Base Class: Barbarian
Barbarians of the Bloodscar bear a planar wound that never healed—etched into flesh, soul, or shadow. These scars are remnants of ancient aspect-clashes, failed ascensions, or proximity to Chaos itself. When they rage, the scar reopens, bleeding not blood, but unstable existence.
Unlike other barbarians, they do not lose themselves to rage.
They bleed meaning into violence.
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Scars glowing, bleeding light, or opening like eyes
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Pain that never fades—but never wins
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Rage that looks like something breaking again
Level 3: Scarbound Rage
Choose one Scar Manifestation. You may choose a different manifestation each time you rage.
Scar Manifestations
1. Weeping Scar
Reality leaks through your wound.
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Once per turn when you hit a creature, deal extra necrotic or force damage equal to your proficiency bonus
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You gain temporary hit points equal to the damage dealt (minimum 1)
2. Splintered Scar
Your pain fractures outward.
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When you take damage, you may use your reaction to deal force damage equal to half the damage taken to a creature within 10 feet
3. Anchoring Scar
Your wound pins you to the world.
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You have advantage on Strength and Constitution saving throws
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You cannot be knocked prone or forcibly moved while raging
4. Echoing Scar
Your scar remembers every blow.
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Once per turn, when a creature misses you, your next attack against it has advantage
Each scar looks different: glowing fissures, bleeding shadows, crystalline growths, rippling air.
Level 6: Blood Remembers
When you take damage while raging, mark the source (creature or effect). Until the end of your rage:
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You have advantage on attack rolls against the marked source
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The first time you hit it each turn, deal extra 1d6 force damage
You may have only one marked source at a time.
This feature is subtle, terrifying, and personal.
Level 10: Scar Tissue
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You gain resistance to force damage
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You have advantage on saving throws against spells that would charm, frighten, or dominate you
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If an effect would alter your form unwillingly (polymorph, petrification, banishment), you may choose to take psychic damage equal to twice your Barbarian level instead of the effect occurring
The world tries to rewrite you.
It fails.
Level 14: Open the Wound
Once per long rest, while raging, you may fully open your Bloodscar as a bonus action.
For 1 minute:
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You gain regeneration equal to your Constitution modifier at the start of each turn (minimum 1)
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Your melee attacks deal an additional 2d8 force damage
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At the start of each of your turns, roll a Bloodscar Surge (d6)
Bloodscar Surge Table
| d6 | Effect |
|---|---|
| 1 | Reality Hemorrhage – Each creature within 10 ft takes 2d8 force damage |
| 2 | Temporal Bleed – You may take an additional action this turn (no extra attacks) |
| 3 | Anchored Pain – You cannot be reduced below 1 HP this turn |
| 4 | Scar Echo – One creature you hit is stunned until the end of its next turn |
| 5 | Spatial Rupture – Teleport up to 30 ft to an unoccupied space you can see |
| 6 | Chaos Pulse – Reroll twice and choose one result |
Yes—this is dangerous.
Yes—it should be.
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