Base Class: Barbarian
Those who walk the Path of the Red Angel are not merely warriors — they are vessels of a greater fury, cursed or blessed with the heartbeat of endless war. Theirs is a rage that transcends mortal emotion, a burning madness that whispers in every quiet moment and screams in every battle.
When they rage, the world narrows to the sound of their heartbeat — a thunderous, metallic rhythm that demands carnage. The nail's imprinted into a Veydrans brain pulses with pain, until their quench for blood is filled. Each kill fuels their strength, each wound stokes the fire within. The Red Angel’s chosen stride through the battlefield as avatars of annihilation, their eyes alight with the ecstasy of destruction.
But their gift is also their doom. The same power that makes them unstoppable in combat gnaws at their sanity with every heartbeat. Some say they hear voices urging them to ever greater acts of slaughter; others claim to see visions of a winged figure bathed in blood. Whatever its source, the Red Angel’s call is eternal — and once heard, it can never be silenced.
Level 3: The Butcher's Nails
At 3rd level, you awaken a terrible power within your mind and body — a constant, thrumming hunger for battle.
Bonus Damage:
While raging, the first melee weapon attack you hit with on each of your turns deals extra damage equal to your proficiency bonus. This damage counts as magical for overcoming resistance and immunity to nonmagical attacks and damage.
Blood-Frenzy Movement:
When you reduce a creature to 0 hit points on your turn, you can immediately move up to half your movement speed toward another enemy you can see. This movement does not provoke opportunity attacks.
Chainaxe Mastery (Optional Flavor Rule):
Battleaxes and greataxes you wield are considered chainaxes when you wield them. When you land a critical hit with one, it emits a roaring snarl of machinery that can be heard up to 100 feet away.
Level 6: Blood Surge
When you reach 6th level, the Red Angel rewards relentless motion in battle.
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Momentum of Slaughter: While raging, when you reduce a creature to 0 hit points, you gain temporary hit points equal to your Constitution modifier + your Barbarian level (minimum 1). This benefit can occur once per rage.
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Unstoppable Advance: While raging, difficult terrain costs you no extra movement.
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Drawn to the Kill: When you start your turn within 10 feet of a hostile creature, you cannot willingly move away from it until the end of your turn. While doing so, your first melee attack against a creature you move toward this turn gains advantage.
Level 10: Betrayer's Guile
Features:
1. Calculated Menace
While raging, you gain proficiency in Intimidation if you don’t already have it. If you are already proficient, you may add double your proficiency bonus to Intimidation checks while raging (essentially expertise).
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You can attempt to intimidate a creature as a bonus action once per turn while raging.
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When you succeed on an Intimidation check against a creature, that creature has disadvantage on attack rolls against anyone other than you until the start of your next turn, as Khârn’s presence forces enemies to think twice.
2. Strategic Strike
While raging, you may choose to forego one attack to study the battlefield instead:
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You gain advantage on your next melee attack against a creature you can see.
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If that attack hits, it deals additional damage equal to your Intelligence modifier (minimum +1).
This represents Khârn’s capacity for focused precision and deadly cunning amid the chaos.
3. Fearsome Presence
When you end your turn adjacent to two or more hostile creatures, you may attempt an Intimidation check (DC 8 + your proficiency + your Charisma or Strength modifier) to force all adjacent enemies to move no closer than 5 feet from you until the start of your next turn, representing Khârn’s ability to control the flow of combat through sheer menace.
Level 14: Avatar of Slaughter
Whenever you kill a creature with a critical hit while raging:
• Every hostile creature of your choice within 30 feet of you must make an Intelligence saving throw (DC = 8 + your proficiency bonus + your Constitution modifier).
• On a failure, the creature becomes Frightened of you until the end of your next turn. They have seen what is coming.
• Creatures that fail the save by 5 or more instead become Stunned until the end of your next turn — their mind simply rejects what it witnessed.
You are immune to being charmed, frightened, or stunned while raging.
Not because you resist — but because nothing, not even reality, is allowed to interrupt the killing.
When your Rage ends, you immediately suffer 2 levels of exhaustion — as the Nails retract, dragging your mind screaming back to mortality.
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