Black Blood
A Black Blood’s Rage stems from the unending chaos of the Abyss. A demonic influence has tainted their very biology manifesting as black ichor flowing in their veins. Black Bloods become agents of violence and chaos. They seek death and pain for all those that defy them. While some Barbarians fight against their Black Blood, most delight in the power and violence it brings.
Subclass Features
Blessing of the Abyss
The Abyss seeps into your being providing you the same protection enjoyed by its denizens. You are immune to Poison damage and the Poisoned condition.
Rage of Darkness
The darkness of the Abyss seeps from you when you Rage. While Raging you create an area of magical Darkness within a 10 ft diameter and Dim Light an additional 10 ft. You can magically see through it as it is in essence a part of you. You and up to 3 creatures of your choice within your Darkness gain the benefit of Half Cover.
Weapons of Midnight
You can forge items of the dark ichor flowing in your veins at a small cost. During a short or long rest you can reduce your hit point maximum to create objects from your black blood. You can only create one such object at a time if you create a new object the older one loses its form and is reabsorbed into you. The objects created are considered magical.
Your hit point maximum returns to normal at the end of a long rest or one hour after the objects are reabsorbed as an action.
Black Sword (4 HPs): You create a black and sinister copy of any sword, the weapon is a + 1 version of the weapon and deals an additional 1D6 Necrotic damage.
Black Shield (4 HPs): You create a dark and ominous + 1 shield that can be used to add 1D4 AC as a reaction.
Black Cloak (4 HPs): You create a cloak of oily ichor that can impose disadvantage on an attack on you as a reaction as it uses its folds to flail about. If an attack with disadvantage hits, the cloak takes the damage. It has hit points equal to your Barbarian level + your STR modifier (Minimum 1) and if it is reduced to 0 HPs it unclasps and grapples the attacker with requiring an STR saving throw to escape DC 10 + your CON modifier (Minimum 1) + your STR modifier (Minimum 1) and on a successful save the cloak is destroyed. A destroyed Black Cloak can be reabsorbed as an action as long as it is within 15 ft of you.
Increasing Darkness
The darkness of your Rage becomes violent and malignant. While Raging, those within your Darkness not under the benefit of Half Cover take Necrotic damage equal to your Rage bonus at the end of each of their turns.
Masterworks of Midnight
You can craft even more dark objects from your ichor. During a short or long rest you can reduce your hit point maximum to create objects from your blood. You can only create one such objects at a time including the following more powerful variants
Black Helm (8 HPs): You summon a spiked dark helm that enables you to see Invisible creatures. You can use an action to cause one creature within your Darkness you can see to make a DC 8 + your CON modifier (Minimum 1) + your STR modifier (Minimum 1) WIS saving throw and on a fail they take 1D10 Psychic damage or half as much on a success. On a fail the creature has disadvantage on attack rolls for 1 minute until a successful saving throw made at the end of each of their turns or until they leave your Darkness for two full rounds.
Black Gauntlets (8 HPs): You summon black cruelly clawed gauntlets, your attacks have + 1 to hit and your unarmed strikes deal 1D6 Slashing damage and 1D6 Necrotic damage, you gain temporary hit points equal to the Necrotic damage dealt.
Black Lance (8 HPs): You summon a fearsome dark lance adorned with spiraling serrations, it has a range of 30/60 ft and returns to your hand at the end of your turn when thrown. The lance is not a two handed weapon when summoned this way and you roll with advantage on damage with it as the weapon seeks to maim its target when thrown.