Barbarian
Base Class: Barbarian

The path of the Bloodthirsty Barbarian relishes in bloodshed, and it finds all its perks from wading into large groups of enemies for a bloody melee. From drinking the blood their enemies, to harvesting their skulls, the bloodthirsty does not honor the dead, only the fight of the living. Play the bloodthirsty if you want to challenge hordes of enemies and sit atop their stacked corpses, play the bloodthirsty if you wish to carry the skull of your nemesis upon their death, play the bloodthirsty if your goal is to spray blood and viscera all over the battlefield. 

Bloodthirsty

Starting at 3rd level, once per combat encounter and while raging, whenever you have slain an enemy in combat, you may make 1 of 3 choices.

Field of Frenzy

Starting at 3rd level, your rage pushes your bloodlust into the minds of nearby enemies. All enemies within 10 feet must make a DC 8 Wisdom saving throw or attack any nearby entity on their next round. You may release your bloodlust as a bonus action to repeat this effect as long as your rage is active.

Skull Harvester

Starting at 6th level, you begin to harvest the skulls of your enemies as trophies, up to 5 of these skulls can be worn at a time to provide special effects. All skull effects stack per skull.

 

Humanoid skull grants a +1 to intimidation checks against humanoid races

Beast skull grants a +1 to animal handling checks

Dragon skull grants resistance to the elemental affinity of the slain dragon

Abberation skulls grants a +1 to arcana checks

Celestial skulls grant an increased +5 movement

Fey skull grant an increased +1 to persuasion checks

Fiend skull grant an increased +1 to strength checks

Giant skulls grant an increased +1 to constitution checks

Undead skulls grant increased dark vision

Bloodbath

Starting at 10th level, you relish in the blood of your enemies and your rage becomes more powerful. For every enemy within 5 feet, gain 1d4 to hit on your next attack. This persists with your rage. Additionally, dropping below 1/4th of your health now causes any nonmagical damage to be dropped to 1/4th damage. 

Bane of Bloodlines

Starting at 10th level, you can smell a targets lineage on them. At any point you may make a flat Perception check against an entity. On a success you can determine their bloodline, where they stand within that bloodline, and more specifically, if they are the last of their bloodline. If your target happens to be the last of their bloodline, gain advantage on attacks against that target. Once they are slain you may drink their lifeblood empty, regain 1d12 health.

Immortal Bloodthirster

Starting at 14th level, the blood has empowered you, you rage is immense. Whenever you have slain an enemy, all enemies within 10 feet must make a DC 20 Wisdom saving throw or be driven mad. Roll 1d10, on a 1-5 the enemy will run wildly away. On a 5-10, the enemy will wildly attack nearby entities. Enemies may repeat this save on their turns. Additionally, while in rage, whenever an enemy lands an attack on you, you may immediately attack that enemy in return. 

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