Barbarian
Base Class: Barbarian

Fighting is everything to the barbarians of the path of the blood knight.  They live for it.  It's not winning or losing, the greater mission, morality, or even glory that drives these barbarians, just the opportunity for a good fight against a worthy foe.

Fight Through the Pain

Starting when you choose this path at 3rd level, you become more durable the more you fight.  While raging, when you hit another creature with a melee weapon attack using strength, you can gain temporary hit points equal to your rage damage bonus.  These temporary hit points are cumulative with others gained from this feature, but not with temporary hit points gained from any other source.  These temporary hit points are lost when your rage ends.

Bloodlust

Beginning at 6th level, you succumb to bloodlust while raging, making it difficult to stop you from fighting.  While raging, you are immune to being frightened or charmed.  Additionally, you gain advantage on saving throws against the effects of spells that limit your attack options, such as “Compelled Duel”, “Confusion”, or “Sanctuary”.

Challenging Call

At 10th level, you can demand the attention of opponents near you.  As an action, you choose up to 5 creatures within 30 feet of you who can hear you.  Each selected creature must make a wisdom saving throw contested against your intimidation check.  On a failed save, the creature is drawn to you for 30 seconds.  For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a wisdom saving throw contested against your original intimidation check each time it attempts to move to a space that is more than 30 feet away from you; if it fails, it cannot move to that space, if it succeeds, then this feature does not restrict the target’s movement for that turn.  The effect ends if you attack any creature other than one under the effect, if you cast a spell that targets a hostile creature that is not under the effect, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.  Once you have used this feature, you cannot use it again until you have completed a long rest.

Glory of Combat

Starting at 14th level, you draw strength from the heat of battle.  While raging, every turn that you remain in rage (including the turn in which you enter a rage) you gain an additional +1 bonus to your damage rolls from weapon attacks using strength.  This bonus accumulates with each turn taken during the rage, up to a maximum of +10.  When your rage ends, this bonus resets to 0.

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