Base Class: Barbarian
Barbarians of the Path of Blood can fuel their rage and gain new powers by consuming the blood of their foes. These powers both mimic those of the creatures from which the blood was taken and allow the barbarian to better combat those creatures. They also have applications outside of combat.
These barbarians receive special training to unlock the abilities contained within a drop of blood. This training has been passed down for centuries, from when it was first used to hunt down and slay the dragons that proclaimed rulership over the world.
Note: The Path of Blood uses blood as a consumable resource, requiring you to obtain it and record how much you have available. Your DM may choose to implement one or more of the following options to make this process simpler or more complex.
- As written, there is no limit on how long you may keep blood before using it. Your DM may implement a limit, such as 10 days.
- Instead of using only blood, your DM may allow you to enter a Blood Rage using any small part of a creature.
- Instead of requiring you to obtain blood, your DM may allow you to enter a Blood Rage using a creature type you have battled and wounded in the past. There may be a time limit on this, such as the last 10 days.
- This class grants Blood Rages for the following creature types: Aberrations, Beasts, Celestials, Dragons, Fey, Fiends, Giants, Humanoids, and Monstrosities. Optional features are included for Blood Rages based on Constructs, Elementals, Oozes, Plants, and Undead.
Blood Rage
3rd-level Path of Blood feature
When you enter your rage, you can consume a drop of blood. You must have easy access to this blood, such as a vial at your hip, a wounded creature within 5 feet of you, or by biting the inside of your cheek. Until the rage ends, you gain additional abilities based on the type of creature from which the blood was taken. At 3rd level, you have learned to master the powers of the following types of creatures.
Beast. You gain the swiftness and finely honed senses of a beast. Your speed increases by 10 feet. Whenever you make a Perception or Survival check, you can add your Rage Damage to the total.
Humanoid. You gain greater mastery over your own physical form and a greater understanding of others. When you hit a creature with a melee weapon attack, you can deal damage to a second creature of your choice within 5 of you. This damage equals your Rage Damage and is your choice of bludgeoning, piercing, or slashing. In addition, whenever you make an Insight check, you can add your Rage Damage to the total.
Monstrosity. You become tougher and more resilient, as many monsters are. You gain temporary hit points equal to your Rage Damage, and whenever you make a Constitution check or saving throw, you can add your Rage Damage to the total.
Additionally, you are immune to bloodborne diseases.
Attuned to Blood
6th-level Path of Blood feature
You gain greater mastery over your Blood Rage. Using an Action, you may consume a drop of blood to gain its benefits for one minute or until you enter a rage. This does not consume a use of the rage feature or grant you the benefits of a normal rage. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you complete a Long Rest.
Starting at 14th level, the effects of this Blood Rage last for ten minutes or until you enter a rage.
Draw Blood
6th-level Path of Blood feature
You have learned to viciously wound creatures, causing them to bleed. Once per turn, when you hit a creature with a melee weapon attack, you can force it to make a Constitution saving throw. On a failure, it takes damage equal to your Rage Damage at the start of its next turn, which can’t be reduced or prevented in any way. The DC for the saving throw equals 8 + your Proficiency Bonus + your Strength modifier.
Greater Blood Rage
10th-level Path of Blood feature
When you enter a Blood Rage either as part of your normal rage or separately as an action, you may choose from the following additional creature types, provided you have readily available blood from a creature of that type.
Dragon. You are granted a dragon's natural elemental resistances and ability to travel through the air. Whenever you make an ability check or saving throw to avoid or end the Frightened condition, you can add your Rage Damage to the total. In addition, you gain a flying speed equal to half your walking speed and resistance to one type of damage dealt by the breath weapon of the dragon from which this blood was obtained.
Fey. You tap into the natural charm and quickness of the fey. Whenever you make a Charisma check or an ability check or saving throw to avoid or end the Charmed condition, you can add your Rage Damage to the total. In addition, when a creature within 60 feet makes an attack against you, you can use your Reaction to impose disadvantage on the attack.
Giant. You embody the might of a towering giant. Whenever you make an ability check or saving throw to grapple a creature, avoid being knocked prone, or avoid being moved, you can add your Rage Damage to the total. In addition, your carrying capacity doubles, and you can grapple creatures up to two size categories larger than you.
Additionally, whenever you use the Draw Blood feature while in a Blood Rage, if the targeted creature is of the same type as a creature whose blood you drank to activate your Blood Rage, it has disadvantage on the saving throw.
Blood Tracker
10th-level Path of Blood feature
As an Action, you may consume a small amount of a creature’s blood. For the next hour, you can sense the direction to the creature’s location and the direction it is traveling, if it is moving, as long as the creature is on the same plane of existence as you. You regain this feature when you complete a Long Rest.
Mighty Blood Rage
14th-level Path of the Beast feature
When you enter a Blood Rage either as part of your normal rage or separately as an action, you may choose from the following additional creature types, provided you have readily available blood from a creature of that type.
Aberration. You gain aberrant powers that strengthen your mind and body and connects to you others. You have resistance to Psychic damage, and your weapon attacks and unarmed strikes are considered magical for the purposes of overcoming resistance and immunity. Additionally, you gain Telepathy to 60 feet, and you can speak and understand Deep Speech.
Celestial. You gain celestial might that strengthens your mind and body and allows to you see clearly. You have resistance to Radiant damage, and your weapon attacks and unarmed strikes are considered magical for the purposes of overcoming resistance and immunity. Additionally, you gain Truesight to 60 feet, and you can speak and understand Celestial.
Fiend. You gain fiendish might that strengthens your mind and body and allows you to pierce darkness. You have resistance to your choice of Fire or Poison damage, and your weapon attacks and unarmed strikes are considered magical for the purposes of overcoming resistance and immunity. Additionally, you can see 60 feet in magical and nonmagical darkness, and you can speak and understand one language -- Infernal if the blood came from a Devil, Abyssal if the blood came from a Demon, or your choice of Abyssal or infernal if the blood came from a different type of Fiend.
Additionally, whenever you enter a Blood Rage either as part of your normal rage or separately as an action, you may consume blood from two different types of creatures and gain the benefits of both.
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