Barbarian
Base Class: Barbarian

A prevailing theory among even the most skilled shamans and planar biologists claims these barbarians, or Devourers, once came into contact with the lingering essence of Orcus or Hadar. Though some bear unsettling marks of such influence, they are neither vassals of the Demon Prince nor Star Spawn or Heralds of Hadar. Instead, they appear in places where they should not be: in verdant fields suddenly soured, lands on the cusp of famine, or at times as nature’s balancing after giving too much to humanity. For the Devourer, rage becomes voracity, gorging on bloodshed and the ebb of the dying’s vitality, all while spitting at Death.

When one is finally slain, the earth stirs beneath its carcass, the soil rendered strangely fertile, enriched in a way that feels more like a curse than a blessing. Autopsies bring no answers. Scholars argue whether a Devourer’s manifestation is biological at all or instead a spiritual metamorphosis. If not either, then their bloodlust is not their own, but something borrowed, stolen, or gifted. And so the question lingers, whispered with unease: What would happen if more of them arise as the years go by?

Lifeblight

During your rage while below maximum Hit Points, the first creature you hit on each of your turns with a weapon attack or unarmed strike takes an extra 1d4 damage, provided it has life essence (Determined by DM); if you're under half that max, add your Constitution modifier (min of +1) to it. You heal equal to half this total damage (round down). After doing this instance of extra damage, that target can’t regain hit points until the end of your next turn. This extra damage is cold or necrotic when you gain this feature, and it increases by 1d4 at certain levels in this class, increasing to 2d4 at 9th level, 3d4 at 13th level, and 4d4 at 17th level.

If a creature dies (except those without life essence) within 30 feet of you, you can use your reaction to gain temporary hit points equal to half your Barbarian level. If you dealt the killing blow, you gain an amount equal to half your Barbarian level + your proficiency.
Cold

The damage type for this feature is cold.

Necrotic

The damage type for this feature is Necrotic.

Hanging on Hunger

Starting at 3rd level, you are Undead in addition to your existing creature types. You gain resistance to Cold and Necrotic damage. You no longer need to sleep or breathe, though you may choose to. When taking a long rest, you must spend at least 4 hours in a semiconscious, motionless state, during which you can still hear normally. However, if 1 week passes without you raging and restoring Hit Points via Lifeblight, you must make a Wisdom saving throw (DC 10) each time you enter this state. On each success, the DC increases by 3. On a failure, you immediately enter a rage: you can’t distinguish friend from foe, are immune to charm and compulsion, and must attack the nearest creature. You can’t end this rage until you restore Hit Points through Lifeblight after doing its extra damage. The DC resets to 10 once this rage ends.

Forced Evolution

At 6th level, Temporary Hit Points granted by this subclass’s features are increased by your Rage bonus and can now stack, up to a maximum equal to twice your Barbarian level. Additionally, as a bonus action, you can expend 1 Barbarian Hit Die to roll a number of d12s equal to half your proficiency bonus; you lose Hit Points equal to the total (this can’t be reduced or avoided) then, you can either gain Temporary Hit Points equal to the Hit Point loss or have an ally within 30 feet gain half as much.

Also, whenever you deal a killing blow, it doesn't cost your reaction to gain Temporary Hit Points via Lifeblight upon the target's death.

Ravening Brutality

At 10th level, while raging, your speed increases by 15 feet when moving closer to a living creature. Additionally, you gain a new way to use Lifeblight by making a melee spell attack. You are proficient with this attack, and you add your Strength modifier to its attack and damage rolls. It can be used in the following ways, provided you haven't used your Lifeblight feature this turn:

  • If you move at least 30 feet in a straight line before hitting a target with your first melee weapon attack or unarmed strike for your turn, you can forego Lifeblight to impose a Constitution saving throw (DC = 8 + proficiency + Strength modifier) against it. On failure, it’s knocked prone, and if it's prone as a result, you can immediately use your Bonus action to make this melee spell attack against it.
  • If you take the Attack action against a prone target, you can replace one of your attacks against it with this melee spell attack.
A creature hit by this melee spell attack takes 2d10 damage (3d10 at 13th level, 4d10 at 17th), and you regain hit points equal to the damage dealt. The damage type is the same as Lifeblight's extra damage and this attack counts as using your Lifeblight feature's extra damage for the turn.

Oroboros’ Unending Hunt

At 14th level, while below half your maximum Hit Points, your Lifeblight damage rolls gain a bonus equal to your Rage Damage bonus. Additionally, Lifeblight treats immunity as resistance and can affect Undead. When you enter a rage, you gain a healing tally with a maximum value equal to your Barbarian level + your Constitution modifier (minimum 0). Whenever Lifeblight restores Hit Points to you, add the amount restored to this tally, up to its maximum. While the tally is greater than 0, you can use one of the following options. After using either option, the tally becomes 0:
  • When you hit with a weapon attack or unarmed strike that doesn't benefit from Lifeblight, you can deal additional Force damage equal to the tally. On a miss, you can choose to deal half that Force damage instead.
  • As a bonus action, choose up to your Constitution modifier creatures (minimum 1) within 25 feet of you. Each regains Hit Points equal to the tally.
Furthermore, you no longer age and cannot be magically aged. If you die after raging and restored Hit Points via Lifeblight and your body isn't disintegrated or destroyed, you return to life after 1d12 months with 1 hit point and all body parts are restored.

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