Barbarian
Base Class: Barbarian

Barbarians who walk this path are devout followers of a pair of clandestine divines called the Flayed Twins. Little is known about these entities save for their insatiable thirst for blood. Theories state that they feed on constant offerings of blood, and that only by ensuring a steady stream of sacrificial blood can their wrathful natures be placated. Indeed, weapons blessed (or corrupted, depending on your own beliefs) by the Flayed Twins drink blood from their victims. Whether the Twins’ barbarians serve them out of fear or respect is anyone’s guess, though few are foolish enough to imply the former case.

   The Path of Twin Furies is as much a discipline as is found among barbarians. Its disciples are noted by their use of dual weapons -- usually axes or spears -- and their proclivity to dismember and kill from afar by throwing these weapons. So say the Laurentians, you can spot these unholy warriors by the ritual markings etched into their weapons. Often the sight of such distinctive designs alone inspire fear enough to dissuade all but the unwisest from crossing the barbarian, lest they become a pallid, mangled corpse lashed with bloodless cuts.

Reminder:

Two-Weapon Fighting

When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

The Two Teeth

At 3rd level, you’ve mastered the Two Teeth, the styles of Carnage and Fury.

Carnage. You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.

Fury. When you engage in two-weapon fighting, you can add your Strength modifier to the damage of the second attack.

Call of Blood

At 3rd level, you’ve learned to magically bond your weapons to yourself, and more importantly, to the Flayed Twins. During a short or long rest, you can perform an hour-long ritual on up to two one-handed melee weapons, which must remain in your reach for the entire ritual. The ritual ends with you etching a mark into each weapon, but the bond is not created until the weapon tastes humanoid blood -- the Flayed Twins care not whose.

Your attacks with bonded weapons count as melee weapon attacks to benefit from Rage, Reckless Attack, and Brutal Critical, even if they are thrown.

You can only have two bonded weapons. If you perform the ritual on a new weapon, your bond with one of your current weapons is broken.

Once bonded, you can summon your marked weapons to your hands as a bonus action as long as they are on the same plane of existence as you. They fly to you along the most direct route, dealing damage equal to your Proficiency Bonus to anything in their way.

Fast and Furious

At 6th level, you can move with explosive swiftness. As a bonus action, you can take the Dash or Disengage action.

Punishing Strikes

At 6th level, you can harrow your targets from afar or torment them up close. Attacks with your bonded weapon deal an extra d6 of damage.

Six-Handed Strike

A devastating move -- as an action, you make five weapon attacks in a row targeting one creature or multiple. Your first target must be within range of your weapon attack, and each subsequent target must be within 10 feet of the one preceding it.

If these are ranged attacks, you furiously throw your weapons at the target. They attack a target and ricochet to the next, or you quickly recall and throw them at the same target as part of this action.

If these are melee attacks, you leap from target to target, landing within 5 feet of each target in an unoccupied space. This movement does not provoke attacks of opportunity.

After you resolve the fifth attack, you bide your strength for a final strike. Before the end of your next turn, the first attack you make that hits is treated as a critical hit.

You must finish a long rest before you can use this ability again.

Open Wounds

At 14th level, you learn to manipulate a creature’s blood. When you land a critical hit, a creature starts gushing blood. It takes damage equal to your Proficiency bonus for every 5 feet it moves before the end of its next turn.

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