Barbarian
Base Class: Barbarian

TW // Blood. A lot.

The ancient training of becoming a Sacrier teaches you how your wounds can make you stronger. A Sacrier is able to telekinetically control the blood flowing from their wounds and gashes and fight with literally every fiber of your being. Sacriers may wrap themselves or allies in their blood as protection, while other wrap their weapons in it to deal devastating blows. Getting attacked by others only makes you a bigger threat to those who made the mistake of hurting you. Barbarians trained in the path of the Sacrier are commonly found on the frontlines of battle, always gunning to be the first to draw blood in flurry of red and silver.

Inspired by the Sacrier class in the tactical MMORPG game series, Dofus, and its sequel, Wakfu

 

Sacrier’s Blood Barrier

Starting at level 3, whenever you take damage, your blood swirls around you in a sickening barrier of blood. When you rage you gain access to Blood Points (BP): a resource exclusive to you when you are in rage, measuring the strength of your blood barrier granted by the damage you have taken and the blood you draw from your enemies. Your blood barrier has the following traits:

  • The amount of Blood Points (BP) you can have at once cannot surpass an amount equal to half of your HP. (Max BP = Max HP / 2)
  • Upon taking damage, you gain BP equal to 1/2 of the damage taken to your HP rounded down (minimum 1 BP).
  • Upon going unconscious or losing rage involuntarily, your BP drops to zero.
  • Upon consciously coming out of rage, all your remaining BP is lost and is converted to HP at a rate of 2 BP:1 HP. You cannot heal past your maximum HP.
  • You may spend these blood points on various Path of the Sacrier abilities while in rage.

Coagulation

At level 3, while in rage, you learn to draw strength from the suffering you inflict onto others. You gain BP equal to the amount of bonus rage damage dealt to another creature after the entire attack is played out.

Blood Rush

At level 3, you can channel your blood through you and your weapons to deal devastating blows to punish those who hurt you. Your gain the following uses for your Blood Points:

  • Scarlet Retaliation - You wrap your weapon in blood to deal a devastating blow. When you hit a creature with a melee weapon attack, you may spend 4 BP to deal extra necrotic damage equal to 1d8 plus your constitution modifier. You can deal an additional 1d8 damage for every extra 4 BP you spend. You may only add a maximum number of d8s equal to your rage damage bonus.
  • Scarlet Burst - As an attack, expend all of your BP on a single gruesome burst of blood. Entities of your choice within 5 feet of you must succeed on a dexterity saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or take necrotic damage equal to the BP expended and must choose between getting knocked prone or being pushed away a number of feet equal to the amount of BP spent (rounded up). On a success damage is halved and the target suffers no other effects.

Sanguine Armor

At level 6, you are able to donate some of your blood barrier to protect your allies or use it to strengthen yourself. While raging, as a bonus action or as a reaction to you or an ally being targeted by an attack, you may spend 10 BP to grant bonus AC equal to 2 + your constitution modifier (minimum of 2) to you or one other creature of your choice within 30 feet of you and not behind total cover from you. The bonus AC lasts until the beginning of your next turn or ends early if you are knocked unconscious. You may use this feature a number of times equal to your proficiency bonus and recover all uses on a short or long rest.

Blood Debt

Optional 6th-level Path of the Sacrier feature

At level 6, you may tap into unbled blood to fuel your savage assault. If you ever run out of BP, you may instead subtract from your maximum HP in place of it, at a ratio of 2 Max HP for 1 BP. Your max HP will only recover to normal after a long rest.

Bolstered Hemorrhage

At level 10, you are able to lay all trust in your abilities, allowing you to spew out amounts of blood that would be horrific to others but only strengthens you. While raging, you can use your reaction to double the damage taken from an incoming attack, but then receive BP equal to the damage taken. You may use this ability a number of times equal to your constitution modifier (minimum once) with uses refreshing on a long rest.

Bloodthirsty

At level 14, you have learned to use your blood alone as a weapon. While in rage, you can make a ranged weapon attack as a bonus action to throw a spear of blood at a target within 60 feet then move up to half your speed towards the target regardless of whether or not it hits. The spear deals necrotic damage equal to 2d6 + your constitution modifier + your rage damage bonus, and you gain BP equal to the amount of damage dealt. You may throw this spear a number of times equal to your constitution modifier (minimum once), recovering all uses on a short or long rest.

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