Barbarian
Base Class: Barbarian

Some barbarians endure pain; you embrace it. Through blood and grit, you transform your wounds into power, exploiting injuries of both yours and your enemies to fuel an unrelenting assault. Every scar is a remnant of battle; yours strength your resolve. The ones you leave behind are often reminders of their mistakes. You lay your body on the line in every fight for survival is not for the gingerly. On this path, your wounds are tactical pits, traps that make your resolve fatal, even at its weakest points. 

Level 3: Laceration

When your blood spills, it fuels your instincts to survive and enhances your focus for your enemies to not. 

If you use your Reckless Attack while your Rage is active, you can deal slashing damage equal to half your Barbarian level to yourself. This damage can not be reduced in any way. When receiving this damage, you receive the following benefits until the start of your next turn:

  • Survival Instincts. You gain a +2 bonus to your Armor Class against weapon attacks
  • Mutilated Wound. You deal bonus damage in the form of a [roll]1d6[/roll] when attacking the same target in one turn. The bonus damage is the same damage type as the weapon or Unarmed Strike used.  
    • Second hit deals +1d6 bonus damage.
    • Third hit deals +2d6 bonus damage.
    • Fourth hit deals +3d6, and so on. 

If the self-laceration damage reduces you to 0 Hit Points, you remain conscious and complete your turn but immediately drop to 0 HP at the end of your turn.

Level 6: Coagulation

Once per short rest, as a bonus action, you can trigger a rejuvenation process for 1 minute, ending your rage and gaining the following benefits:

  • You gain a +2 bonus to Saving Throws.
  • You gain Temporary Hit Points equal to your Barbarian level.
  • At the end of each turn, heal [roll]1d4[/roll] plus your Constitution modifier.
    • If you took damage since your last turn, this healing increases to [roll]2d4[/roll] plus your Constitution modifier. 

Level 10: Welcomed Abrasions

One's body may serve as a weapon, but it may also serve as a tactical sacrifice if you are willing to take it. 

Painful Tactics. When hit by a melee weapon attack, you can use your reaction to allow the weapon to remain lodged in you, taking the weapon damage again. The attacker then must succeed on a Strength or Dexterity saving throw (it chooses which). The DC for the saving throw equals 8 plus your Strength modifier and Proficiency Bonus.

On a failure, you disarm them and can immediately make an opportunity attack against them using their own weapon. You can hold onto or drop the weapon after this attack. 

Survival Instincts. When you provoke an opportunity attack, you can choose to forego the attack roll and automatically take the damage. In exchange, you gain +10 feet to your movement speed and +2 to your Armor Class until the end of your turn. Only one attack per turn can trigger this effect.

Level 14: Marred Retaliation

Pain is often said to be temporary, but for you, it is the power to make your enemies experience it permanently.

When you enter the [Tooltip Not Found] condition while raging, you gain the following benefits:

  • You gain Temporary Hit Points equal to your proficiency bonus at the end of your turn.
  • You can add your Rage damage bonus to your attack rolls as well.
  • When Mutilated Wound activates, the bonus damage does max value possible per attack. 

If you activate Coagulation in this state, the healing increases from a d4 to a [roll]d6[/roll]. 

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