Base Class: Barbarian
Barbarians who walk the Path of the Crimson Rage draw strength from their own suffering. Their rage is not a mindless fury, but a controlled burn - each heartbeat driving raw power through their veins. By sacrificing their vitality, they can perform supernatural feats of endurance, damage, and wrath..
Level 3: Crimson Channeling
When you choose this path at 3rd level, your rage unlocks forbidden paths of power. You gain the Channel Vitality ability.
Channel Vitality:
When you take the attack action, you can choose to take 1d6 necrotic damage (ignores resistance and immunity) to gain one of the following effects:
- Crimson Might: Add +2d6 to one weapon damage roll this turn.
- Vital Endurance: Gain resistance to all damage except force and psychic until the start of your next turn.
- Relentless Pursuit: Your movement speed increases by 15 feet, and opportunity attacks against you have disadvantage until the end of your turn.
In addition, your body adapts to the constant stress of blood magic: Your hit point maximum can't be reduced by any effect.
Level 6: Bloody Retaliation
You react instinctively when others draw your blood.
When you take damage from a hostile creature within your reach, you can use your reaction to immediately trigger Channel Vitality. (You may make one weapon attack or move as part of this reaction when you choose Crimson Might or Relentless Pursuit.)
In addition, your body continues to adapt to the stress of blood magic. You gain resistance to necrotic damage.
Level 10: Blood Surge
While raging and at or below half your maximum hit points, you become a relentless engine of destruction. You gain the following benefits:
- You have advantage on Strength and Constitution checks and saving throws.
- When you hit with an attack on your turn, you may deal bonus damage equal to your Constitution modifier.
When you enter your rage, you may carve into yourself and draw your own blood, sacrificing any number of hit points. Before your rage ends, you may use a bonus action to splatter this blood onto an ally within 30 feet, granting them hit points equal to the amount sacrificed.
Level 14: Crimson Apex
Your mastery of your own vitality allows you to ascend into a state of pure, blood-born wrath.
While raging, when you drop to half your maximum hit points or less, you may activate your Crimson Apex form (no action required), which lasts for 1 minute:
- You may regain 10 hit points at the start of each of your turns.
- Your Channel Vitality is empowered:
- Crimson Might now adds +4d6 instead of +2d6.
- Vital Endurance grants resistance to all damage.
- Relentless Pursuit allows you move up to your movement speed, and lets you move through hostile creatures' spaces and ignore difficult terrain.
- While Crimson Apex is active, you may spend a Hit Die as a bonus action to do one of the following:
- Vital Strike: add the die rolled to the damage of your next melee weapon attack. If the attack misses, the die is not spent.
- Sanguine Recovery: Roll the die and regain that many hit points.
You can activate Crimson Apex once per long rest. You can activate it a second time before your next long rest by taking 6d6 necrotic damage as a cost, which can not be prevented or reduced.
Previous Versions
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6/23/2025 2:40:10 PM
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1.0
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6/23/2025 2:42:34 PM
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19
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1.1
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Coming Soon
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Posted Jun 23, 2025Update:
Switched the level 6 and 10 features to prevent the damage from spiking too early.