Barbarian
Base Class: Barbarian

A halfling paladin sat in bed, gazing out a dusty old window that looked out onto the moors. He kept his sword by his bed tonight, as he had the past three nights in this old manse, even though his three traveling companions were in other beds nearby. It was well past midnight, but still he sat awake, staring apprehensively out the window.  He jolted upright and whipped his head towards the door to his party’s communal room. The door had opened with long, whining creak. His chest tightened and his pulse quickened. He reached for his sword. The leather wrapped around its pommel was cool in his grip as he stared unflinchingly towards the darkness of the hall beyond. Yet even as he steeled himself for whatever terror he knew lurked within this old house, he felt a memory from his childhood tug at his mind. A nursery rhyme. A grim one, the kind that parents sing to their children to scare them into behaving. Without thinking, he sung the words under his breath.

Lock the door, blow out the light: The hungry oni haunts the night.

He stood, and the chill of the floor rushed up through his bare feet. He strode towards the door, past the sleeping human wizard, past the elven barbarian, deep in a trance, and past the snoring halfling cleric, his friend from the old country. He stopped at the threshold of the dark hallway and stared into the abyss.

Hide and tremble, little one; The oni wants to have some fun.

His grip on the blade tightened until his knuckles were white and his small hand trembled. He took a deep breath and plunged into the hall. Only the faint glow of the moonlight through the windows lit his path. It struck the suits of armor that lined the hall and cast spectral shadows across the wall.

Hear it scratching on the door; See its shadow cross the floor.

He stopped dead in the middle of the hallway, and fear and dawning realization clutched his heart. He turned back toward the door to his room, praying to Yondalla not to see what he thought he would see. The door, slightly ajar, was scored by deep claw marks. Within, a long shadow crept across the floor towards his friends’ beds. And as he wheeled and ran back towards his room, he realized—he had never been the one singing.

The sun won’t rise for quite a while; Till then, beware the oni’s smile.

Demonic Weaponry

When you enter your rage, you can harness the fury within your blood to fuel your attacks. Until the rage ends, you manifest an infernal kanabō in your hands, dealing 1d12 bludgeoning damage on a hit. It counts as a simple two-handed melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated.

The influence of your bloodline also allows you to channel your will through another weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with. Upon doing so, the weapon will vanish and replace the kanabō used in the original feature, replacing the damage and damage type, as appropriate. You can use a bonus action to break your demonic bond with a weapon, causing it to reappear in an unoccupied space near you. The kanabō is then reestablished as your demonic weapon.

Blood Fury

When you choose this archetype at the 3rd level, the first creature you hit while raging with a melee attack gives you one Blood Die, a d6. Your Blood Die changes when you reach certain levels in this class. The die becomes a d8 at the 5th level, a d10 at the 10th level, and a d12 at the 15th level. You may spend one Blood Die as a bonus action (unless specified otherwise) each turn for the duration of your rage, allowing you to choose one benefit to gain from the list below. If a feature requires a saving throw, is can be calculated as (DC 8 + Proficiency Bonus + Strength Modifier). You can have a number of Blood Dice at one time equal to your Constitution Modifier.

Brutal Strike: The corrupt energy absorbed from the blood lends you a demonic focus. Once this turn, when you attack with a melee weapon you are proficient with you may roll your Blood Die and apply a bonus to your attack roll equal to the number rolled.

Defensive Strike: The combative instincts you've developed allow you to deny those who dare to harm you. After being hit with an attack,  you may use your reaction to intercept the blow and roll your Blood Die, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

Fiendish Strike: The infernal power granted to you allows you to lash out against others. Once this turn, when you attack with a melee weapon you are proficient with you may make a second ranged attack targeting a different creature than the first. This attack has a range of 15 feet, and and deals necrotic damage equal to one roll of your Blood Die plus your Constitution modifier.

Stalker of the Night

The infernal power of your bloodline increases, causing your demonic weapon to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, you can cause the total damage dealt by it to be considered necrotic.

As your power grows, you can create more precise effects to help you better stalk your prey. You learn the darkness and invisibility spells, which you can cast a combined total of up to your proficiency bonus. Once you exhaust this ability, you can't use it again until you finish a long rest, unless you spend a blood die to cast it again.

Cursed Bloodline

The power of your demonic ancestors flows through your blood, allowing you to burn immense energy to achieve potent effects. Whenever you hit a creature with one of the attacks granted by your Blood Dice, you may spend an additional Blood Die to impose the corresponding effect on that target by losing a number of hit points equal to one roll of your Blood Die.

Brutal Strike: Amplify. The target must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.

Defensive Strike: Amplify. The target must succeed on a Charisma saving throw. If it fails, it can’t take reactions until the end of your next turn.

Fiendish Strike: Amplify. The target must succeed on a Dexterity saving throw or drop 1 held object of your choice and have that object be pushed up to 10 feet away from you.

Path Of The Oni Image