Base Class: Barbarian
"Yesss…! Finally! Listen up, gamefowls! Get your talons out! We'll be fightin' the night away tonight, 'till there's no more feed left in the sand circle…!"
The You Branch of the Heishou are Brawlers, sprinting around the battlefield like a chicken with its head cut off, slicing and tearing into anything that gets in their way, and once their Blades start to ignite with blood-red flames, there's no stopping one of those battle-drunk roosters.
The You Branch act as exterminators of sorts, once a different pack has finished their duties, the Roosters come in and sweep the place clean of any still-living vermin.
Gamefowl - Level 3
"We ain't complicated. Let us out of our cages, make a nice sand circle for us to go absolutely bonkers over... and we'll fight until someone drops"
Lets get Battle-Drunk
At the start of combat, and when you enter Rage, you gain 3 'Bloodflame' stacks. Bloodflame has a maximum of 3 stacks. While you have Bloodflame stacks, all of your attacks that deal Bludgeoning, Piercing, and Slashing have their damage type converted into Fire damage. For each stack of Bloodflame, your melee weapon attacks deal additional fire damage equal to half your proficiency bonus (Rounded down). Bloodflame reduces by 1 at the end of each of your turns.
Backed Against a River
When you have 90% or less of your maximum hit points, your attack and damage rolls with melee weapons gain a +1 bonus. This bonus increases to +2 when you have 80% or less, +3 at 70% or less, +4 at 60% or less, and +5 at 50% or less.
At level 6, while you are below 60% of your maximum Hit points, you make 1 additional attack whenever you take the attack action.
Firebird - Level 6
"Ah, tsk... why'd you have to loiter about in my vicinity? That's how you get yourself killed, faffin' around a You Heishou with nothing left to kill.
Hah, what's that? You lot haven't had your fill just yet, either...? Fine! Come and get me!"
Fuel my Rampage
While you have at least one Bloodflame stack, you gain resistance to fire damage, and your melee weapon attacks ignore resistances to Fire damage.
When you reduce a creature to 0 hit points while you have attacks remaining from your current Attack action, you may immediately move up to your Speed toward the nearest hostile creature without provoking opportunity attacks, and continue making attacks from your current Attack action.
At level 10, if you reduce a creature to 0 hit points, you may take the attack action an additional time before the end of your turn. This can happen up to 2 times per round.
Bloodtalons, conflagrate!
When certain conditions are met, you gain stacks of 'Battleblood Instinct'. You can gain up to 5 Battleblood Instinct per turn. Battleblood Instinct has a max stack of 20, and for every 5 Battleblood instinct you deal 1 additional fire damage with your melee attacks. Battleblood instinct is gain when:
- Gain 5 when you reduce a creature to 0 hit points
- Gain 1 when landing a melee weapon attack. While below half your maximum hit points, gain 2 instead
- Gain 3 each time you lose a total of 10% of your maximum hit points. This counts total health lost, not if you drop below 90%/80%/ Etc. of your maximum hit points. Your track hit points lost resets to 0 at the end of combat
You lose all Battleblood Instinct when combat ends.
Peck the Sand-Circle Clean - Level 10
"Just give us roosters feed… and we'll make sure the sand circle's picked clean of any vermin."
Flame Rooster's Death Defiance
Once per day, when you would drop to 0 hit points, you may choose to remain at 1 hit point, and then expend all of your Battleblood Instinct to heal a number of hit points equal to a percentage of your maximum hit points equal to your Barbarian level + the number of Battleblood Instinct stacks expended.
Bloodflame Massacre
While at 0 Bloodflame, you may use an action to use Bloodflame Massacre. After using Bloodflame Massacre, you gain 3 stacks of Bloodflame. After using this feature, you cannot use it again until your Battleblood Instinct reaches its maximum. Once you use the feature again, your Battleblood Instinct must be reduced to 0 before reaching maximum Battleblood Instinct can recharge this feature again.
Bloodflame Massacre:
Choose four hostile creatures within a Sphere with a radius equal to your Speed. Assign each a side of a d4. Then, make 4 attacks, rolling the d4 before each attack to determine the target. After all attacks have been made, deal 1d6 fire damage to all targets, this increases by 1d6 for each attack that hit. After the bonus damage is applied, you also take the same amount of fire damage.
If fewer than 4 hostile creatures are within range, the remaining sides of the d4 become Rerolls. A Reroll result is rolled again until a target is determined. If there are only 2 targets, flip a coin instead of rolling a d4. If there is only 1 target, all attacks target them.
Killing a creature with Bloodflame Massacre does not trigger 'Fuel My Rampage's additional attack action.
Bloody Storm of Blades - Level 14
"Bloody hell, thought I was goin' bonkers keepin' that down... heh heh. Kill 'em all, Kill 'em all!"
Heishou Bolus Contamination - You Branch
When you receive an Exalted Command through a Lord of The Heishou subclass' 'Answer me, Heishou Packs' feature, the Lord of the Heishou gain the following bonus:
"Deal an additional 1d4 fire damage with weapon attacks, gain a +2 bonus to attack and damage rolls while below half of your maximum hit points."
This bonus does not apply to you, only to the Lord that issued the Exalted Command.
Rooster's Rampaging Blades Under the Ensanguined Heaven
Once per encounter, When you use Bloodflame Massacre while at maximum Battleblood Instinct, you may expend all of your Battleblood Instinct to use Rooster's Rampaging Blades Under the Ensanguined Heaven instead.
Rooster's Rampaging Blades Under the Ensanguined Heaven:
Use the targeting rules of Bloodflame Massacre, except that you may select up to 6 creatures and roll a d6 instead of a d4, and attack 5 times instead of 4. After all attacks have been made, deal 1d6 fire damage to all targets, this increases by 1d6 for each attack that hit. After the bonus damage is applied, roll a number of d6s equal to the number of d6s used to determine the Fire damage, and regain hit points equal to the total. For the attacks made as part of this feature, you are treated as having maximum Battleblood Instinct.
After all attacks from this feature resolve, all targets are inflicted with 1 stack of Deathrite - [Inflame], and 1 additional stack for each time they were hit by this feature.
Creatures with Deathrite - [Inflame] track the amount of attacks that hit them. When Deathrite - [Inflame] expires, they take 1d4 fire damage for each attack that hit them. Deathrite - [Inflame] decreases by 1 whenever the creature is hit and at the end of its turn
Your attacks that deal fire damage treat immunity to fire damage as resistance to fire damage.
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