Base Class: Barbarian
While some may hide their wounds, Barbarians wear theirs proudly, a boast of their victories. Those who follow the path of blood take their scars and learn. Instead of seeing them as wounds, they see them as their strength. As you get wounded, the more powerful you become your pain becoming motivation to take down your adversaries. Barbarians who follow this path are seen as reckless and dangerous, but they are nothing if not effective at killing.
Blood Rage
While raging, you count each of your wounds. While raged, you gain more damage based on your missing health. While making melee weapon attacks using two-hands, you gain 1d6 additional damage when below 80% health. This effect increase to 1d8 when below 60%, 1d10 when below 40%, and when below 20% of your maximum health, you deal an additional 1d12 and your attacks are critical hits on a roll of an 18, 19, or 20. This additional dice rolled by this feature are not effected by critical hits. Percentages of health are rounded down.
Additionally, you gain the ability to toggle resistances on and off while raging.
Note: Temporary Health does not count against the percentages. For example, a 5/100 HP Barbarian with 20 Temporary HP still gains the benefits of being below 20%.
Flagellance
Gain an amount of Flagellant dice equal to your Strength Mod + Proficiency Mod. You can expend these Flagellant dice as a bonus action to damage yourself in combat for 1d12 + str. Mod per die spent. This damage cannot be reduced in any way. This effect can be used when activating rage, and counts as an enemy attack to maintain rage. Regain these dice at the end of a long rest.
At 10th Level you can choose to maximize the damage Flagellant dice do instead of rolling.
At 14th Level you can also choose to have the Flagellant dice score a critical hit.
The Bliss of Battle
Beginning at 6th level, expended Flagellant Dice become Respite Dice. You can expend any number of Respite dice as a bonus action to heal yourself 1d6 + Constitution Modifier. Unspent Respite dice at the end of a long rest revert to Flagellant dice.
Alternatively, as a reaction, you can expend 3 Respite dice to gain resistance to an incoming attack this can be done after knowing the damage from the attack. This effect cannot stack with resistances from rage.
Additionally, during a short rest you can revert a number of Respite Dice equal to your Strength mod back into Flagellant dice.
At 10th Level Respite dice become d8’s.
At 14th Level Respite dice become d10’s and you can re-roll 1’s and 2’s.
Bloodhound
You gain advantage on wisdom (perception) and wisdom (survival) checks on tracking creatures that are bleeding. You can also tell the amount of damage the wound has done to the creature and if it’s diseased or poisoned.
Adrenaline Rush
Beginning at 10th level, while under the effects of Blood Rage, gain the following effects while in certain thresholds. While down to 80%, gain 5 additional feet of movement. 60% this increases to 10 feet. 40% You gain a +1 to AC and 15 feet of movement. While below 20% +2 to AC and 20 feet of movement. These bonuses will be deactivated alongside your rage resistances detailed in Blood Rage.
Riastrad
Starting at 14th level, If you fail your Relentless Rage, you can instead return with 1 health. You expend all remaining Flagellant dice to gain temporary hit points, equal to 1d12 + Constitution Modifier per dice expended. You cannot be healed by any source, including Bliss of Battle, other than spells level 7th and higher. You regain your maximum amount of Respite dice, and deal 1d12 fire damage to all creatures within 5 feet of you when you take damage while you have these temporary hit points. At the end of 1d4 turns, the temporary hit points will disappear along with all respite dice. You can no longer use Relentless Rage after you use this ability. This ability recharges on a long rest.
Previous Versions
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5/20/2022 7:31:09 AM
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