Barbarian
Base Class: Barbarian

Blood Screamer focus of terror and destruction, raiding everything they can possibly find. Known as the most wild of all barbarian clans their raids cause chaos all throughout their strides. Seen with tribal markings, painted with the blood of their kills, they are a terrifying enemy and have many enemies.

Blood Curdling Scream

Starting at 3rd level,  You can scream during your rage to try and strike fear in the hearts of your enemies. When you scream your enemies must make a Wisdom saving throw against being frightened. The DC is 10 + your proficiency bonus + your charisma modifier. On a failed save the enemy becomes frightened and must dash as far away from you as they possibly can. All enemies that have been frightened now have disadvantage on attacks against you until the remainder of your rage. They may make a DC save on the end of each of their turns if they succeed they are no longer afraid, however they still have disadvantage against attacks against you. In addition you become proficient with intimidation if you are not already and gain expertise for intimidation.
You may only use this feature once during your rage.

Blood For the Blood God

Starting at 6th level, whenever you kill an enemy with a melee weapon during your rage, you regain hit points equal to your twice your barbarian level + your charisma modifier. All 19 and 20 rolls on attack rolls are now critical hits.

Frightening

Starting at 10th level, you may choose an enemy during combat and try and scare them into insanity. After your Blood Curdeling Scream they must make a Wisdom saving throw against being frightened. The DC is 13 + your proficiency bonus + charisma modifier. Upon failing this saving throw, this target of your choice will either become


 - Paralyzed in fear and won't be able to move, speak, or make an action until your next turn. All attacks against this creature have advantage until the snap out of their paralysis.


- Frenzied, in which the target will attack the closest thing to it, crying and screaming in fear of losing it's own life. Any attacks made by this creature has advantage, and all attacks against this creature have advantage against it.


- Bane. The target falls under a heightened bane spell effect meaning any attack, or saving throw made by this target must subtract 1d6 from all rolls, for a minute.

Blood Maul

Starting at 14th level you can go into a blood maul when you rage. If you do so, you may make a bonus attack on your turn that will allow you to regain health equal to the damage done by that melee attack, but all attacks against you will be at advantage for the duration of your blood maul. When your rage ends, you suffer one level of exhaustion.

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