Barbarian
Base Class: Barbarian

One should never call a Revenaut 'evil'... not only is the concept so painfully limited, it is simply not true. The Revenaut are not monsters, they simply understand that there is more to death than what the abbeys will teach you. There is power in death, and thus in life. The Gods have long known this, have they not? Why else ask you to worship and die under them? They are taking your power from you; your death.

The Revenaut wish to rob the Gods blind.

 

Life's Currency

Starting at 3rd Level, while Raging, the Barbarian will gain Temporary Health equal to half of any Damage that they deal to living creatures. This Temporary Health lasts until the end of the encounter.

 

Hostile Transfer

Starting at 6th Level, while Raging, when dealing Damage to a living creature, the Barbarian may choose to deal Radiant Damage to new target within 10ft Line of Sight equal to half the Damage dealt instead of gaining Temporary Health. This Damage is dealt as an additional Free Attack against the new target.

 

Corrupt Charity

Starting at 10th Level, once per Round while Raging, the Barbarian may choose to sacrifice 1 of their Hit Dice to add 1d12 + the Barbarian's Constitution modifier Radiant Damage of their next successful Attack. 

 

Flash Liquidation

Starting at 14th Level, while Raging, the Barbarian may choose to purge their accumulated Temporary Health. They lose all points of Temporary Health, and deal the same amount as Damage to all targets within 30ft Line of Sight. The Barbarian then recovers Health equal to half the total Damage dealt.

A 
Successful Reflex Save, DC 8 + the Barbarian's Proficiency modifier + the Barbarian's Charisma modifier, will reduce this Damage by half.

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