Base Class: Barbarian
Barbarian Primal Path based on low Hit Point playstyles.
Each milestone within this Primal Path grants bonuses for having low Hit Points, or gives a way to manage your Hit Points to gain those bonuses.
(Inspired by Honkai Impact 3rd's Elysian Realm Signets of Decimation)
Bloodlust
Starting when you choose this path at 3rd level, replace one of your Barbarian Hit Dice with a d20 and re-roll them to determine your new max Hit Points.
You can replace an additional hit die at levels 6, 10, and 14. Your total Barbarian Hit Dice at level 20 should be 4d20 + 15d12.
When you enter your Rage, if your Hit Points are higher than 20, consume 1d10 Hit Points to increase your movement speed by 10ft until the end of your Rage.
Blood Frenzy
Beginning at 6th level, whenever you are at 50% of your maximum HP or less, you gain Advantage on all Melee Attack Rolls.
During your Rage, attacks with Advantage heal you or damage you for 1d4 (your choice).
Temporary Hit Points do not prevent or alter this bonus.
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Blood-fueled Rampage
Beginning at 10th level, whenever you are at 50% of your maximum HP or less, you have Advantage on Saving Throws against Charm and Fear spells/effects.
During your Rage, your Melee Weapons deal +1 Damage for every 10 Hit Points you are missing compared to your maximum.
Temporary Hit Points do not prevent or alter this bonus.
Example:
150 Max Hit Points, 100 Current Hit Points = +5 Damage
Bloodboil Armor
Beginning at 14th level, your Current Hit Points are set to 25% of your Maximum Hit Points and you cannot be healed above 25%. For every 40 Hit Points you are missing, gain +1 AC, but only while not wearing any actual armor.
Temporary Hit Points do not prevent or alter this bonus.
Example:
Level 20 Barbarian, +3 CON Mod = Average Hit Points of 205 (without the d20 replacements)
Current Hit Points get set to 51
Missing 154 HP = +3 AC
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