Barbarian
Base Class: Barbarian

These barbarians live for more than the fight - they live for the blood that gets spilled. The scent and sight of the red-tinted liquid sends them into a crazed state abnormal even among barbarians, whipping them into a blood-lusting frenzy that only stops when the last foe has fallen.

Level 3: Sanguine Maneuvers

Spilled blood is a given in battle. By collecting it from wounded enemies, the Bloodrager bolsters their fighting abilities, allowing them to perform various martial maneuvers. You know three maneuvers of your choice from the list below. You learn an additional maneuver at 6th, 10th, and 14th level. Each time you learn a maneuver, you can also replace one maneuver you know with a different one you can learn.

Blood Orbs

Wounded enemies drop small, floating orbs of blood in their square. The number released is equal to your proficiency bonus, and they are dropped each time the creature receives an instance of damage. Once per turn, as a free action, you can harvest orbs in a 10 ft. radius around you. This radius increases to 15 ft. at level 7, and again to 20 ft. at level 11. Your barbarian class level determines the number of blood orbs you can hold. At level three, you have the capacity for twenty blood orbs (increases to 30 at 7th level, 40 at 11th, and 50 at 15th level. Any remaining blood orbs are lost after a long rest.

Using Maneuvers

You can use one maneuver during each turn. Some maneuvers require concentration, as if concentrating on a spell, or certain conditions to use. Some maneuvers will require your target to make a saving throw to resist the maneuver’s effects.

Maneuver save DC: 8 + your proficiency bonus + your Constitution modifier

 

Bleed (2 Orbs)

When you hit a creature with a weapon attack or unarmed strike, you can expend two Blood Orbs to inflict a bleeding status effect on them. The target loses 1d6 hit points at the start of each of their turns, until they take an action to stop the bleeding. You can stack up to three instances of bleeding on a target.

A creature must be able to bleed in order for this maneuver to work.

Boil (1 Orb)

As a bonus action, you can expend one Blood Orb to take 1d4 fire damage and remove the poisoned condition on yourself.

Cauterize (2 Orbs)

You can use a bonus action and spend two Blood Orbs. When you do, you regain 1d12 + your Constitution modifier hit points.

Frenzy (8 Orbs)

You can expend eight Blood Orbs as an action. When you do so, you may move up to your speed and make one melee attack against a target within range. This attack is made with advantage on a bloodied target.

Each time you succeed on the attack, you can repeat the Maneuver a number of times equal to your proficiency bonus, or until you miss an attack, whichever comes first. After the frenzy ends, your movement speed is halved, and you have disadvantage on attack rolls. This persists until the end of your next turn.

Hemorrhage (6 Orbs)

As a bonus action, you infuse a weapon with a particular penchant for drawing blood. Attacks with this weapon inflict an extra 1d6 damage of the weapon's damage type and produce one extra Blood Orb.

Hysteria (3-15 Orbs)

When you hit a creature with an attack, you can instill fear into their companions at the witness of spilled lifeblood. Choose up to five other creatures within 30 ft. of the injured target, spending three Blood Orbs for each target. Each chosen creature must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Mindbleed (6 Orbs)

When you hit a target with an attack, you can expend six Blood Orbs to give them disadvantage on Concentration checks until the end of their next turn. If they attempt to cast a spell while the Maneuver is in effect, there is a 25% chance that the spell fails, a result of their temporarily damaged mind.

Monitor (1 Orb)

As an action, you expend a Blood Orb, heightening your senses to seek out the wounded. For the next hour, you have advantage on perception checks targeting injured creatures. You further gain a +5 to said perception checks if the target is Bloodied.

Sunder (5 Orbs)

When you take the attack action, you can expend five Blood Orbs to make one extra attack as part of the action.

Tainted Strike (5 Orbs)

When you hit a creature with a weapon attack or unarmed strike, you can expend fiive Blood Orbs to force a Constitution saving throw. On a failure, the target takes an additional 2d8 poison damage and gains the Poisoned condition. On a success, they instead take halved poison damage and aren't Poisoned. They can remake the save on consecutive turns, ending the Poisoned condition on a success.

Thanatophobia (7 Orbs)

Your very presence fills the wounded with dread. As an action, you can expend seven Blood Orbs. After you do this, any hostile creature within 60 ft of you must succeed on a Wisdom saving throw or become Frightened and Paralyzed while you are visible to them. A Bloodied creature makes this save with disadvantage.

A creature that previously failed the save can attempt to make the save again at the start of the subsequent turns. When a creature does succeed on their save, they become immune to the Maneuver's effects for 24 hours or until they finish a long rest.

Vitriol (3-4 Orbs)

You can turn your blood toxic as a defensive measure. When an enemy creature hits you with a melee attack, you can take a Reaction and expend three Blood Orbs. When you do so, the creature that made the triggering attack must succeed on a Dexterity saving throw, taking 3d10 Acid damage on a failure or half as much on a success.

When you take this reaction, you can expend one additional Blood Orb to apply a lasting corrosive blood slick to the targeted creature. That creature takes 1d6 Acid damage at the start of each of their turns until they take an action to wipe the blood off.

Level 6: Blood Rage

When you enter a rage with twenty Blood Orbs, you can expend them all to enter a Blood Rage. You can also turn an ongoing rage into a Blood Rage in the same manner.

While in a Blood Rage, as a bonus action, you can move up to 60 ft. without triggering opportunity attacks and make a weapon attack against a target within range. On a hit, this attack deals an extra 2d12 damage and knocks the target prone if they are Large or smaller. The damage has the same type as the weapon or Unarmed Strike used for the attack.

The extra damage increases to 4d12 at lvl 11, and to 6d12 at lvl 16.

Blood Rage (Hidden)

When you enter a rage with twenty Blood Orbs, you can expend them all to enter a Blood Rage. You can also turn an ongoing rage into a Blood Rage in the same manner.

While in a Blood Rage, as a bonus action, you can move up to 60 ft. without triggering opportunity attacks and make a weapon attack against a target within range. On a hit, this attack deals an extra 2d12 damage and knocks the target prone if they are Large or smaller. The damage has the same type as the weapon or Unarmed Strike used for the attack.

The extra damage increases to 4d12 at lvl 11, and to 6d12 at lvl 16.

Level 10: Red Shift

When a creature targets you with a melee attack, you can take a Reaction to take on a liquid, sanguine form and seep into the ground, reappearing up to 30 ft. away from your original location. If this movement puts you out of the triggering attack's range, the attack is made at disadvantage.

You can use this Reaction proficiency bonus times per day.

Level 14: Roar of the Bloodseeker

As an action, you let out a bloodcurdling roar to demoralize your foes, letting them know that their blood shall soon be spilt. When you do so, each hostile creature in a 60-foot Cone originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, those creatures have vulnerability to the damage inflicted by your weapon attacks until the end of your next turn.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a full storage of Blood Orbs (no action required) to restore your use of it.

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