Barbarian
Base Class: Barbarian

You have infused your blood with magic. Upon surviving the Ritual of Cursed Blood, you have become a kind of living revenant--with some twists. This path is not one that refuses its toll, however. You age faster--aging 5-years' worth in the course of one year. Additionally, when you die you will not be able to pass on--becoming a Specter. Additionally, your forehead bears a magic brand from the ritual that can never be removed, even by magical means--showing your cursed nature. 

Hungered Rage

Starting when you choose this path at 3rd level, you can go into a hungered rage once per long rest. If you do so, for the duration of your rage you deal an additional damage dice on each weapon attack. You take half of the number rolled on the additional dice as necrotic damage. While raging, this hunger takes over your faculties. You must deal this additional dice every attack however, unless you pass a DC 10 Wis save. A successful save lasts for the whole round of combat, but the save can only be rolled once per round. At 10th level, you can choose to succeed the save, or choose to give into the hunger. By doing so, you can deal 2 extra damage die (taking half of the damage from both), but you intentionally fail the save for that round.

Blood Binding

Beginning at 6th level, you can use an action to target one creature you can see within 30 feet of you. The target must make a Wisdom saving throw equal to 8 + your proficiency modifier + your constitution modifier. On a failure, the target is paralyzed until damage is done to it. When the paralysis ends, the target is frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see you, ending the frightened condition on itself on a success. At 10th level, you can use this as a bonus action.

Boons of the Reaver

At 10th level you gain expertise in athletics and intimidation. You can also use your reaction to heal if a creature dies within 10ft of you. You heal hit points equal to 1 of the creature's hit dice (this effect works whether or not the creature has used their hit die). You can find this in your reactions as "Life Steal." Constructs and undead cannot trigger a use of Life Steal. 

Mark of the Reaver's Hunt

Starting at 14th level, you can choose to mark a target. To do so, you must taste the blood of the target and use an action to mark them. Only one target can be marked at a time--marking a new target ends the mark on an existing target. Marks last indefinitely until a new target is marked, the target dies, or the target receives a Greater Restoration spell. You know the distance to and direction of a marked target, even if the creature and you are on different planes of existence. If the creature being tracked by the you dies, you know. Effects that nullify a Scrying spell can also nullify the effects of the mark. The mark remains on that creature however and its effect resumes if the nullifying effect ends. 

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