True to their name, deathragers are berserkers who fuse necromantic power and unbridled fury into a singular, dangerous whole. Typically motivated by dark impulses such as revenge, bloodlust, or devotion to a dark supernatural force, they infuse their weapons and bodies with the power of the grave. They may be the elite shock troops of a necromancer or tyrant, the martial arm of a religious order obsessed with death, or lone individuals tapping dark power to fuel their own (often sinister) goals. Wherever they come from, these warriors are so terrifying that the most powerful ones can cause heart attacks from the mere sight of them.
Beginning at level 3, your rage infuses you with the power of death. While you are raging, you have resistance to necrotic damage and your weapon attacks deal an additional 1d6 necrotic damage. This increases to 1d8 at level 9 and 1d10 at level 15.
At 3rd level, your visage becomes supernaturally terrifying when you rage. Hostile creatures within 30 feet that see you raging must make a Wisdom save against your maneuver DC or become rattled for one minute. A creature that fails its save by 5 or more is instead frightened instead for the duration. An affected creature can repeat the save at the end of each of its turns. On a success, a frightened creature becomes rattled, and a rattled creature ends the effect. Once a creature succeeds on its initial save against this effect or recovers from it, that creature is immune to it for 24 hours.
Beginning at level 6, you can use the flesh and bones of the slain to protect yourself. You may spend 10 minutes performing a ritual over a corpse of your size category or larger to craft a set of corpse armor onto yourself. This grants you a pool of temporary hit points equal to twice your berserker level. When you begin your Rage, you can opt either to end these temporary hit points early (shredding the armor as you do) or allow them to persist into your Rage (unlike normal temporary hit points). You do not benefit from Rage Hit Points while the Graven armor persists. If your Graven Armor temporary hit points are lost while raging, you gain your Rage Hit Points at the start of your next turn.
This feature comes with downsides. While you have temporary hit points from this feature, the stench of death hangs around you, giving you disadvantage on Persuasion and Deception checks. Attempts to find or track you by smell while you have temporary hit points from this feature are made with advantage.
At level 10, creatures you kill tend to stay dead, even when magic is involved. Whenever you reduce a creature to 0 hit points, it must make a Constitution save against your maneuver DC. A creature that fails has disadvantage on death saving throws until it dies or stabilizes and it cannot be stabilized or healed by the Medicine skill or by magical healing unless it stabilizes on its own. At level 17, creatures affected by this feature also acquire the doomed condition.
Also at level 10, you learn to steal life from your enemies as you strike them down. Whenever you reduce a creature to 0 hit points, you regain a number of hit points equal to the damage die of your Deadly Strikes.
At level 14, your Graven Armor is not merely dead—it is undead. The reanimated armor provides you with the following benefits while you have temporary hit points from it:
Bone Weapon. You can shape weapons made from bone out of the armor. While you are raging, as a bonus action, you may spend 2 Graven Armor temporary hit points to manifest a bone weapon. Choose a melee weapon you are proficient with. A weapon of that type made from bone appears in your hand. Attacks made with this weapon deal an additional die of damage when used with your Deadly Strikes. The weapon lasts until you let go of it or until your rage ends. If you do not have enough Graven Armor temporary hitpoints to spend on Bone Weapon, you may not use it.
Morbid Terror. Your Death Mask becomes more powerful. Creatures that fail their saves now become Frightened, and creatures that fail by more than 5 now suffer a mild heart attack. A creature that suffers a mild heart attack must immediately make a Constitution save against your maneuver DC or acquire 2 levels of fatigue and be stunned until the end of its next turn, then becomes frightened for the remaining duration. A creature that succeeds on this save suffers no fatigue, but is still stunned.
Rotted Wings. You can spend 5 Graven Armor temporary hit points to manifest a ghastly pair of leathery wings as a bonus action, which grants you a flying speed equal to your walking speed. The wings persist until you reabsorb them as a bonus action (which increases your remaining Graven Armor temporary hit points by 5), or you take enough damage to end your Graven Armor or dismiss it. If you do not have enough Graven Armor temporary hitpoints to spend on Rotted Wings, you may not use it.