Barbarian
Base Class: Barbarian

There is something to be said about the devotion clerics, paladins, and priests of all sorts have towards their sworn duties, oaths of honor, or to their holy guidances from god. One must have a mind to feel such a calling in order to enact your own will for the good of the people so fervently. It takes a whole other mind to begin a life in sin, only to become so zealous in your beliefs that you will rip apart your own skin to fight your enemies and save your allies. These individuals undergo a sacred rite to infuse their blood with divine magic, giving it a healing property. When spilled with a consecrated weapon made to flay their own flesh, this healing blood can be sprayed onto any friends they fight alongside. This gruesome act of self-inflicted punishment and protection of one’s comrades is known as the path of the flagellant.

 

 

 

Sinner’s Rage

At 3rd level, whenever you wield a flail, whip, or similar lashing weapon* while Raging, you can, whenever you begin to Rage and as a bonus action on your following turns, rip at your own body to shed your own blood and deal 1d6 slashing damage to yourself. Any creature of your choice within 10 ft of you can be sprayed with this blood and regain Hit Points equal to the damage dealt + your Constitution modifier. The damage dealt to yourself is counted for healing before it is halved by your Rage. At 3rd level, you only deal 1d6 slashing damage, then 2d6 at 9th, and finally 3d6 at 15th level.

*You can speak with your DM about using other weapons or damage types if they deem it appropriate.

Penitent Berserk

At 6th level, the damage you take while raging only enhances your aptitude for battle. Whenever you are Raging and brought below half of your hit point maximum, you can add your Rage damage bonus to a single attack roll or saving throw you make per turn and cannot do so again before the start of your next turn.

Communal Punishment

At 10th level, your weapon can temporarily cause any blood you spill to share in your healing ability. Whenever you deal damage to a creature that has blood, you can use its blood to heal creatures instead of yours. Whenever you deal slashing* damage to a creature, you can use your reaction to restore Hit Points equal to half the damage dealt to a creature of your choice within 10 ft of you. You can use this ability a number of times equal to your Constitution modifier before your next long rest.

Exsanguinate

At 14th level, you can give yourself temporary reprieve through the pain you inflict on a truly evil enemy. On a critical hit with your melee weapon against an enemy, you can give yourself an amount of hit points equal to the slashing* damage dealt from the attack. You must be below half your maximum hit points and cannot regain an amount that equals more than half your maximum hit points. You can also choose to distribute the total Hit Points to any friendly creatures within 10 ft of you however you choose. You must complete a long rest to use this ability again.

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