Barbarian
Base Class: Barbarian

It has long been known among many feral warriors that no better path to power exists than consuming the flesh or blood of a conquered enemy. Some practice ancient rituals and solemnly consume their foe's heart, while others simply guzzle blood like ale in a crazed frenzy. the blood they constantly drink in their rages can even transform them into demonic killers that steal life and power from the blood on their blade, with demonic rage that only grows in intensity when their blood is spilled. they consume so much blood that their sense of smell heightens to detect even the slightest whiff of blood, and they might grow fiendish claws, fangs, or wings.

Wounded Fury

Starting at the 3rd level, if you make a melee weapon attack on your turn while you're raging and you have no more than half of your hit points left, you add 1d8 + half your barbarian level to the attack's damage roll on a hit.

You can only deal bonus damage using this feature once per turn.

Scent of Blood

At 6th level you learn how to taste a soul through the smell of blood. When a creature within 15 feet of you that has blood takes damage, you learn things about it. You instantly learn its hit points, maximum hit points, and Constitution score. If it's maximum hit points have been reduced you learn that too.

When this happens, you can also choose to memorize the scent of its blood. if you do, for the next 30 days, you have advantage you gain advantage on Wisdom (Insight) and (Perception) checks to discern something about the creature or to track that creature, and on Charisma (Intimidation) or (Persuasion) checks against that creature. You know if the creature is within 10 miles of you. If the creature is within 1 mile of you, you also know how far away it is.

You can only remember a number of blood scents equal to your Constitution modifier (minimum one). You can forget a blood scent at any time.

Demonic Aspect

At the 10th level, as the power within your blood grows with each consumption, your body transforms and takes on a demonic aspect. Choose one of the following benefits to gain permanently

Claws. You grow knife like talons on your fingers to toes. these claws are retractable; you can hide or reveal them at the start of your turn or by using a bonus action. With your claws revealed, you have a natural climbing speed equal to your walking speed that you must have at least one free hand to use, and you can use this speed to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

In addition, your unarmed strikes are a special melee weapon that you are proficient with. It deals slashing damage equal equal to 1d10 + your Strength modifier. Also, at the the start of each of your turns while you are raging, you deal slashing damage equal to 1d4 + your proficiency bonus to one creature that you have grappled.

Fangs. Your teeth lengthen into huge ghoulish fangs. You can survive on meals made of rotting meat, blood, or old bones and suffer no ill affects such as diseases or poisons. You have advantage on Charisma (Intimidation) ability checks mad against creatures that have seen your teeth, and your bite is a natural weapon, which you can use to make unarmed strikes. You have proficiency with this bite, and it deals piercing damage equal to 1d10 + your strength modifier.

When you are raging and you hit a creature that has blood using this bite, you can expend up to two hit dice to regain hit points as if you finished a short rest.

Wings. You grow a pair of gigantic, leathery, batlike wings from your back. You have a natural flying speed of 30 feet. However, you have disadvantage on any ability checks made to blend in with a crowd, and ability checks to disguise you are made with disadvantage.

While you are flying using these wings and you aren't raging, your carrying capacity is halved, and for every minute you keep flying without landing or raging, you must choose to either gain either 1 level of exhaustion or expend 1 hit die without regaining hit points.

Heart Strike

At 14th level, the fell power in your blood grows stronger, and you learn to channel that power into your attacks. Whenever you finish a long rest, you regain a number of extra expended hit dice equal to your proficiency bonus.

In addition, when you hit with a melee weapon attack while you're raging, you can expend a hit die without regaining hit points. You take 1d12 necrotic damage that cannot be reduced by resistance or immunity, and then roll the hit die. The attack deals bonus damage to one target equal to the amount rolled on the hit die + twice your Constitution modifier (minimum + 2).

Whenever you roll this bonus damage more than once for an attack, you roll 1d12 for each additional roll of the bonus damage, taking damage each time. For example, whenever you use this feature to affect a critical hit, the bonus damage is rolled twice, and so you would take 2d12 damage instead of only 1d12 You still only expend one hit die, no matter how many times you roll it.

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