Base Class: Fighter
The Mayhem Carver is a fighter subclass that deals with damaging yourself to become even stronger than before. Mayhem Carvers is a secret art that deals with wounding yourself with the boosts of adrenaline and blood-magic aiding you in battle, albeit it has to be your own blood. Now these beings are known for not being armored for maximum potential for their power!
Blood Dice
You learn blood brutalties which are fueled by your blood die. the brutalities enhance you in some way. You have {{scalevalue}} Blood dice per short rest.
Now Blood dice is basically using your item(s) action to damage yourself at half the amount to use a blood brutality.
Hit Me Coward
As a reaction you can choose to get hit if the opponent and how much damage you take from it, from a resistance to the attack, normal amount to a critical hit, as you can uses this a number of times equal to your prof score. (Twice per round)
Resistance: Next Round you gain a +2 to damage for all your attacks (stacks)
Normal: Next round you gain a +5 to damage for all your attacks (stacks)
Critical: Next Round you gain a critical strike to one attack of your choosing and +5 to the rest of your attacks (stacks)
Blood Brutalities
The Blood Brutalities are presented in alphabetical order.
Blood Bind
You throw bindings made out of your blood which makes the enemy have to dodge it or get restrained for 1 minute or they make a str save in order to get free
Blood Bond
When you hit a creature with a melee weapon attack, they must make a wisdom saving throw or be charmed (Dc is 8+prof+con)
Blood Burst
You throw your blood in a circle, targeting all enemies nearby. Enemies within 10 feet must make a con save (DC 8+prof+con) or take 1d6 necrotic damage. At 7th level, this also blinds targets
Blood Golem
You are surrounded by a coat of blood which increases your size by 1 for a minute while doing an extra die of damage for attacks, though you take 6d8 damage when in use
Blood Implant
When you hit with an attack, they must make a con saving throw or be poisoned for 1 minute (remaking save at the end of their turn)
Blood Mark
You mark a creature with your blood, making you more invigorated to defeat them. You deal 1d4 extra damage against that target for 1 minute, meanwhile at 7th level it becomes 2d4
Blood Puppet
Whenever you spray your opponent with your blood you heal them by however much damage you did to yourself but they become a puppet for 3 rounds if they fail a wisdom save which they repeat after the end of each turn.
Blood Swing
Blood Swing uses your own blood which is then temporarily placed into your weapon to attack any enemy within 5ft of you using a single roll and if it would hit then they take damage albeit the damage is halved. Meanwhile at 7th level they take the full blunt of the damage.
Blood Transfer
When you are hit by a melee attack, you may take double damage in order to deal half of the original damage to the enemy. (12th level they take the full damage)
Blood Harvest
There are 5 levels of hit points 100%, 80%, 60%, 40%, and 20% these different levels give bonuses depending on your hp score
100%: Nothing
80%: +1 to hit, +2 to damage
60%: +2 to hit, +4 to damage
40%: +2 to hit, +6 to damage, +10 movement speed
20%: +3 to hit +10 to damage, +10 movement speed, and 19-20 crit
Blood Consumption
You have gain the ability to consume the blood of your enemies healing you a #d6 with the # = to their constitution mod of a min of 1, and you are immune to poison, poisoned, and diseases via doing this. (This counts as THP)
Improved Hit Me Coward
It now requires no reaction in order to use the 'Hit Me Coward' feature
Blood Pact
You form a relationship with someone via blood so now you gain some supernatural benefits.
You are able to telepathically speak to your blood sibling/siblings (max of prof and it's permanent), you can teleport to each other at the cost of 4d6 necrotic damage, 8d6 if more than a mile away, or 16d6 if on another plane of existence, as you can even do brutalties through them.
The Raging Corpse
As a free action you can bring yourself to the brink of death when your hp is 50% or higher to get an insane bonus to everything
The Bonuses are crit range being 16-20, +10 to damage, +20 movement speed, +4 ac, and all the brutalities you have enabled activating until healed past 1hp
Previous Versions
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3/30/2023 3:31:11 AM
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Coming Soon
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