Barbarian
Base Class: Barbarian

This subclass allows a barbarian to, in a way, spend their hit points as an offensive resource, in exchange for some interesting crowd control options as well as extra damage and damage mitigation.

Loviatar, the goddess of pain, has seen fit for your suffering to persist, and as such has gifted you with ways of using your own anguish to your advantage. Let your bloodshed fuel that of your foes.

 

Grateful Receipt (3rd level)

While raging, when you receive damage that you have a resistance to, you can choose to take full damage instead, and gain one of the following benefits.

* Any saving throws herein have a DC of 8 + your proficiency bonus + your constitution modifier.

If the source of the damage is a melee attack (choose one of the following):

Embrace: You graciously accept your assaulter with open arms. You can use your reaction to attempt to grapple the creature that hit you. If the triggering attack was made with a melee weapon held by this creature, a successful grapple prevents any further attacks using this weapon as long as the grapple persists. The creature must make a strength saving throw upon leaving the grapple, or be disarmed of the held weapon.

Bloodshot: It's rude not to share, right? You can use your reaction to splash some of your own freshly shed blood on your attacker's eyes, forcing them to make a constitution saving throw or have disadvantage on all attack rolls until they use an action to wipe the blood away, or until another effect removes the blood (i.e. splashed with water).

If the source of the damage is a ranged weapon attack (choose one of the following):

Poke the Bear: If you can see your attacker, you call out to them, either loudly expressing your appreciation for the gift, or mocking the impotency of the attack. If the creature who hit you with this attack is able to hear and understand you, it must make a wisdom saving throw or become frightened of you. The creature can then make this saving throw at the end of any of its following turns to come to its senses and end the effect.

Return to Sender: The full impact of the projectile clues you in on the location of its source, and your enraged body is driven toward it by pure instinct. If the creature that hit you is visible to you and no farther than twice your movement speed away from you, you can use your reaction to move directly towards it up to your movement speed.

If the damage is from a spell:

Pain for Power: You understand the price of true strength, and willingly offer yourself to the destructive magic that assails you, in exchange for a share of its power. Double all damage you receive from the spell as if you have a vulnerability to any and all types of damage the spell does. Before your next long rest, you may add half of that damage total to a single one of your damage rolls. If you complete a long rest before using this bonus damage, it becomes temporary hit points instead, as your wounds heal and become scar tissue.

Misery's Companion (6th level)

Your gluttony for punishment has devolved into a voracious greed, as you begin to steal the pain and suffering away from your allies as they receive it.

When a creature within 5ft of you takes damage from an attack, you can use your reaction to roll 1d10 and reduce the amount of damage they take by that amount. That damage is then dealt to you, as you eagerly throw yourself into harms way. The number of dice you can roll when using this feature increase as you level up, becoming 2d10 at 10th level, 3d10 at 14th level, and 4d10 at 17th level.

Additionally, when a creature within 5ft of you is inflicted with a negative condition that will require a saving throw, you can immediately inflict yourself with the same condition (the creature must be within 5ft of you when the condition starts). The inflicted creature can then add your constitution saving throw modifier to any saving throws they make to end the condition, in addition to any applicable modifiers they have. Any saving throws that you make to end the condition are as normal, according to the condition and anything specified in the ability or spell that inflicted it.

Blood for Blood (10th level)

Your rage and reckless abandon enable you to attack with even more ferocity, at the cost of your own safety, of course.

When raging, once per turn, you can add two times your constitution modifier to the damage of a melee attack. This bonus damage is the same type as the damage type of whatever you made the attack with, and the damage is also dealt to you. If you are resistant to that damage type, you may halve it as normal, or you can choose to take full damage and activate Grateful Receipt, targeting the same creature as you did with your melee attack.

If you activate Grateful Receipt in this way while you have temporary hit points, and there are still temporary hit points remaining, you can remove any of your remaining temporary hit points to deal that amount of damage to the creature you are targeting, or to activate Grateful Receipt again (if a reaction has already been used this turn, this specific instance of Grateful Receipt does not require one).

Tempered in Turmoil (14th level)

Cuts, burns, scars, and a plethora of other marks and blemishes paint your body with a rich and horrifying history of violence in service to Loviatar. Through that journey, your flesh has been trained to a point much closer to thick leather than bare skin, and common weapons and elements can barely scratch you now.

While unarmored, your AC cannot be less than 16, and you are resistant to non-magical damage of the following types: slashing, piercing, bludgeoning, acid, fire, cold.

Additionally, you can brandish your scarred body and weaponize it as a terrifying display. Any creature that has not seen this display before must make a wisdom saving throw against a DC of 8 + your proficiency bonus + your constitution modifier or become frightened of you for 1 minute. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses upon finishing a long rest.

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