Base Class: Barbarian
Barbarians who follow their lust for combat into the path of the Battle Maniac find that any battle that does not court death to be a fruitless endeavor. This Path focuses on facing foes with your fullest strength, becoming stronger when closer to death than one usually would be comfortable.
Level 3: Battleblood Instinct
When you take this subclass at level 3, your Rage gains the following effects whilst you are Bloodied.
- Whilst Raging, you can no longer heal above half of your total Hit Points.
- You have resistance to every damage type except Force, Psychic, Radiant and Necrotic.
- When you take damage, you reduce the damage by an amount equal to your proficiency modifier
- When you reduce a creature to 0 Hit Points you may heal by an amount Equal to your Barbarian level x5, you may use this effect a number of times equal to your CON+STR Modifiers per Short Rest
Activate Battleblood Instinct
Your Rage gains the following effects whilst you are Bloodied.
- Whilst Raging, you can no longer heal above half of your total Hit Points.
- You have resistance to every damage type except Force, Psychic, Radiant and Necrotic.
- When you take damage, you reduce the damage by an amount equal to your proficiency modifier
- When you reduce a creature to 0 Hit Points you may heal by an amount Equal to your Barbarian level x5, you may use this effect a number of times equal to your CON Modifier per Short Rest (minimum of 1)
Level 3: Maniacal Swinging
If you use your Reckless Attack whilst your Rage is active, you gain the ability to:
- Add your Rage Damage bonus to your attack twice, instead of once.
- You can make one additional Melee Weapon Attack or Unarmed Attack during your Attack Action, you may benefit from this feature once per turn.
If you are not Bloodied whilst your Rage is active, you take damage equal to your Rage Damage bonus for every attack you make until you become Bloodied. This damage cannot be reduced in any way.
Adrenaline Rush
Whilst your Battleblood Instinct feature is active, you gain additional benefits:
- Your walking speed increases by 10ft, and an additional 10ft when you are Bloodied
- When rolling 1 and 2 on damage dice, you may treat the roll as a 3. when you are Bloodied you may treat the roll as a 4 instead.
- When you are Bloodied and making Attack Roll with a Melee Weapon or Unarmed Strike, you may treat any d20 roll of 7 or lower as 8
Battle Fever
Whilst you are Raging whilst Bloodied, you have Immunity to being Charmed or Frightened, and you gain advantage on Constitution Saving Throws
Additionally, Whilst you are Bloodied, you may enter your Rage without expending a use of your Rage. Once you use this feature you cannot use it again until you finish a Long Rest.
Infectious Presence
Whilst you are Bloodied, you may as a Bonus Action, extend an Aura of bloodthirst, strengthening your allies and confusing your enemies.
You create a 15ft Emanation for 1 minute, Each creatures of your choice must make a Wisdom Saving throw (DC 8 plus your strength modifier and proficiency bonus) when they enter the Emanation. On a failed save, a creature has the Frightened condition and must make an attack against the nearest Creature to them. At the end of each of the Frightened creature’s turns, the creature repeats the save, ending the effect on itself on a success.
Allies within the Aura gain a bonus to their Melee Weapon Attack Damage equal to your Rage Damage bonus.
The aura becomes inactive if you have the Incapacitated condition.
Once you have used this feature, you can't use it again until you finish a Long Rest unless you spend a use of your Rage (no action required) to restore your use of it.
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