You have been given a curse, a plague. Either through magic experiment gone wrong, or you slept with the wrong god's wife, you now have this disease. You can feel your blood boil, the pain makes you want to drain it all out and spread the pestilence. Through this pain you start to feel a new sense of comfort, as your blood spills and mixes with your enemies' you feel almost as if you're relieved if only temporary. And you now know that no matter how much you try you won't be able to remove this, no cure nor wish spell can ever remove this scourge from your body. Not like you would want to anyway, the blood has almost full control over you, it feels intoxicating to cut, rip and tear through everything. There would be nothing left of you living if you removed it, and it needs you as much as you need it.
Boiling Blood
At 3rd level when you enter combat and the start of every turn that you are not enraged, roll a d20. On a 1 you enrage as if you had the beserker axe curse, and after, you gain 1 point of exhaustion. 2-6 you enrage as if you are under the beserker axe curse. 7-14 nothing happens. 15-19 you enrage for free. 20 you enrage for free and you action surge as if you are a fighter. If you enrage with a 1-6 and you don't have anymore enrage charges left you gain 1 extra exhaustion point after you are done raging.
Bloody Smite
At 6th level while enraged you may cut yourself as a bonus action doing weapon damage+ barbarian level damage to yourself as a bonus action. When you do so you are able to bloody smite. The next creature you hit with the weapon you used takes extra weapon damage based off the damage you took from the class feature. If a target gets droped lower than 0 hp from this attack they die, then a spike of blood tries to stab the lowest health target within 10 feet of the now dead target, the one getting attacked makes a dex saving throw on a failed they take all overkill damage in piercing from the previous target. This effect may repeat if it kills another target on the same way. Both the bloody smite and the spike of blood apply blood plague.
Blood Control
At 10th level you can fit in spaces one size smaller and squeeze into spaces 2 sizes smaller, and you gain proficiency in dex saving throws. As well as proficiency athletics or acrobatics, if you already have both then you gain double proficiency in either one.
Explosive Raging
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By 14th level while enraged when you take damage that would reduce you to 80%,60%,40%,or 20% health you will sprout a tendril of blood with health equal to 20% of your max hit points . Each tendril acts as a separate creature under your control, and they occupy the same space as you. Each tendril must make an attack/grapple action each turn if any are unable to attack they will automatically move you 10 feet toward the nearest enemy creature. You heal all damage tendrils cause to others, you also heal 10 hit points if a you are caught in the explosion of a creature dying from blood plague. When a tendril kills or you're in a blood plague explosion you regain 1 point of exhaustion. Tendrils are destroyed after they lose all hp, are separated from you, when you dispel them, or if you end raging. If they are destroyed while you have less hit points than the threshold you gained them at, you gain a point of exhaustion. Ex. Barbarian is at 100hp he takes 20 damage reducing him to 80hp and summoning a tendril, if that tendril is destroyed before he gets back to 100hp he gets exhaustion, this applies to every tendril after if you go from 80hp to 60hp you need to regain 20hp before that tendril dies. If you get Charmed, Frightened, Petrified, Stunned, or knocked Unconscious, the tendrils wildly spike out and flail attacking any creature within 10 feet randomly until host dies or regains control.
Tendrils cannot speak, and they have animal like consciousness. They last as long as you're conscious and cannot be buffed in any way, they are also immune to all conditions. They have an AC of 15 + Con mod, and all ability scores are determined by your con except their wis,int,chr which is 6. The attack action makes the tendril stab target creature within 10 feet of you, Target must make a dex saving throw on a failed throw target takes 1d8 piercing damage and gets blood plague. The grab action makes the tendrils grab target creature within 5 feet of you, target must defend against a grapple. When grappled, target takes 1d6 necrotic damage, gets blood plague, and is restrained. At the start of each turn the target will take another 1d6 fire damage and get another blood plague. While a target is grappled the tendril can use the crush action dealing 1d10 of bludgeoning damage. After you make the attack action you may shove a creature 10 feet or knock anything prone within 5 feet of you, they make a dex saving throw.
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