Barbarian
Base Class: Barbarian

Barbarians who follow the Path of The Bloodrager use their blood to utilize their own innate magical abilities that they have had since birth. Allowing them to dominate the battlefield with their bloody fury. They use their spells and weapon to forge their own path on the battlefield to accomplish their own personal goals. This is a person who is willing to throw everything into victory including their own blood.

Blood Magic

At 3rd level you have learned to manifest your innate magical abilities and fuse them with your physical being, you can now learn spells from the sorcerers spell list and you will now use the spell table below. However this new power comes at a price. For every spell you cast at 1st level or higher you must take 1D4 damage. At 6th level the damage increases to 1D6, and will continue to increase to 1D8 at 12th level and 1D12 at 18th level. Subsequently when you cast a spell that requires you to hold concentration at the end of each turn you hold concentration on that spell you will take roll another damage die.

Spellcasting
At 3rd level, you have learned to draw on innate magic from an event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with     arcane magic. This font of magic, whatever its origin, fuels your spells.

Spell Slots
The Path of the Bloodrager table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Jump and have a 1st-level and a 2nd-level spell slot available, you can cast Jump using either slot.

Spells Known of 1st Level and Higher
You know 3 3rd-level spells of your choice from the sorcerer spell list.

The Spells Known column of the table below shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Constitution is your spellcasting ability for your spells, since the power of your magic relies on your ability to project your will into the world. You use Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Spellcasting Focus
You can use an arcane focus or a weapon blessed in your blood as a spellcasting focus for your spells. To do this you must complete a 1 hour ritual soaking your weapon in your blood, to do this you must take 1D20 damage

 

                                                                             -Spell Slot List-
Level     Spells Known    Cantrips          1st Level        2nd Level        3rd Level         4th Level         5th Level         
3rd                    3                    3                         3                       -                        -                       -                      -                   
4th                    3                    3                         3                       -                        -                       -                      -                    
5th                    4                    3                         4                      2                        -                       -                      -           
6th                    4                    3                         4                      2                        -                       -                      -                   
7th                    5                    3                         4                      3                        -                       -                      -                      
8th                    5                    4                         4                      3                        -                       -                      -                      
9th                    6                    4                         4                      3                        2                      -                      -                     
10th                  6                    4                         4                      3                        2                      -                      -                    
11th                  7                    4                         4                      3                        3                      -                      -                    
12th                  7                    4                         4                      3                        3                      -                      -                    
13th                  8                    4                         4                      3                        3                     1                      -                    
14th                  8                    4                         4                      3                        3                     1                      -                     
15th                  9                    5                         4                      3                        3                     3                      -                     
16th                  9                    5                         4                      3                        3                     2                      -                     
17th                 10                   5                         4                      3                        3                     3                     1                  
18th                 10                   5                         4                      2                        3                     3                     1                    
19th                 11                   5                         4                      3                        3                     3                     2                    
20th                 11                   5                         4                      3                        3                     3                     2                     
        

Improved Combat

At 6th level you can make a spell attack action after you take the attack action on your turn instead of the additional melee attack from the Extra Attack feature.

Additionally when you use the reckless attack feature you also gain advantage on spell attack actions made during this turn.

A Shared Anger

At 10th level you have learned to hone your internal powers, you are now able to fill your blood into small vials taking 2D12 plus your constitution modifier each time you do. If drank the creature or player will be able to go into a rage equal to your barbarian level for one minute. You can only have as many vials in the world equal to your proficiency score plus one. If the creature or player has the ability to cast spells, they become unable to. If a creature consumes 2 vials a day, they will immediately suffer from 2 levels of exhaustion once the rage ends. Any more vials consumed would add 2 more levels of exhaustion added at the end of each rage.

If the player consumes his own blood vials while already in a rage they can add their 1D8 + their Constitution modifier the next time they deal melee or spell attack damage. When consuming the vial they choose the damage type from the list; fire, cold, acid, lightning, thunder, poison. They also do not suffer the same spell casting restrictions or exhaustion as other creatures do.

The additional damage increases as you gain levels in barbarian. It increases to 1D10 at 12th Level and then 1D12 at 18th level.

A Dark Hunger

A Dark Hunger
Once you reached level 14, you gain an absorbing aura around you. While you rage it is drawing in surrounding magic. If a spell attack action is aimed at you or if you find yourself within the area of effect of an attack spell as a reaction you can roll 1d100, if you roll 80 or more you absorb the spells essence that was aimed at you taking no damage along with healing for half that much damage.

If the spell absorbed doesn't do damage, then you gain health equal to the spell level plus the casters spell casting modifier. You can do this a number of days equal to your half your constitution modifier rounded down plus one.

If you do not roll over, then you only take half damage. On spells that deal no damage you can roll a constitution saving throw for any saving throw needed.

This percentile roll DC changes to 70 or higher at level 18.

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