Barbarian
Base Class: Barbarian

The path of the suppressed is for those whose monstrous nature is too feral to withstand, using whatever they can to control their true self. When medicated, the true self can be usefull. Running out, however, could result in terrible consequences.

Level 3: Blood Letting

If you use Reckless Attack while your Rage is active, you deal extra damage to targets you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. However, you also roll the same amount of dice as damage taken (minimun of 2).The damage has the same type as the weapon or Unarmed Strike used for the attack.

Transfusion

If you activate rage, you gain temporary hitpoints equal to 5 per barbarian level. All temporary hit points are lost once you exit rage.

Level 3: Withdrawal

Out of combat, you must take an amount of Panacea equal to your level every long rest or enter Withdrawal.
During combat, for each turn rage is active, you must use an amount of Panacea equal to a rounded up third of your level (minimum of 1) or enter Withdrawal.

Panacea is a medicinal resource, it is up to the DM's discretion where it is able to be located.

In Withdrawal, you gain the benefits of entering rage except for the temporary hit points given by the Transfusion feature. However, when in Withdrawal, you must use your action to attack the closest percieved creature using the Blood Letting feature. In Withdrawal, you must roll all charisma, intelligence and wisdom rolls with disadvantage.

Level 6: Acute Mutation

Usable a number of times equal to a third of your barbarian level (minimum of 2). Resets on a short rest.
As a bonus action, you can choose to push past typical physical limitations for a number of turns equal to half of your character level, rounded up:
-Dislocation: Bones are limitations of the populace, unfortunately you are not one of them. You gain an extra 5ft of melee range and 10ft of movement speed.
-Febrility: Heat is always the result of extra energy. You gain resistance to fire and cold damage and deal and extra 1d4 fire damage to melee attacks.
-polymelia: An extra hand, or tail, is always useful. You gain a reaction to impose disadvantage on creatues attempting to hit you with a melee attack.

Level 10: Blood Rush

During rage you can use a reaction to make an extra melee attack. However, after activation, you use an extra d4 Panacea per turn in rage equal to your barbarian level divided by 4 rounded down.

Adrenaline Spike

Usable a number of times per short rest equal to your barbarian level minus 9. As an attack, you can release a burst of bone and horn shards in a 10ft cone. Every creature hit makes a DC 15 dexterity saving throw. On a failed save, the creature takes d10 piercing damage equal to half of your barbarian level rounded down. On a successful save, the creature takes half damage.

However, when this attack is used the user makes a DC 17 constitution saving throw. On a failed save the user takes d12 piercing damage equal to half of your barbarian level rounded down and half as much on a successful save.

Level 14: Intimidating Presence

As a Bonus Action, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature’s turns, the creature repeats the save, ending the effect on itself on a success.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.

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