Barbarian
Base Class: Barbarian

Titan's Grip

Starting when you choose this path at 3rd level, you can wield a two-handed weapon in both hands.  If you do so, add your ability modifier to your off-hand damage, and your dexterity and constitution bonus to AC is halved, rounded down.

Crimson Whirlwind

Beginning at 6th level, as an action can you spin towards a direction you decide dealing weapon damage to every creature within 5 ft of range and causing them to make a constitution saving throw, on a fail save, creatures receive the bleed effect and take an extra 2d6 damage. (starting at the beginning of the affected creatures turn, they take 2d6 bleed damage). On a success, take have damage and does not receive bleed effect.  You can only use this ability 1 per short or long rest. 

Additional use and Increase the damage of Crimson Whirlwind by an extra 1d6 at 10th level,  another 1d6 at 14th level, and another 1d6 at level 18.

Bleed effect stops when healed, stabilized or the creatures hit points reach 0. DC=(8+proficiency bonus+constitution mod)

Blood Seeker Pressence

Beginning at 10th level, you can use your action to use your enemies blood for your own benefit as you consume the blood with your pressence.  When you do so, choose one creature that you can see within 30 feet of you. As an action, activate your blood seeker ability absorbing the enemies blood through your weapon healing 1d6+2 hp for the next 3 rounds.  when you do the creature affected by this ability must make a Constitution saving throw or be frightened and has disadvantage on their next attack. DC=(8+proficiency bonus+wisdom mod). Additional use at 16th level and 20th level.

Regenerate more health at higher levels, example 1d6 at 13th level, 1d6 at 16th level, 1d6 at 19th level

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Titan Empowerment 

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature with both weapons and they are crit.  until the end of your next turn all die are max damage and crit at 19-20. On a miss, the next attack against you has advantage and you lose rage.

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