Barbarian
Base Class: Barbarian

This barbarian learned to use pain and blood  in many different ways to empower themselves and weaken their enemies.

Acts of Pain

You gain the ability to gather pain points.

Pain points are accumulated in two ways:  By being hit with a single target attack or spell, and by successfully hitting a target.

You can use pain points to cause Acts of pain.

At level 3 you gain three Acts of pain, and gain one more at level 7, 10, 15, and 17.

Alter Flow

As a reaction, when you see an ally move or make an action, you may use (3) pain points to quicken their turn. 

The ally has double movement speed and gains a hasted action that may only be used to attack once, dash, use an object, or hide.

Alternately, you may use (4) pain points to cause a creature to slow its movement.

Your target must succeed on a Wisdom save (8+ Con Mod+ Prof Bonus) or move at half speed and cannot take reactions until the end of your next turn.

Blood Control

You can use an enemies blood against them.

As a bonus action, you may use (2) pain points to push/pull a creature 10ft.

Bolster

You can attune yourself to a specific type of pain, to make yourself more resilient.

As a bonus action, you may use (2) pain points to gain resistance to one element of your choice until the end of your next turn.

Cloud of Blood

You solidify blood into a cloud of bloody shards.

With a range of 60ft, as an Action, you may use (2) pain points to cause a cloud of bloody shards to appear to hurt your enemies.

You fill the air with solidified shards of blood in a 10ft radius sphere centered on a point you choose within range. All creatures within that area must make a Dexterity saving throw (8+CON Mod+ Prof Bonus), and takes 4d4 necrotic damage on a failed save, or half as much on a successful one.

Every extra pain point you add to it adds 2d4 necrotic damage. (Up to 7 extra points can be added total)

Hemophobia

Your bloody visage is terrifying.

As a bonus action you can use (3) pain points to make a creature of your choice that you can see make a Wisdom Saving throw. (8+ Con Mod+ Prof Bonus)

If they fail they suffer the frightened affect for 1 minute.

Additionally, you can target 1 more creature for every (1) additional pain point.

A frightened creature has disadvantage on Ability Checks and Attack Rolls while the source of its fear is within Line of Sight.

The creature also can’t willingly move closer to the source of its fear.

They may make another save at the end of each of their turns.

Life Force

You bolster your lifeforce.

As a bonus action, gain 5 temporary hitpoints per (1) blood point. 

Painful Attack

You can empower your weapon with the pain around you.

Like Divine Smite, on a hit you may expend (1) pain point and deal an extra 1d8 of Necrotic damage to that attack.

Phantom Pain

You make an enemy feel an excruciating phantom pain.

As a reaction, for (2) pain points, when a creature you can see makes a saving throw because of a spell or effect, you can impose disadvantage for that saving throw.

Seeing Red

Blood boils in the eyes of your enemies, making it harder for them to hit your allies or harder for them to avoid an attack.

As a reaction, when you see a creature make an attack, you may use (1) pain point to impose disadvantage or advantage on that attack. 

Alternately, you can spend (3) pain points to attempt to blind a creature until the end of your next turn.

They must succeed of a Constitution saving throw (8+ Con Mod + prof bonus) or be blinded.

A blinded creature can’t see and automatically fails any ability check that requires sight.

Attack Rolls against the creature have advantage, and the creature’s Attack Rolls have disadvantage.

Blood Sensing

Once per short rest, as a bonus action, you may activate Blood Sensing.

Blood sensing allows you to sense any creature with blood around you within 30ft of you, and it lasts a minute.

You can sense the approximate locations of all creatures within 30ft of you that have blood. An invisible creature with blood does not pose attack roll disadvantages, and you have advantage of Perception(Wisdom) checks to locate invisible creatures within range.

Improved Blood Sensing

At 6th level your blood sensing becomes stronger.

You may now use your blood sensing twice per short rest, and the range is increased to 60ft.

You may also make an Insight(Wisdom) Check to determine if any creatures are hostile or not.

Painful Initiative

When you roll initiative, you gain (2) pain points.

Blood Rage

As a bonus action, you may use (3) pain points, and enter a Blood Rage.

When in a Blood Rage, you cannot be charmed, frightened, or stunned. It only ends when you fall unconscious, or a minute has passed.

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