Barbarian
Base Class: Barbarian

Some people use armor, wield shields and try their best to not get hurt while in the fray, but for the barbarians that follow the Path of the Pain Seeker, the hurt, is what fuels them. These masochists learn to use the suffering to access mysterious powers and gain an advantage on their enemies. No one truly knows the provenance of the followers of this path, but everyone knows that its dark origin makes these barbarians a threat to who may be in their way.

Self-Sacrifice

At 3rd level, when you adopt this path, you gain the ability to empower your strikes with your own lifeforce while raging. Once on each of your turns when you damage a creature with a melee attack, you can choose to take 1d4 necrotic damage to then transfer that roll + your Constitution modifier as extra necrotic damage. The self-inflicted damage can’t be reduced in any way.

The damage increases when you reach certain levels in this class, increasing to 2d4 at 10th level, 3d4 at 14th level, and 4d4 at 20th level.

Fast Rejuvenation

At 6th level, you’ve gotten used to patching your wounds. If you use one or more hit dice during a short rest, you can add your barbarian level to the amount of hit points gained.  

Offensive Focus

At 10th level, you learn to let go of defensive idea and learn to focus your strength toward hitting your enemy. When you decide to use the Reckless Attack feature, you can choose to take a -3 penalty to your AC to add +5 to all your attack rolls using Strength during this turn. 

Sanguine Pull

The dark powers within you summoned forth by the growing and constant pain you’re afflicted with grants you occult ways to control the battlefield. As a bonus action, you can use your own blood as tentacle-like arms that lashes out and grabs a creature one size larger or less than you that is within 30 feet of you. The target must succeed on a Strength saving throw against 8 + your proficiency bonus + your Constitution modifier or be dragged up to 20 feet in any directions you choose, including upward.

After you do so, whether or not the target succeeds on the saving throw, take 1d12 necrotic damage. The self-inflicted damage can’t be reduced in any way. If the target hits an object or a creature, including you, the target stops being moved.

You can use this feature a number of times equal to your Constitution modifier, and you regain all expended uses when you finish a long rest.

Previous Versions

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7/29/2019 12:03:12 AM
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