Fighter: Barrow Guard

The Crooked Moon

Fighter: Barrow Guard

Class: Fighter

The dead leave behind much of their knowledge-tomes, texts, scriptures. This is what they learned in life, but it stands apart from what can be learned in death. Barrow Guards are warriors who harness the power of the dead, taking upon themselves spectral energies normally forbidden to the living. Some Barrow Guards are those returned from the dead through magical miracles or the whims of the gods. Others are those standing at the doors of sacred crypts, ready to push back any who wish to desecrate the dead. No matter their origin, these stoic sentinels are unconcerned with matters of the living. They are separate, other, duty-bound to their role as crypt-keepers ensuring the dead-heroes and villains alike in life-remain at rest.

Features

Level 3: Death Knight

You house within you the lingering remains of souls long-departed, and their knowlege and experience imbue you with necromantic power. It is represented by Draugr Dice, which fuel powers you have from this subclass. The Barrow Guard Draugr Dice table shows the dice size and numbers of these dice you have when you reach certain Fighter levels.

Barrow Guard Draugr Dice
Fighter LevelDice SizeNumber
3D64
5D86
9D88
11D108
13D1010
17D1212

Some of your powers expend the Draugr Dice, as specified in a feature's description, and you can't use a power if it requires you a die when all your Draugr Dice are expended.

You regain one expended Draugr Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.

The save DC for any of powers is 8 plus your Constitution modifier and Proficiency Bonus.

Dark Rider

As a Bonus Action, you manifest a spectral steed that only your can mount. The steed uses the Warhorse stat block, but its creature type is Undead, it has Resistance to Bludgeoning, Piercing, and Slashing damage, and it can only take the Dash, Disengage, and Dodge actions. When the steed takes the Dash or Disengage, you can expend and roll a Draugr Die. Until the end of the turn, the steed can move through solid objects and creatures as if they were Difficult Terrain (with you if you're riding it), and its Speed increases by a number of feet equal to 5 times the number rolled. The steed vanishes after 1 hour, if reduced the number rolled. The steed vanishes after 1 hour, if reduced to 0 Hit Points, if you have the Incapacitated condition, or if you die.

Once you take this Bonus Action, you can't do so until again until you finish a Short or Long Rest, unless you expend a Draugr Die (no action required) to restore your use of it.

Grave Guard

When you take damage, you can take a Reaction to expend and roll a Draugr Die. Reduce the damage you take by the number rolled plus your Constitution modifier.

Soul Reaper

When you take the Attack action, your can forego one of your attacks magically call forth ghostly hands around a creature within 60 feet of you. Expend and roll a Draugr Die. On a failure, it has the Grappled condition (escape DC equal to 10 plus your Constitution modifier) for 1 minute and it takes Necrotic damage equal to the number rolled on the Draugr Die plus your Constitution modifier. On a success, it takes half damage only.

Level 7: Siphoning Souls

You capture the fleeing essence of departing souls to glean knowledge and prowess. You gain the following benefits.

Mortal Coil

When a creature that isn't a Construct or Undead within 30 feet of you dies, you can take a Reaction to regain one expended Draugr Die.

Whisper of the Departed

When you make an ability check, you can expend and roll a Draugr Die and add the number rolled to the total.

Level 10: Tomb Castellan

The powers of your Death Knight feature improve, granting you the following benefits.

Phantom Charger

Your spectral steed now always ignores Difficult Terrain. Additionally, when your steed takes the Dash, Disengage, or Dodge action, you can expend and roll a Draugr Die. Your steed magically teleports (with you if you're riding it) to an unoccupied space you can see within 60 feet of the steed. Each creature you can see within 10 feet of the steed when it appears must succeed on a Constitution saving throw, taking Necrotic damage equal to the number rolled on the Draugr Die plus your Constitution modifier on a failure, or half as much damage on a success.

Death Knell

When you use your Grave Guard power in response to a creature damaging you, the creature takes Psychic damage equal to half the amount of damage the power reduced.

Spectral Shrieking

When a creature Grappeled by your Soul Reaper feature starts its turn, it takes Psychic damage equal to your Proficency Bonus. When it does, you can take a Reaction to expend and roll a Draugr Die, adding the number rolled to the damage.

Level 15: Grave Lord

You are no longer a mere vessel for spectral energy, but a lord of it. You gain the following benefits.

On a Pale Horse

When you use your Dark Rider power, you can allow one creature of your choice to mount the steed in addition to you.

Sepulchral Shield

When you use your Grave Guard power, choose one of the triggering damage types. You have Resistance to the damage type (including the triggering damage) until the start of your next turn.

Death Grip

A creature Grappled by your Soul Reaper power has the Restrained condition until the grapple ends.

Level 18: Might of Necropolis

Your command of the secrets imparted to you is absolute. You gain the following benefits.

Eternal Vigil

You no longer suffer the effects of aging, you cant be magically aged, and you don't die of old age. In addition, you no longer require air, food, drink, or sleep.

Restless Dead

When you roll Initiative, if you have fewer than 3 Draugr Dice, you regain expended dice until you have 3.