Barbarian
Base Class: Barbarian

Through the exchanging of blood(Hit points), these warriors can be devastating on the battle field.   

Blood Arsenal

At 3rd level when you adopt this path, you gain the ability to summon weapons with your blood. You can have two Blood Weapons active at a time.

You can use a bonus action to create a Blood weapon in one or more of your empty hands. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options) and sacrifice hit points equal to the damage die of the weapon (1d8 longsword = 8 hit points). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

The weapon holds it's form and features as long as it is within 30ft of you.  Once the weapon is the 30ft away from you, the weapon looses all effects and turns into a non-magical pool of blood.

You can transform a magic weapon into your Blood weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, turning it back into blood and absorbing it into your body, and it appears whenever you call upon your blood weapon thereafter. Furthermore the weapon can now exit the 30ft range without loosing form or effects. And as long as you and the weapon are on the same dimensional plane, you will always know what direction it is in and if it's moving.

You can’t affect an Artefact or a sentient weapon in this way. 

Blood rage

At 3rd level, while raging you are unable to receive healing and have the access to the following features...

Passive: When you land an attack with your Blood Weapon, you regain hit points equal to the weapon's damage die roll. This feature is ignored for Blood Smite.

Blood Shield: When you are targeted by an attack, you can use your reaction to sacrifice the appropriate hit points to add to your AC blocking the attack for the turn.

Blood Rush: While raging you can take a bonus action and increase your movement speed by sacrificing hit points. (5ft = 1 hit point)

Blood Smite: You can critical hit on a 19 or 20. After landing a critical hit, you can sacrifice hit points to add to the damage total.

Blood Armour: After being hit with a melee attack, deal damage to the attacking creature equal to half the damage dealt rounded up.

 

 

Blood Trade

At 6th level, when you summon your blood weapon,  you can sacrifice an additional 10 hit points and gain two bonus magical benefits.

Return: Your Blood weapon gains the light and thrown property and can will return to the user after an attack regardless of a hit or miss. 

Teleport: When separated from your Blood weapon you are able to use a bonus action to teleport to it's location. After teleporting the weapon is instantly ready in  your grasp.

Retaliate: After you or an allied creature is hit with a melee attack from another creature within 5ft, you can use your reaction to make a melee attack against the attacking creature.

Blood eyes: While wielding your Blood Weapon, you can see invisible or hidden creatures within 30ft.

Blood Buff: Your Blood weapon gains an additional 1d6 (acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, or thunder.). You can sacrifice additional hit points to increase damage die by a d6 or add a new element d6.
(+5 = 2d6, +10 = 3d6, +15 = 4d6)

Blood hunger: When in Blood rage after making an attack you heal back hit points equal to half the damage total.

Blood bash: After landing  a melee attack with your Blood weapon, the targeted creature is pushed 10ft back.

Blood buddy: Your blood weapon hovers nearby you and when targeted by an attack, you can use your reaction to roll the blood weapon's damage die and add it to your AC potentially causing the attack to be blocked.

Blood stretch: Your Blood Weapon gains 5ft melee range.

 

Blood Walker

At 10th level, when in Blood Rage and below your maximum hit points, at the start of your turn regain hit points equal to five times the amount of hostile creatures within 10ft of you.
(1 hostile creature = 5 hit points)

Blood Soul

At 14th level, you now have the ability to conjure the enemies you've defeated while Blood Raging. From this level any hostile creature you reduce to 0 hit points while in blood rage can be added to your Blood Bank, and to summon them, sacrifice hit points equal to half their hit point total. The creature still has all their memories, stats and abilities only it is under your command now and takes it's turn after yours. You can only have 2 Blood souls active at a time.

When you use a bonus action to Blood Rage, you can use the same bonus action to Conjure a Blood Soul. More so, on your following turns you can summon another blood soul as an action. When the Blood soul is reduced to 0 hit points. It is reabsorbed into your blood and you can't use this feature again until after a long rest.

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