Barbarian
Base Class: Barbarian

The Spell Blood Barbarians are a class  with the brute of a barbarian but the cunning and explosive power of any magic user, Spell Bloods use the blood of their enemies to fill their rage with magic as well as give their weapon the ability to morph into any element of their choice, whether if be a great sword of blue hot flames, or a warhammer that creates a thunderous sound as it collides with an enemy's chest, sending it flying backwards. Starting at a young age, Spell Bloods are taken from their families and are tested to see if they possess the ability to use an enemies blood to power their rage and change their weapon. If the blood of an enemy causes the young Barbarian's veins to glow a dark electric blue then they are from then on a Spell Blood Barbarian and are taught the ways of the Spell Bloods for their blood is special and sacred among the Barbarians as well as the most fierce. 

 

Spell Blood

At 3rd level, once your weapon has tasted an enemy's blood, you smear your blood with it and so the enemy's blood mixes with yours creating a bond between you and the enemy..When you rage, at the cost of your life force, you may cast a spell from the list that does its original damage plus an additional d8 damage per Barbarian level, unless it isn't a damage spell. The costs are as follows: 1st level cost is 3 Hp, 2nd level cost is 4Hp, 3rd level cost is 5Hp, 4th level cost is 6Hp, and 5th level cost is 7Hp.  

Spell Blood Spell List

 
Spell Level Spells

1st

Eldritch Blast, Chill Touch 

2nd

Fire Bolt, [Tooltip Not Found]

3rd

Mass Healing Word, Call Lightning

4th

Death Ward, Confusion

5th

Blade Barrier, Disintegrate

 

Blood Lust

At 6th level, with the blood of enemies present and past you've learned how to channel their aggression against themselves. Along with your weapons base damage add an additional 1d10 elemental damage of your choosing. At level 10 raise it to 3d10 and at level 15 raise it to 5d10.

Crimson Armor

At 10th level, having fought and bled along side fellow tribesmen and women and enemies. You have learned to show no pain when being struck while in a battle or fight. You gain 1 point to your Strength, Dexterity, and Constitution each, or 2 points to one of the three abilities listed.

Blood Curdling Roar

At 14th level, you combine the yells and screams of all the enemies you've slain before and let out a loud blood curdling roar that frightens a single enemy you target within your range. They make a strength check and if they succeed they move as if they were in difficult terrain, if they fail they become frozen with fear not being able to move or attack until their next turn, they also suffer 2d6 damage. This can be used once per rage.

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