Base Class: Barbarian
Getting wounded is not the end of the battle. In fact, for many Barbarians it is the achievement of one. Those that follow the Path of Laceration delight in bloodletting. To them, bleeding is just impurities and weakness leaving the body, leaving hard scars as armor in their places.
Flagellation
As a part of the same bonus action you use to rage you may create an open wound somewhere on your body.
Sacrifice a hit die and take 1d4 damage, and gain a number of skills you may use as long as you are raging.
Some of your Flagellation skills require a saving throw, the DC is 10 + your proficiency bonus + your Constitution modifier.
- You can throw blood into the eyes of your opponent. As a bonus action, you may select a creature within 5 feet of you to make a Constitution saving throw. On a failure, the creature is blinded until the end of its next turn.
- Your blood rage is infectious, as a bonus action, you may touch a creature and grant it your rage bonus until the end of its next turn. It then uses its reaction to make a melee attack with advantage against a creature within 5 feet of it.
- Gain resistance to psychic damage as you focus on the pain.
Blood Feud
While you're raging, you may declare a creature your sworn enemy.
Whenever you attack this creature and you have your flagellate feature active, you may deal an additional die of weapon damage to this creature once per turn. When the creature dies, your blood feud ends, and you gain a number of temporary hit points equal to your barbarian level.
You may use this feature a number of times equal to your proficiency bonus per long rest.
Sucking Wound
Like sharks to blood in the water, your wound draws enemies in.
As an action, you may force a number of creatures equal to your constitution modifier within 30 feet of you to make a Wisdom saving throw. On a failure, they must use their movement and action to approach and attack you on their turn. Any creature already within melee of you when you use this feature has advantage on the saving throw, but makes attacks against a target that isn't you with disadvantage until the start of your next turn.
If you are surrounded by three or more creatures, you may declare a Blood War using your action and make an attack against each creature, making a separate attack roll for each.
You may use the blood war once per short rest.
Endure the Pain
Whenever you are hit by an attack you may open another wound. Sacrifice a hit die and take an additional 1d4 damage as a reaction part of the damage roll, and you may double your rage bonus on your next attack. You gain three additional Flagellation features as long as you have multiple wounds.
- Creatures have disadvantage when grappling you.
- Your wounded ferocity can cause fear. As an action, you may force creatures you designate that can see you within 30 feet to make a Wisdom saving throw or be frightened of you. A creature can repeat the save at the end of its turn.
- You may force a creature to make reckless attacks. As an action, a target you choose within 10 feet of you must make a Charisma saving throw. On a failure, it must make its next attacks recklessly.
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