Base Class: Barbarian
Pending
Blood Steal
Starting at 1st level you can take blood from your damaged enemy's. The amount of hp taken is half the damage + your constitution. If you heal to full hp and there is leftover blood gain temp hp for until you next turn. Temp hp cannot Be used to cast class abilities. The attack has to draw blood for it to take effect.
Blood Frenzy
Starting at 4th level gain access to Blood Frenzy. In exchange for half your hp you half all blood cost for class abilities. You also are unstoppable in the sence of being able to be grappled and prone. Due to the unconscious like state you are in you are immune to charisma checks and psychic damage.
Blood Enhancement
At 6th level sacrifice 5 hit points to gain 2 + your strength modifier poison damage to your next attck
Blood Armor
Starting a5 8th level gain a boost to your AC by 5 for 5 rounds. This cost 1 quarter of your hp.
Intimidating Presence
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Retaliation
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
Blood Manipulation
Starting at 20th level gain the ability to control blood of anyone including:
Move a creature half of their movement speed
Knock a creature down leaving them prone
Deal 5d12 poison damage to a creature within range
Extract a blood, Reducing a creatures hp to 0 with 19 DC con save
Deal 5d12 force damage to creature within range.
This action leaves you incapacitated for 1 round and cost a quarter of your hp
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