Base Class: Barbarian
The Hellion is a cruel and brutal fighter, they charge into enemy lines with little care or concern for anything other than bloodshed. They specialize in drawing the attention and ire of those they face in battle. Hellions are unrelenting combatants who relish in the ebb and flow of combat and bloodshed. Their craving for blood goes above that of a typical barbarian, to an unsettling degree.
Cruel Tactics
At 3rd level, your mastery of brutal weaponry is obvious to all you fight. You can choose three Cruel Tactics. You get an additional choice at level 6, level 10, and level 14.
Some cruel tactics require an opponent to make a saving throw, the DC for such attacks is 8 + your strength modifier + your proficiency bonus.
Each time you learn a new Cruel Tactic, you can also replace one tactic you know with a different one.
You have two uses of these tactics, you gain 2 additional use at level 10, and another 2 level 14.
You regain all uses of Cruel Tactics after a long rest.
Bleed Out
When you make a melee attack against a creature, you can cut deep into an opponent's flesh, cleaving through their defenses. At the start the affected creature's turns, it takes 1d8 necrotic damage then makes a Constitution saving throw, ending this effect on a success. This Cruel Tactic only affects creatures with blood(DM discretion).
Break Them
Your fury is a destructive force to be reckoned with. When you make a melee weapon attack, you can direct your blow into the target’s legs. If the attack hits, they must make a constitution saving throw or have their movement speed reduced by half until they complete a long rest. This has no effect on constructs or creatures who fly or hover.
Breakthrough
Whenever you are grappled, you can spend a use of Cruel Tactics when making a melee attack against whatever is grappling you. This attack breaks you free from the grapple without having to make a save, if you hit.
If It Bleeds
When making a melee attack against a creature, you can force them to make a constitution saving throw. If they fail the saving throw, their AC is reduced by 3 until they take a long rest.
Maim And End
When you make a melee attack against an opponent, you can expend a use of Cruel Tactics to mark the target for slaughter. Until the start of your next turn, attacks against the marked target have advantage.
Tear And Rend
You strike hard at your opponent causing weakening wounds, you can expend a use of Cruel Tactics when you make a melee weapon attack. If you hit, the target must make a constitution saving throw. On a failed save the target has disadvantage on all attack rolls until it passes the save or 1 minute passes. The target rolls additional saves at the end of each of its turns.
Wicked Hack
While using a heavy weapon, you can force the target to make a strength saving throw or be knocked prone.
Carve, Clatter, And Cleave
Adrenaline Rush
Your intimate knowledge of life and death allows you to recover from grievous injury much quicker than the average barbarian. At 10th level, your rage is empowered by your blood thirst. On each of your turns, while you're raging, you can recover 6 hp as a bonus action.
The amount you can heal increases to 8 at level 14.
Bloody Angel
Beginning at 14th level, your lust for blood has consumed you. If a creature you are attacking has less than 1/4 of its hit point maximum, your attacks ignore it's resistances.
Additionally, you can consume blood, as an action, to sustain yourself, drinking blood heals you for a number of d4 equal to half your barbarian level. This blood cannot be your own and must come from a creature that is small or larger. You can heal this way three times per long rest.
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12/19/2018 7:07:37 AM
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Posted Jun 7, 2022“I will FEAST on your HEART!”
Glad to see there’s more of us Darkest Dungeon fans out there, lol.
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Posted Apr 1, 2021I love the way the subclass has options to choose from. I do wish there was a bit more so that I really had a good variety to choose from, like warlock invocations. Maybe one of them could give the barbarian another attack but it has to be at a higher level to be able to use it, or it gets elemental damage added to its attacks. Also, I think only having 6 uses of it and it coming back on a long rest just seems a bit too few. especially for campaigns that might have more than 1 combat and/or larger enemy groups. my last thing is the lvl 10 ability seems quite lackluster. healing for just 6hp at that level seems minuscule since a barbarians hp is the largest in the game. it also conflicts with other bonus actions like polearm master which will always be chosen over a heal that does less than a potion. Other than that the subclass is really great and quite versatile and would love to see it bumped up just a bit more
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Posted Dec 19, 2018Oh boy, I could finally be bothered to update this subclass. Apologies for the massive overhaul, but some things needed adjusted and fixed so this isn't so OP.
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