Barbarian
Base Class: Barbarian

All barbarians have fury and rage within, but those who follow the Path of the Black Hand harbor darker more sinister emotions. When their emotions take over, darkness rises, blood is spilled, and order is enforced.

The blood-curdling screams of the Black Hand sound commanding yet sinister, for it bolsters and frightens.

Gift of Darkness

Beginning at 3rd level, when you rage, you sacrifice half of your current HP to your deity for false life that fades with your rage. 

Blood and darkness weave around a weapon of your choice you are holding. Until your rage ends, your weapon damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and it gains the light and thrown properties with a normal range of 20 feet and a long range of 60 feet. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand at the end of your turn.

Oppression

At 6th level, when raging, you sap the will to live from your opponent. Your deity rewards you with health equal to half of the damage rounded down you deal per turn.

Tyranny

At 10th level, you emanate an aura of power and control.

As an action during combat, you can force up to 1d4 creature(s) to be taunted if they fail a Wisdom saving throw with a DC of 8 + Strength Modifier + Proficiency bonus. Taunted creatures lose concentration on any spells and must target the taunter for all attacks, harmful abilities, and magical effects. All actions, attacks, spells, features, and abilities that the creature uses must target the taunter or they cannot be used. You can use feature a number of times equal to your proficiency modifier. 

Outside of combat, you can force up to 10 creatures to be frightened of you if they fail a Wisdom saving throw against a DC of 10 + Strength Modifier. Their fright stops if they take damage, you relieve them, or an hour passes. Creatures frightened by you in this way will act as loyal subjects but cannot fight. If they succeed in their saving throw, you cannot use this ability on them for 24 hours. This ability has no effect on creatures immune to being charmed.

The Dark One's Embrace

Starting at 14th level, Shadow envelops you in the form of dark armor increasing your AC by 2. Darkness surrounds your hand forming a taloned gauntlet with jewels of blood. Base duration is one minute but can be extended by a minute for converting creatures or sacrificing 2d12 health. You may use this ability once per long rest.

Submit 

As an action, you attempt to grapple a creature and if successful, you place the gauntlet on the creature's face and imprint the symbol of your deity onto the creature. The imprint will stay as long as the creature is grappled.

Convert 

As a bonus action, while grappling a branded creature, you can try to convert the creature to loyally serve your deity. If the creature succeeds their wisdom saving throw against a DC of 10 + Strength Modifier + Proficiency bonus, they resist your conversion and you cannot try to convert them for 12 hours and the imprint fades. If failed, the imprint becomes a permanent brand. The creature blindly believes in your deity and obeys your commands, even ones that could cause it harm. The creature will only obey your commands for 24 hours but will continue to worship your deity. The brand can be removed by magical means.

Banish 

As a bonus action, while grappling a branded creature, you see they serve no purpose to your deity, so you banish them by permanently branding the creature dealing 3d6 necrotic damage. A creature permanently branded this way cannot be converted. The brand can be removed by magical means.

Path Of The Black Hand Image

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