Base Class: Barbarian
You are someone that mixes the power of Hemocraft with primal rage. Perhaps you were raised in a Bloodhunter Order or joined one after a life in the outlands channeling power through rage.
Raging Rites
At the 3rd level, you learn to channel Hemocraft Rites through your rage, immersing your weapon attacks in elemental power. As a part of the bonus action taken to activate your rage, you can activate a rite you know on one weapon you're holding. This effect lasts until your rage ends.
The additional damage for this feature changes as your level increases, starting at 1d4 at 3rd level.
1d6 at 5th level
1d8 at 11th level
1d10 at 17th level
Rite of Bilskirnir
Your Rite damage is lightning damage.
Rite of Hel
Your Rite damage is Necrotic Damage.
Rite of Mjolnir
Your Rite damage is thunder damage.
Rite of Muspel
Your Rite damage is fire damage.
Rite of Niflheim
Your Rite damage is cold damage.
Rite of Seidr
Your Rite damage is psychic damage.
Maledict of Rage
During your rage you gain the ability to use Hemocraft magic, focusing a part of your essence to curse and manipulate creatures. You learn one Hemocraft Curse. You learn an additional Curse at the 7th, 11, 15, and 20th level. Creatures that do not have blood are unaffected by these curses. You can use this feature once per rage. This increases to two at 11th level.
Blindspot
When a creature you can see within 30 feet of you takes damage from an attack or spell, you can use your reaction to temporarily weaken its resilience. Until the end of the target’s next turn, it loses resistance to all the damage types dealt by the triggering attack or spell (including for that triggering effect).
Bloated Arrogance
As a bonus action, you curse a creature that you can see within 30 feet of you, causing its body to swell until the end of your next turn. For the duration, the creature has disadvantage on Strength checks and Dexterity checks, and takes 1d8 necrotic damage if it makes more than one attack during its turn.
Blooded Grapple
As a bonus action, you attempt to bind a Large or smaller creature you can see within 30 feet of you, which must make a Strength saving throw (DC = 8+proficiency bonus+Con modifier). On a failure, the cursed creature’s speed is reduced to 0 and it can’t use reactions until the end of your next turn.
Mage Slayer
As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell or using a feature that requires concentration. That creature has disadvantage on the next Constitution saving throw it mak.es to maintain concentration before the end of your next turn.
Missed Mark
When a creature you can see within 30 feet of you makes an attack, you can use your reaction to roll die equal to your Rite damage and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack hits or misses. The creature is immune to this curse if it is immune to the blinded condition.
Raging Fright
As a bonus action, you harry the body or mind of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, Charisma (Intimidation) checks made against the cursed creature have advantage.
Grim Brand
At the 6th level, your primal rage's connection to Hemocraft increases. When you deal damage to a creature with a weapon that has an active Rite, you can channel Hemocraft magic to sear an Arcane Brand into the creature's Blood. While your rage continues, you always know the direction of the branded creature and know where it is even when you are blinded or it is invisible. Each time the branded creature deals damage to a creature within 10 ft of you, they take damage equal to your rage bonus. This brand lasts until your rage ends.
You can only use this feature once per rage.
Violent Augmentation
Starting at the 10th level, during your rage your Hemocraft is infused within your body to reinforce your resilience. While raging your speed increases by 10 feet, and you have a bonus to strength, dexterity, and constitution saving throws equal to your rage bonus.
Sanguine Aura
At the 14th level, the power of your Hemocraft is suffused into your whole being. While you have an active Rite, as a bonus action you can release a burst of elemental power. Each hostile creature within 10 feet of you takes damage equal to two rolls of your Rite damage.
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