Base Class: Barbarian
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More often than not, Barbarians engage in the path of blood and combat, initiating themselves in war besides taking the path of peace. Most of these are evident, though what if there was an even more brutal path that they can walk down? They use their boiling blood and the blood of others that they spill to walk the path of bloodthirst. More often than so, it can be caused by those that wish to exact revenge on others, to carry out acts of tyranny or to ready yourself for war. One would have trained in an environment that may not be healthy for the person's mind; you are often subjected to pure madness and combat, and all you know is blood, sweat and tears. One could have also trained in the arts more calmly, though in practicality this if often forcefully learnt, and not something that can naturally be developed.
You harbour an insatiable thirst for killing. This path is for those who thrive off killing and ripping apart their enemies. They gain power from the blood that is spilt on the battlefield. They kill every enemy in their path that can be killed; and for those that can not, they try to find a way to kill.
Unquenchable Thirst
When you chose this path at the 3rd level, you gain a pool of Blood Points equal to your Constitution modifier (minimum of 1). You gain one Blood Point when you land a killing blow on an enemy or assist in killing an enemy. You also regain these points at the end of a long rest. You can use these points while you are raging to perform one of the following actions:
Thirsting Strike:
You can expend one Blood Point to make a single melee weapon attack as a bonus action.
Continued Assault:
When you kill or see an enemy be killed within 30 feet you can expend one Blood Point and use your reaction to move half your movement speed and make a single attack against an enemy you can see.
Blood Sense
Starting at the 6th level, when you make a Perception check that relies on smell or a Survival check to track a creature, you double your proficiency bonus for these checks (i.e. if you are not proficient in Perception or Survival checks, you do not gain an additional bonus). If the target is wounded or is bleeding you have advantage on the roll.
Blood Focus
Starting at the 10th level, while you are raging, you gain resistance to Psychic damage and you can not be Charmed or Frightened. If you are Charmed or Frightened when you enter a rage the effect is suspended for the duration of the rage.
Life Drinker
Starting at the 14th level, while you are raging, once per turn when you hit an enemy with a melee weapon attack you regain hit points equal your Constitution modifier.
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