Barbarian
Base Class: Barbarian

 Barbarians who follow the Path of the Blood Reaver are warriors who tap into the primal power of their own life force, using blood as both a weapon and a source of strength. Through blood rituals and intense self-inflicted wounds, they enter a berserker state fueled by agony and rage. The pain they endure is a conduit for raw, untamable power, allowing them to heal and strike with unrelenting ferocity. For these warriors, suffering is a gateway to unmatched might, and they revel in the crimson tide that courses through their veins, transforming their flesh into a vessel of destruction.

Level 3: Crimson Halo

3rd-level Path of Bloð Reaver feature

The power drawn from your blood and your foes' blood surrounds you in a crimson aura. When you enter your rage, your body emanates an aura of tiny shimmering blood droplets around you in a 15 foot radius. While your rage lasts, the aura is present.  Roll on the Crimson Halo table to determine the sickening effect produced.  If an enemy enters the Crimson Halo or begins their turn within the Crimson Halo, they are affected by the aura below unless stated otherwise in the specific effect. 

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Strength modifier.

CRIMSON HALO
D8 EFFECT
1 Aura of Anemia - Your crimson halo draws the iron from your targets blood, leaving them feeling deoxygenated.  Any large or smaller creature you see within 15 feet of you must make a Constitution Saving throw.  On failure, the affected creature's speed is halved and can't use reactions until the end of your next turn.  If the creature saves, they can not be affected by this aura again for a 24 hour duration.
2 Aura of Hemophilia - Your aura stymies the life force of one creature of your choice within 15 feet of you, causing a constant stream of blood to run from their eyes and ears.  The creature must make a Constitution Saving throw.  On failure the creature can not be healed by any magic, potions, or innate abilities to restore hit points.  This creature can remake a constitution saving throw at the end of each of their subsequent turns to end this condition.  If the creature saves, they can not be affected by this aura again for a 24 hour duration.
3 Aura of Oxidation - You cause one creature's blood within 15 feet of you to begin to rust within.  The creature must make a Constitution Saving throw.  On a failure the creature suffers the poisoned condition.  This creature can remake a constitution saving throw at the end of each of their subsequent turns to end this condition.  If the creature saves, they can not be affected by this aura again for a 24 hour duration.
4 Aura of Exsanguination - You draw blood from up to 3 creatures of your choice within 15 feet of you. Creatures can make a Constitution Saving throw. On a fail they take 1d10 of necrotic damage and the total damage is added to you or another creature within your aura as temporary hit points. On a save there is no effect and the saving creature can not be affected by this aura again for a 24 hour duration.  
5 Aura of  Thrombosis - Your aura causes the blood to clot within 1 creature of your choice within 15 feet. The creature must make a Constitution Saving throw.  On a fail they have disadvantage on strength and dexterity checks, and take 1d10 necrotic damage if they take more than 1 attack during their turn. The targeted enemy can make a constitution saving throw at the end of each of their subsequent turns to remove this condition. If the creature saves, they can not be affected by this aura again for a 24 hour duration.
6 Aura of Ecchymosis - Each creature of your choice that you can see within 15 feet of you begins to become covered in deep contusions. Targets must succeed on a Constitution saving throw or take 1d10 force damage.  
7 Aura of Ethylation - Creatures within 15 feet of you begin to feel the effects similar to a morning after a heavy night of drinking and begin seeing double. Each creature must make a Constitution Saving throw.  On a failure their next attack or spell attack they roll at disadvantage.  If the creature saves there is no effect and they can not be affected by this aura again for a 24 hour duration.
8 Aura of Hypertrophy - Your crimson halo draws on the essence of life itself, engorging your muscles and heart.  While your rage lasts your base speed increases by 5 feet, your long and high jumps increase by 10, and your strength modifier increases by 1.

Level 6: Bolstering Blood

At 6th level, your proficiency with manipulating your blood enhances you physically. You are resistant to necrotic damage and have proficiency in constitution saving throws.

Level 10: Sanguine Sheild

At 10th level, you learn to use your mastery of your blood fury to protect others. Each creature of your choice has the damage resistance you gained from Bolstering Blood feature while the creature is in your Crimson Halo and a +2 to their armor class.

Level 14: Iron Will

At 14th level, whenever you roll on the Crimson Halo table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

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