Barbarian
Base Class: Barbarian

You are a survivor of the magical Bloodscourge leaving your blood imbued with magic. You can expend your own life force (represented by your hit dice) to fuel magical enhancements to your attacks and defenses. 

Chronic Bloodscourge

Bloodscourge: You gain the ability to use your own life force to harm your enemies and defend yourself. You expend your hit dice to power your Bloodscourge abilities. The saving throw DC for your Bloodscourge abilities equals 8 + your Proficiency Bonus + your Constitution modifier. 

At level three you gain the following Bloodscourge abilities:

Noxious Blood: When you are hit by a melee attack, you can use your reaction to expend a hit die to spray blood on the attacker. The target must make a Dexterity saving throw against your Bloodscourge DC or take Poison damage equal to a roll of the expended die.

Vampiric Strike: Once per turn when you hit a creature that is not a Construct or Undead with a melee attack you can expend and roll one of your hit die and deal Necrotic damage equal to the number rolled, you then regain a number of hit points equal to the amount of Necrotic damage the target creature takes.

Terrifying Roar: Roll one of your hit dice, all enemy creatures within 30 feet of you must make a Wisdom saving throw against your Bloodscourge DC. On a failure targeted creatures take psychic damage equal to the amount rolled and have the Frightened condition for one minute. Affected creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success. 

Natural Immunity: Your magical blood has given you greater resilience against other maladies, you are immune to diseases and when you fail any saving throw you can expend a hit die, roll it, and add the number rolled to the saving throw potentially turning a failure into a success.

Pestilent Bloodscourge

Bloodstained Weapon: You can cut your hand and smear your magic infused blood onto a melee weapon. Expend and roll a hit die. The weapon gains a +1 Bonus to all attack and damage rolls for a number of hours equal to the number rolled. At level 11 you can expend two hit dice to give the weapon a +2 bonus to attack and damage rolls for a number of hours equal to the total of both dice; at level 17 you can expend three hit dice to give the weapon a +3 bonus to attack and damage rolls for a number of hours equal to the total of all three dice.

Noxious Blood Improvement: When a creature takes damage from your Noxious Blood ability they must make a Constitution saving throw or have the Poisoned Condition for one minute. Creatures can repeat the saving throw at the end of their turn to end the Condition.

Contagious Affliction: When you hit a creature with a melee attack you can expend a hit die and have the creature and every ally of that creature within 10 feet of it make a Constitution saving throw. On a failure each target creature takes Necrotic damage equal to a roll of the expended hit die and is infected by one of the following afflictions (your choice for each creature affected) for one minute: Blinded, deafened, or silenced (their throat becomes too sore to speak). The afflicted creatures can reroll the saving throw at the end of each of their turns to end the effect.

Debilitating Bloodscourge

Improved Bloodstained Weapon: Whenever you make an attack using Strength with your Bloodstained Weapon you can also add your Constitution modifier to the damage you deal from that attack (this includes the Graze weapon mastery).

Paralyzing Affliction: When you hit a creature with your Bloodstained Weapon you can expend a hit die and cause the target creature to roll a Constitution saving throw or succumb to a paralyzing blood disease. On a failure the target creature takes Necrotic damage equal to a roll of the expended hit die and suffers the Paralyzed condition for one minute, on a success the creature takes half the Necrotic damage only. An afflicted creature can roll another Constitution saving throw at the end of each of their turns to end the affliction early.

Acid Blood: You can choose to deal Acid damage with your Noxious Blood ability instead of Poison. If you deal Acid damage, instead of making a Constitution saving throw and having the poisoned Condition, the target creature takes another d6 of Acid damage at the end of their next turn unless they use an action to wipe off the Acid.

Terminal Bloodscourge

Lethal Bloodscourge: Every one of your Bloodscourge abilities that rolls a hit die to deal damage now adds your Constitution Modifier to the damage dealt.

Improved Terrifying Roar: When you use your Terrifying Roar ability creatures who fail their saving throw drop whatever they are holding and have to take the dash action on their turn to move as far away from you as they can by the safest route unless there is nowhere to move, in addition to having the Frightened condition. 

Blood-Bane: Whenever you use your Vampiric Strike ability you can choose to afflict the creature with a Blood-Bane instead of healing from the Necrotic damage dealt. The target creature makes a Constitution saving throw, on a failure it subtracts a d4 from every attack roll, saving throw, and ability check it makes for the next minute.

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