance to poison damage.

If the target of your spell is immune to the poisoned condition or disease, your spell may still poison them or inflict disease, though they make any saving throws against the poison or disease with advantage.

Spells that would cure or nullify poisons or diseases from your spells may only do so if they are cast at the same level or higher than the spell used to produce the poison or disease. Disease Carrier Starting at 10th level, you learn the spell contagion, if you did not know it already. At the end of every long rest you may inflict one of the diseases of contagion upon yourself, suffering its full effects. While festering in you, this disease grows in power and infectiousness. While this disease is affecting you, you may cast contagion without using a spell slot. If your spell hits, this disease no longer affects you and you select the same disease when determining what disease is inflicted through contagion. When you cast contagion this way, the target has disadvantage on the saving throws against the disease. If a creature affected by contagion dies (either through this feature or a regular casting of contagion, you may spend 1 minute conducting a ritual over their body, passing the disease to your own body. A disease gained this way can be used with this feature. Withering Touch Disease now permeates almost all of your natural magic. Your steed granted to you by On a Black Steed, your wild shape form, and any beast conjured through spells (such as conjure animals or conjure fey) all appear as emaciated, diseased versions of themselves. They deal an additional 1d4 poison damage on their attacks. This poison damage benefits from Powerful Diseases. Additionally, when an attack from the aforementioned sources hits a creature, you can cause a disease to inflict that creature. It must succeed on a Constitution saving throw against your spell save DC or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 5 (1d10) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies. You may use this feature up to 3 times, regaining all uses after a long rest.