Base Class: Barbarian
These Barbarians have no care for their own safety or well being, and throw their bodies on the line in order to dish out as much damage to who ever is unlucky enough to be at the end of their axe. They manipulate their own blood to deal devastating attacks.
Blood Rage
When you Rage, you can choose to enter a Blood rage. While Blood Raging, whenever an enemy hits you within melee range you can use your reaction to make an attack roll against that creature. While Blood Raging you take your barbarian bonus damage on top of the normal damage you would take from all attacks.
While Blood Raging, if you are below 50% of your health (Rounded up), You deal an Extra D4 damage with your attacks.
This Die Increases when you reach certain levels in this class, at 6th level (2d4), at 10th level (2d6), at 14th level (3d6)
Blood Fury
Beginning at 6th level, you can choose 2 Blood Furies from the Chart below. You gain 1 more Blood fury at levels 10 and 14. These represent the magic that courses through your blood, that you expel upon getting hurt.
Some of these require a saving throw, when it applies use the following formula: 8 + your proficiency bonus + your constitution modifier.
Unless stated otherwise, all Blood Furies cost 1 Blood Supply to activate.
You have a blood supply equal to your Constitution modifier (Minimum of 1) + your prof bonus. which you replenish up to half of your max, on a short or long rest.
Each time you level up, you may choose one Blood Fury you know, and replace it with another Blood Fury.
Creatures without blood are immune to Blood Furies that effect them directly.
You can only have 1 active Blood Fury at any one time.
Blood Sight
As a Bonus action, you coat your eyes in your magical blood. Granting yourself enhanced sight.
For the next 10 minutes, or until you end it early.
You gain Blind sight to a range of 20 feet.
You cannot be surprised
you have advantage on perception checks that require sight.
Blood Trail
Level 14 Requirement
You're able to leave behind remnants of your blood and travel back to them.
As an action, you're able to leave a magical mark of your blood behind. This blood is invisible and requires magic to detect it.
The blood must be placed on a minimum of a 1 foot by 1 foot area.
These blood marks last for 1 week before fading away.
Whenever you place a Blood Trail Mark, you consume 1 Blood Supply,
Consuming a Blood Trail Mark does not use a Blood Supply
As a bonus action, you can travel to any blood mark you have left that still remains. When you do, that blood mark disappears and is consumed.
Using an action, instead of a bonus action to teleport, allows you to bring along an amount of willing creatures equal to your prof bonus.
If there is no space on the other side for you or creatures you are taking, the teleport doesn't happen and the blood mark is not consumed.
Corrupt Blood
Level 10 Requirement
You corrupt another creature's blood with your own, causing their blood to boil and seize up.
As a bonus action, choose a creature within 15 feet.
They must make a constitution saving throw, on a failure they are stunned for 1 minute.
At the start of the creatures turn, they take 2d6 Fire Damage.
A creature can remake the saving throw at the end of their turns, ending the effect early on a success.
Crimson Blade
As a bonus action, you can coat a weapon in your blood.
Choose a weapon you can see within 15 feet, if this is another creatures weapon they must make a Strength saving throw or have their weapon coated.
For the next minute, while the weapon is coated, it counts as a magical weapon to overcome resistances.
If your weapon is coated, you gain +2 to attack rolls with this weapon.
If another's weapon is coated, they have a -2 to attack rolls with this weapon
A creature can use their action to remove the blood on their weapon early.
Grasp of The Blood God
As a bonus action, you can activate this Blood Fury and send blood from your body up to 20 feet to a target within range.
The target must make a constitution saving throw, or be restrained by your blood.
This effect lasts for 1 minute.
At the start of your turn, while this ability is active and when you activate this ability, you regain 1 Blood supply.
A target can repeat this saving throw at the end of their turns to break free.
Hardened Blood
Level 10 Requirement
Your blood hardens your body in response to attacks.
As a reaction to taking damage from an attack or spell. You can harden your body, granting resistance to 1 type of damage from that source
This resistance lasts until you take a short or long rest
You can only have 1 resistance active through this feature at one time.
You can use this feature an amount equal to your Prof bonus.
Strength of pain
As a bonus action, you can activate this Blood Fury, syphoning your blood to coat your skin. For the next hour, your carry weight doubles, you gain advantage on all checks involving strength (excluding attacks), and your attacks do an extra 1d6 damage.
This damage increases when you reach certain levels in this class, at 5th level (1d8), at 11th level (1d10), at 17th level (1d12)
In contrast, you also have disadvantage on constitution saving throws and checks, and your AC is lowered by 2.
this effect lasts the full duration unless you fall unconscious or use your bonus action to end it early.
True Blood Sight
Level 14 Requirement
As a bonus action, you coat your eyes in powerful blood magic, Enhancing your senses and perception.
For the next 10 minutes, or until you end it early.
You gain True sight to a range of 40 feet.
Whenever you roll a Perception or investigation check, you can treat a roll of 9 or lower, as a 10
You cannot be surprised
You can add your Constitution modifier to your initiative rolls.
Blood Drain
At 6th Level, Using your Blood Furies causes drain on your Blood Supply, and constant use can drain your energy.
Using a Blood Fury after reaching 0 blood supply, gives you 1 point of Blood Drain.
For every point of blood drain, you suffer -1 to Ability checks, to a max of -3.
For every point beyond 3, you suffer - 1 to saving throws , to a max of -6
Gaining 10 points of Blood Drain, causes you to drop to 0 hit points.
You gain the ability to take the blood from the recently diseased.
Using an action, choose a corpse of a small or larger creature that has died within the last hour within 30 feet of you. Creatures without blood, such as constructs and undead, are unaffected.
Roll 1d4+1, you regain Blood Supply equal to the amount rolled.
The die increases based on the size of the creature, adding 1d4 for every size above medium.
You can use this action a number of times equal per long rest to your prof bonus.
Revenge of Blood
At 10th level, your blood begins to store damage for later use.
As an action while you are blood raging you can choose to release this energy, either in a line or a single attack.
Attack: Make a melee attack roll against a target within range, on a hit, they take damage of your weapons type, equal to the amount of health you are missing. They must also make a Strength saving throw, against your Blood Fury DC, or fall prone.
Line: You send forth a beam of energy in a 30 foot line in front of you, each creature within this line must make a Dexterity saving throw against your Blood fury DC, or take 1d10 damage for every 10 points of health your missing.
Once you use this feature, you cannot use it again until you finish a long rest.
Blood Frenzy
At Level 14, your blood can carry you on, even when your body should fall.
If you fall below 0 hp while Blood raging, you can choose to enter Blood Frenzy.
While in Blood frenzy,
you are considered blood raging
you can act as normal
You have advantage on all attacks
You deal double your rage bonus damage on a hit
Your attacks count as a critical hit on an 18-20
You continue to roll death saves at the start of your turns. The normal effects apply should you pass or fail. Rolling a natural 20 will either do its normal effect or pass 2 saving throws.
Gaining Hp at any point ends this feature early.
Staying in Blood Frenzy for too long causes you to suffer Blood Drain.
For every round you remain in Blood Frenzy, you suffer 2 points of Blood Drain, subtracting from your blood supply first.
Reaching 10 Blood drain while Blood Frenzy is active, immediately fails 2 death saves and Blood Frenzy ends.
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