Base Class: Barbarian
All barbarians harbour a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the essence of their very life blood to harness incredible power.
Hemocraft Storm
Starting at 3rd level, you emanate a ferocious storm of crimson while you rage. The storm extends 10 feet from you in every direction, but not through total cover.
Your storm has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Your storm draws from the primal magic you harness through your own blood. A thin mist of blood constantly whirrs around you in a twister contained upon yourself.
Blood
When this effect is activated, you work the very power within others against them as you draw primal magic from all other creatures within your storm. All other creatures in your storm take damage equal to a roll on your crimson rite dice. The damage type is necrotic by default, though changes with the Rite you currently have active, if any. At 10th level you may add half of your proficiency bonus to this damage. At 15th level you may add your full proficiency bonus to this damage.
Soul of Anima
At 6th level, the storm grants you benefits even when your storm isn’t active.
Blood
You gain resistance to necrotic damage, and you do not suffer exhaustion from blood loss. You can still die of blood loss, though are adept at channelling your internal magic at staving off deficit until the end. Moreover, as an action, you can taste a sample of blood in order to learn small details about the life of the creature who shed it. You may choose two of the following options when you activate this effect:
- Whether the creature is alive or deceased.
- Any illnesses, diseases or curses (if any) afflicting the creature.
- The perceivable strength of the Anima within their blood.
- The approximate age of the creature.
- The approximate distance of the creature from the source of the blood.
- Another option you believe you should be able to gather from the creature's blood (DM discretion).
Once you use this ability, you may not use it again until you complete a Short or Long rest.
Anima Attunement
At 10th level, your storm aids you in seeking out appropriate targets in the midst of combat. You gain insight into the approximate state of health of all creatures within 30 feet of yourself. You can tell if they are untouched, healthy, unhealthy, or dire. Your first attack against a dire target each turn has advantage.
Tides of Blood
At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. Your storm as adapted to bolster your very life with the primal magic drawn off of others.
Blood
Each turn when you activate your Hemocraft Storm, you may roll two of your crimson rite dice instead of one. When you deal damage in this way, you can choose to use your reaction to regain hit points equal to half the total damage done to creatures within your storm.
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