Base Class: Barbarian
Barbarians of this path all share one thing in common - blood that bubbles and boils like water over a fire. It starts off as an unrefined fact of their nature, but with practice and experience, it can be harnessed into something much more fiery. These barbarians are generally disposed to explosive or otherwise erratic personalities, and the thrill of combat is sweet to them like love is sweet. Their boiling blood bolsters their strikes and allows them to accomplish incredible feats of athleticism.
Boiling Blood
At 3rd level, you've harnessed the blood that boils within you, propelling you to quick action. You gain proficiency in athletics, resistance to fire damage, and you have advantage on saving throws you make to avoid or end the poisoned condition on yourself. Additionally, your blood is dangerous to those who come in contact with it. When a creature or object hits you with a melee attack, they receive your proficiency bonus in fire damage.
Fired Up!
Starting at 6th level, you're able to channel your blood into more actions than before. Your rage damage bonus doubles, and you can add your Strength modifier to your initiative roll. In addition, you gain expertise in athletics, your walking speed increases by 10 feet, and your jump distance triples.
Snuff This!
At 10th level, the fire within you has grown to withstand punishment that would destroy others. When you are reduced to 0 HP but not killed, you can drop to 1 HP instead once per long rest. When this happens, all enemies within 20 feet of you take fire damage equivalent to your proficiency bonus times your rage damage bonus. You may also then roll half of your current number of hit dice and add them to your current hit points.
Meltdown
You have learned how to harness your blood to push your body far beyond its limits. Beginning at 14th level, you can superheat your blood to unlock a variety of abilities at the expense of your own wellbeing. While raging, you can take a Free Action to enter Meltdown, which lasts for the duration of your rage. Meltdown gives the following effects:
Your speed increases by 10 ft times your Strength modifier.
Your rage damage bonus is tripled instead of doubled by your 6th level feature.
You gain one extra action on your turn. This action can only be used to take the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.
While Meltdown is active, you take 1d10 fire damage at the start of each of your turns, which cannot be lessened or negated by resistances or immunities. Additionally, whenever Meltdown ends, you are Incapacitated and have a Speed of 0 until the end of your next turn.
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