Base Class: Barbarian
The Path of the Red Reaver is a warrior’s hunt for meaning in a life born of suffering and violence, not some ritualistic process for raiding cannibals as inexperienced
adventurers might have you believe. The barbarians that follow this path fuel their rage with this pursuit of purpose. For those that live long enough, their discipline becomes almost monk-like in its meditation, chasing their sense of self through the arteries of those they deem worthy in battle. As wizards live to slake their thirst for knowledge, barbarians who follow the Path of Red Reaver are usually drawn to the greatest challenge in the field, not for bragging rights, or even to turn the tide of battle, but to further discern their place in the veins of their world.
Devourer
Starting when you choose this path at 3rd level, your thirst for blood channels the life-force of your foes to sustain you. At the start of your turn or as a bonus action while you're raging and below half of your hit point maximum, you can enter a Devouring Rage by expending any number of Hit Dice. Your Devouring Rage lasts until you reach your hit point maximum or your rage ends.
For the duration of your Devouring Rage, your weapons become magical for the purpose of overcoming damage resistances and immunities. In addition when you hit with a melee weapon attack or a ranged weapon attack using a thrown weapon during your Devouring Rage, you regain a number of hit points equal to 1 plus the number of Hit Dice you spent to begin your Devouring Rage, doubled on a critical hit. If the target of the attack has no blood you instead regain no hit points.
At the beginning of each of your turns during your Devouring Rage, if you haven’t dealt damage to a hostile creature since the start of your last turn, you take damage equal to 1 plus the number of Hit Dice you spent to begin your Devouring Rage and your rage does not end.
Sanguine Scent
Also at 3rd level, your senses become preternaturally attuned to the scent of blood. As an action, you can draw a deep breath to immediately track the scent of creatures around you. For the next 10 minutes, you're able to smell the approximate number of living creatures within 60 feet of you.
You can differentiate the type but not the identity of any specific creature. If you know the creature you're looking for and have access to one of its possessions, you can focus solely on that target. While focused, you can’t detect any other creature with this feature but the target.
When you would make a Wisdom (Survival) check to track your quarry, the creature instead makes a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). On a failure, you learn the direction and approximate distance of that creature, and are able to follow its scent even through terrain that would normally cover its scent, like running water.
You can use this feature a number of times equal to 1 + your Constitution modifier. When you finish a long rest, you regain all expended uses.
Blood Hound
Blood Hound
When you reach 6th level, your mystic connection to blood has honed your sense of smell to mythic proportions. The range of your Sanguine Scent is increased to 120 feet and you no longer need access to a creature’s possessions to track it if you have spent at least 5 minutes within 30 feet of your target within the last 24 hours.
Additionally, you can expend 1 Hit Die (no additional action required) to learn the exact number and general location of creatures in the area or, when focused on a single target, impose disadvantage on your target’s saving throw against being tracked by you.
Blood of the Pack
At 10th level, your wild blood fury is tempered by the bond you share with your allies. While your current hit points are equal to at least half of your hit point maximum, you can expend any number of Hit Dice as an action to heal an equal number living creatures other than you within 10 feet of you.
Roll 1 Hit Die for each creature you target with this feature. Targets regain a number of hit points equal to the result + your Constitution modifier (minimum of 1). Roll each instance of healing individually for each target.
Once you use this feature, you suffer one level of exhaustion and can’t use this feature again until you have finished a long rest.
Sanguine Clarity
Starting at 14th level, your rage becomes focused and precise, rather than wild and wrathful. When you enter a rage or a Devouring Rage you may expend up to 3 Hit Dice to increase the critical range of your weapon attacks by 1 per Hit Die spent for the duration of your rage. For example, if you spend 2 Hit Dice, your weapon attacks score a critical hit on a roll of 18-20.
You cannot benefit from this feature again whilst the effects still persist.
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