After some days of silence, here I am again, ready to continue my "Bloody Mary" series of subclasses.
Today I present you the Blood Path for the Barbarian.
Path of Blood
Pain is strength, strength is power, power is freedom, freedom is life.
Blood Rage
Starting at 3rd level, when you are already raging and take damage, you can fly into a bloody rage. If you do so, for the duration of your rage you gain the following: Your melee weapon attacks add one more weapon dice to the damage they inflict; Your no longer have resistance to bludgeoning, slashing or piercing damage, but gain resistance to psychic damage; You gain +1 to your STR score for every 10 HP below your maximum HP value; healing reduces the bonus accordingly. This can bring your STR score above 20, but not above 30. The Blood Rage ends early if you do not suffer any damage before the end of your following turn. At the end of the Blood Rage you suffer one level of Exhaustion.
Bloody Mind
Starting at 6th level, when you would be affected by a spell or effect requiring you to make a WIS, INT, or CHA saving throw, you may instead use your reaction to become immune to that spell or effect for its duration.
Bloody Eyes
Starting at 10th level, when under the effects of Blood Rage, your presence is so terrifying that your enemies freeze in place terrified of you. As an action on your turn, you can choose a creature within sight. The target must succeed a WIS saving throw (DC 8+your proficiency bonus+your STR modifier) or be Paralyzed until the end of your next turn. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
No Bloody Pain
Starting at 14th level, whenever you are under the effects of Blood Rage, you gain the following benefits: you are immune to any effect that would reduce your speed; if damage would bring you to 0 HP, you can take one additional turn immediately after suffering the damage, before falling unconcious; you can decide not to be affected by healing effects.
There are some obvious similarities with the Berserker, but all the feature need the Barbarian to actually be under the influence of Blood Rage, so I made them a tad stronger.
As always, help with balancing is most probably needed, so let your feedback loose and hit me!
I kind of want to call this a Bloody Barbarian and change the name of the last feature to No Bloody Pain so I can make a British-accented Jekyll/Hyde kind of situation, but that's a personal flavor note!
Blood Rage: I like the trade of losing the half-damage to the standard attacks, but what if you added Psychic as being halved?
Bloody Mind: As to balance, a complete immunity to all mental saves could be too far for this, but then again it requires you to be in your Blood Rage. Should it be a reaction? This is similar in theory, but with a potential for drawback against multiple casters. Although it does pose an interesting defense against most lock-downs for a front-line fighter.
Bloody Eyes: Unsure if you're looking for more flavor, but you could add something to Bloody Eyes about it striking complete terror into the heart of the target. Maybe find some wording to do with freezing their blood in fear which causes them to become paralyzed?
Freedom of Pain (i.e.: No Bloody Pain): I'm not sure what the usefulness of choosing not to be healed would be, but what if there was some sort of health transference? Maybe something like: If damage would being you to 0 HP, you can take one additional attack and movement action immediately after suffering the damage, before falling unconscious. You may heal for half the damage dealt and remain conscious. Once used, this ability cannot be used again until completing a short or long rest. There may be something to the "not healing" thing that I'm missing out on, though.
I kind of want to call this a Bloody Barbarian and change the name of the last feature to No Bloody Pain so I can make a British-accented Jekyll/Hyde kind of situation, but that's a personal flavor note!
Blood Rage: I like the trade of losing the half-damage to the standard attacks, but what if you added Psychic as being halved?
Bloody Mind: As to balance, a complete immunity to all mental saves could be too far for this, but then again it requires you to be in your Blood Rage. Should it be a reaction? This is similar in theory, but with a potential for drawback against multiple casters. Although it does pose an interesting defense against most lock-downs for a front-line fighter.
Bloody Eyes: Unsure if you're looking for more flavor, but you could add something to Bloody Eyes about it striking complete terror into the heart of the target. Maybe find some wording to do with freezing their blood in fear which causes them to become paralyzed?
Freedom of Pain (i.e.: No Bloody Pain): I'm not sure what the usefulness of choosing not to be healed would be, but what if there was some sort of health transference? Maybe something like: If damage would being you to 0 HP, you can take one additional attack and movement action immediately after suffering the damage, before falling unconscious. You may heal for half the damage dealt and remain conscious. Once used, this ability cannot be used again until completing a short or long rest. There may be something to the "not healing" thing that I'm missing out on, though.
Hey Captain, thank you for the feedback :)
I like the idea of getting half damage against Psychic, it ties in well with my idea of "my mind is not really here anymore".
Bloody Mind could actually work well as a reaction-only thing, for the resons you proposed, thank you!
Bloody Eyes indeed playis on the sheet terror the Barbarian could strike into their hearts. I'll add some flavor along the lines of what you proposed.
The idea of choosing not to be healed is a half ribbon: it could be mostly just an RP choice, but it also connects to the +1 bonus frf m Blood Rage for every -10 HP. I envisioned a situation where the Barbarian gets a massive hit, bringing him to the brink of death, healer ready to head him up for him to continue fighting, but the Barbarian refuses (to the point of ignoring the healing effect should the healer decided to goon anyway) to get one last uber-hit on the enemy.
The whole idea behind the Blood Rage is that it is a double-edge sword, the more you are hit, the more you become strong, but also the more you risk dying.
Rollback Post to RevisionRollBack
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
That makes a lot of sense, actually. But that does bring up a secondary thing, should there be a limit imposed on the bonus granted by the lost health. Assuming the take 7 on HP for leveling up, by level 14 a Barbarian with +4 CON would have 155 HP. This could incur a +15 bonus to hit with 5 HP left. Should this max out, or would the increasing damage of enemies help gate this some? Edit/Addition: In one of the games I play in, all players run at max possible health, which would make this same level 14 Barbarian have 224 HP for a possible +22 to hit. Granted, this is nonstandard, but it is something which happens. (It makes it so the GM can throw heavier things at everyone!)
Alternatively, what if you added the max (say +2, increasing to +5 at some point?) and the choose not to be healed as part of the level three? You could then add my prior suggestion to the level 14 ability, which could be useless if you still aren't within range or miss all of your attacks. Not trying to push my suggestion, or anything, just trying to "think out loud" (as much as is possible on a forum thread, lol). Thoughts?
That makes a lot of sense, actually. But that does bring up a secondary thing, should there be a limit imposed on the bonus granted by the lost health. Assuming the take 7 on HP for leveling up, by level 14 a Barbarian with +4 CON would have 155 HP. This could incur a +15 bonus to hit with 5 HP left. Should this max out, or would the increasing damage of enemies help gate this some? Edit/Addition: In one of the games I play in, all players run at max possible health, which would make this same level 14 Barbarian have 224 HP for a possible +22 to hit. Granted, this is nonstandard, but it is something which happens. (It makes it so the GM can throw heavier things at everyone!)
Alternatively, what if you added the max (say +2, increasing to +5 at some point?) and the choose not to be healed as part of the level three? You could then add my prior suggestion to the level 14 ability, which could be useless if you still aren't within range or miss all of your attacks. Not trying to push my suggestion, or anything, just trying to "think out loud" (as much as is possible on a forum thread, lol). Thoughts?
It would make sense for it to have a limit, but on the other hand it might make the trade-off less interesting... Maybe the bonus could cick in every 20 HP?
That would make a lvl 3 barbarian able to get an average of +2, up to a +7 at 14th level
Rollback Post to RevisionRollBack
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I like every 20 HP, that lessen the possible abuse at later levels. I definitely get the trade, but a +15 bonus on top of whatever the Barbarian already has would get a little out of hand, I think.
Had expanding the critical roll occurred at any point? I don't think the Barbarian currently has a subclass which offers that. I'm unsure where one would place it, exactly, but it could play into the "bashing things in an utterly mindless fury" concept, while adding possible benefits on top of wanting to play at lower health.
I like every 20 HP, that lessen the possible abuse at later levels. I definitely get the trade, but a +15 bonus on top of whatever the Barbarian already has would get a little out of hand, I think.
Had expanding the critical roll occurred at any point? I don't think the Barbarian currently has a subclass which offers that. I'm unsure where one would place it, exactly, but it could play into the "bashing things in an utterly mindless fury" concept, while adding possible benefits on top of wanting to play at lower health.
Thanks, I'll change it to 20HP then ;)
On the critical... The thought didntd cross my mind, honestly, but I think that the Brutal Critical dice bonus from level 9 and the added damage from Blood Rage is enough, expanded critical range would make it just too much I am afraid.
Rollback Post to RevisionRollBack
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Something possibly a little better occurred to me as the bonus from Blood Rage, so I changed it as follows: You gain +1 to your STR score for every 10 HP below your maximum HP value; healing reduces the bonus accordingly. This can bring your STR score above 20, but not above 30.
This way I limit the possible additional bonus to +10, but also allow for this to affect STR saving throws , and allow for a bit more of tactical choices . I also like the idea of a Barbarian with low STR (for some reason) becoming a freaking beast the more they get beaten up. EDIT: this also makes having an already really strong Barbarian less OP when compared to a less STR based one. Also added the Psychic damage resistance.
Added the restriction to only reaction for Bloody Mind, and flavored Bloody Eyes.
Also... No Bloody Pain is officially the name of the last feature of this class now :P
Also... No Bloody Pain is officially the name of the last feature of this class now :P
While I fully appreciate all of the changes and think they are amazing in terms of theme and practical use, this is the one that I love the most!
I feel like this offers some real power, overall, but with some fair trade-offs. The fact that you have to be in the Blood Rage for all of these features kind of pushes you to focus in on the ability and really lean into the theme of the subclass. I like, though, that it means the player still needs to realize when the best time to do this is.
In some ways, I feel like you would want either Wisdom or Intelligence to not be negative. At least from a character-driven perspective, as you would need to know that this is dangerous. Once you enter that Blood Rage you don't care, it's all about weighing the options before just dropping into it. Which also lends a little more credence to my Jekyll and Hyde character idea, assuming Jekyll had control over when he allowed Hyde to come out.
Starting at 6th level, you can temporarily become immune to any spell or effect making you roll a WIS, INT or CHA saving throw while you are under the effects of Blood Rage. You use your reaction to use this feature.
One thought that just crossed my mind, is the wording of Bloody Mind. In it's current state, I think it reads a little loose. It should probably state, more specifically, that you can use your reaction to ignore one spell or effect that would require a saving throw in those categories. Ultimately, I think it just needs something denoting that there is a trigger for the reaction. Maybe look at the Legendary Resistance wording and tweak it for temporary immunity.
Perhaps this? Starting at 6th level, when you would be affected by a spell or effect requiring you to make a WIS, INT, or CHA saving throw, you may instead use your reaction to become immune to that spell or effect for its duration.
Starting at 6th level, you can temporarily become immune to any spell or effect making you roll a WIS, INT or CHA saving throw while you are under the effects of Blood Rage. You use your reaction to use this feature.
One thought that just crossed my mind, is the wording of Bloody Mind. In it's current state, I think it reads a little loose. It should probably state, more specifically, that you can use your reaction to ignore one spell or effect that would require a saving throw in those categories. Ultimately, I think it just needs something denoting that there is a trigger for the reaction. Maybe look at the Legendary Resistance wording and tweak it for temporary immunity.
Perhaps this? Starting at 6th level, when you would be affected by a spell or effect requiring you to make a WIS, INT, or CHA saving throw, you may instead use your reaction to become immune to that spell or effect for its duration.
Good idea, your wording is actually way better than mine XD
Rollback Post to RevisionRollBack
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Another random thought, and this may be too much. What if Bloody Eyes DC was tied to your Strength modifier instead of Constitution? This would allow it to be dynamic and work in tandem with the Blood Rage. The flavor would be that the target is even more terrified of you since you're so beat up and still not backing down. In theory, allowing for the same balance as your note on Blood Rage, above, about the difference between the high and low STR barbarian.
Another random thought, and this may be too much. What if Bloody Eyes DC was tied to your Strength modifier instead of Constitution? This would allow it to be dynamic and work in tandem with the Blood Rage. The flavor would be that the target is even more terrified of you since you're so beat up and still not backing down. In theory, allowing for the same balance as your note on Blood Rage, above, about the difference between the high and low STR barbarian.
That is a very interesting thought! I'll definitely consider it.
Rollback Post to RevisionRollBack
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Also, is that an action to use? It's not stated in the text for Bloody Eyes if that is an Action or Bonus Action. I am assuming a Standard Action since it goes until the end of your next turn, allowing you to make full use of it on the next go around. A Bonus Action would allow you to get two full uses out of it; if that's the goal, I may suggest limiting it's use to the CON modifier (min 1).
Also, is that an action to use? It's not stated in the text for Bloody Eyes if that is an Action or Bonus Action. I am assuming a Standard Action since it goes until the end of your next turn, allowing you to make full use of it on the next go around. A Bonus Action would allow you to get two full uses out of it; if that's the goal, I may suggest limiting it's use to the CON modifier (min 1).
Wooops, yeah, I indeed forgot to put in the action needed, which was going to be a full Action. Thank you for spotting that.
Rollback Post to RevisionRollBack
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
If it is an action to use the bloody eyes you should make sure to note that the use of the ability counts as an attack otherwise you loose access to using your "extra attack" actions if you choose to paralyze someone.
Rollback Post to RevisionRollBack
Do not kill. Do not ****. Do not steal. These are principles which every person of every faith can embrace.
If it is an action to use the bloody eyes you should make sure to note that the use of the ability counts as an attack otherwise you loose access to using your "extra attack" actions if you choose to paralyze someone.
As I understand the feature, you use your action to paralyze them until the end of your next turn. So you are forgoing an Attack Action, which means no extra attacks. If you were to get the extra attack the wording would have needed to be either as a bonus action or as part of the attack action, and it would need to have a duration of "until the end of your turn".
If it is an action to use the bloody eyes you should make sure to note that the use of the ability counts as an attack otherwise you loose access to using your "extra attack" actions if you choose to paralyze someone.
As I understand the feature, you use your action to paralyze them until the end of your next turn. So you are forgoing an Attack Action, which means no extra attacks. If you were to get the extra attack the wording would have needed to be either as a bonus action or as part of the attack action, and it would need to have a duration of "until the end of your turn".
Correct, Blood eyes is intended to substitute the attack action for that turn, similarly to how the Berserker's Intimidating Presence works.
Rollback Post to RevisionRollBack
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
To post a comment, please login or register a new account.
After some days of silence, here I am again, ready to continue my "Bloody Mary" series of subclasses.
Today I present you the Blood Path for the Barbarian.
Path of Blood
Pain is strength, strength is power, power is freedom, freedom is life.
Blood Rage
Starting at 3rd level, when you are already raging and take damage, you can fly into a bloody rage. If you do so, for the duration of your rage you gain the following:
Your melee weapon attacks add one more weapon dice to the damage they inflict;
Your no longer have resistance to bludgeoning, slashing or piercing damage, but gain resistance to psychic damage;
You gain +1 to your STR score for every 10 HP below your maximum HP value; healing reduces the bonus accordingly. This can bring your STR score above 20, but not above 30.
The Blood Rage ends early if you do not suffer any damage before the end of your following turn.
At the end of the Blood Rage you suffer one level of Exhaustion.
Bloody Mind
Starting at 6th level, when you would be affected by a spell or effect requiring you to make a WIS, INT, or CHA saving throw, you may instead use your reaction to become immune to that spell or effect for its duration.
Bloody Eyes
Starting at 10th level, when under the effects of Blood Rage, your presence is so terrifying that your enemies freeze in place terrified of you.
As an action on your turn, you can choose a creature within sight. The target must succeed a WIS saving throw (DC 8+your proficiency bonus+your STR modifier) or be Paralyzed until the end of your next turn.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
No Bloody Pain
Starting at 14th level, whenever you are under the effects of Blood Rage, you gain the following benefits:
you are immune to any effect that would reduce your speed;
if damage would bring you to 0 HP, you can take one additional turn immediately after suffering the damage, before falling unconcious;
you can decide not to be affected by healing effects.
There are some obvious similarities with the Berserker, but all the feature need the Barbarian to actually be under the influence of Blood Rage, so I made them a tad stronger.
As always, help with balancing is most probably needed, so let your feedback loose and hit me!
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I kind of want to call this a Bloody Barbarian and change the name of the last feature to No Bloody Pain so I can make a British-accented Jekyll/Hyde kind of situation, but that's a personal flavor note!
Blood Rage:
I like the trade of losing the half-damage to the standard attacks, but what if you added Psychic as being halved?
Bloody Mind:
As to balance, a complete immunity to all mental saves could be too far for this, but then again it requires you to be in your Blood Rage. Should it be a reaction? This is similar in theory, but with a potential for drawback against multiple casters. Although it does pose an interesting defense against most lock-downs for a front-line fighter.
Bloody Eyes:
Unsure if you're looking for more flavor, but you could add something to Bloody Eyes about it striking complete terror into the heart of the target. Maybe find some wording to do with freezing their blood in fear which causes them to become paralyzed?
Freedom of Pain (i.e.: No Bloody Pain):
I'm not sure what the usefulness of choosing not to be healed would be, but what if there was some sort of health transference? Maybe something like:
If damage would being you to 0 HP, you can take one additional attack and movement action immediately after suffering the damage, before falling unconscious. You may heal for half the damage dealt and remain conscious. Once used, this ability cannot be used again until completing a short or long rest.
There may be something to the "not healing" thing that I'm missing out on, though.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
That makes a lot of sense, actually. But that does bring up a secondary thing, should there be a limit imposed on the bonus granted by the lost health. Assuming the take 7 on HP for leveling up, by level 14 a Barbarian with +4 CON would have 155 HP. This could incur a +15 bonus to hit with 5 HP left. Should this max out, or would the increasing damage of enemies help gate this some?
Edit/Addition: In one of the games I play in, all players run at max possible health, which would make this same level 14 Barbarian have 224 HP for a possible +22 to hit. Granted, this is nonstandard, but it is something which happens. (It makes it so the GM can throw heavier things at everyone!)
Alternatively, what if you added the max (say +2, increasing to +5 at some point?) and the choose not to be healed as part of the level three? You could then add my prior suggestion to the level 14 ability, which could be useless if you still aren't within range or miss all of your attacks. Not trying to push my suggestion, or anything, just trying to "think out loud" (as much as is possible on a forum thread, lol). Thoughts?
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I like every 20 HP, that lessen the possible abuse at later levels. I definitely get the trade, but a +15 bonus on top of whatever the Barbarian already has would get a little out of hand, I think.
Had expanding the critical roll occurred at any point? I don't think the Barbarian currently has a subclass which offers that. I'm unsure where one would place it, exactly, but it could play into the "bashing things in an utterly mindless fury" concept, while adding possible benefits on top of wanting to play at lower health.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Something possibly a little better occurred to me as the bonus from Blood Rage, so I changed it as follows:
You gain +1 to your STR score for every 10 HP below your maximum HP value; healing reduces the bonus accordingly. This can bring your STR score above 20, but not above 30.
This way I limit the possible additional bonus to +10, but also allow for this to affect STR saving throws , and allow for a bit more of tactical choices . I also like the idea of a Barbarian with low STR (for some reason) becoming a freaking beast the more they get beaten up. EDIT: this also makes having an already really strong Barbarian less OP when compared to a less STR based one.
Also added the Psychic damage resistance.
Added the restriction to only reaction for Bloody Mind, and flavored Bloody Eyes.
Also... No Bloody Pain is officially the name of the last feature of this class now :P
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
One thought that just crossed my mind, is the wording of Bloody Mind. In it's current state, I think it reads a little loose. It should probably state, more specifically, that you can use your reaction to ignore one spell or effect that would require a saving throw in those categories. Ultimately, I think it just needs something denoting that there is a trigger for the reaction. Maybe look at the Legendary Resistance wording and tweak it for temporary immunity.
Perhaps this?
Starting at 6th level, when you would be affected by a spell or effect requiring you to make a WIS, INT, or CHA saving throw, you may instead use your reaction to become immune to that spell or effect for its duration.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Another random thought, and this may be too much. What if Bloody Eyes DC was tied to your Strength modifier instead of Constitution? This would allow it to be dynamic and work in tandem with the Blood Rage. The flavor would be that the target is even more terrified of you since you're so beat up and still not backing down. In theory, allowing for the same balance as your note on Blood Rage, above, about the difference between the high and low STR barbarian.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Also, is that an action to use? It's not stated in the text for Bloody Eyes if that is an Action or Bonus Action. I am assuming a Standard Action since it goes until the end of your next turn, allowing you to make full use of it on the next go around. A Bonus Action would allow you to get two full uses out of it; if that's the goal, I may suggest limiting it's use to the CON modifier (min 1).
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
If it is an action to use the bloody eyes you should make sure to note that the use of the ability counts as an attack otherwise you loose access to using your "extra attack" actions if you choose to paralyze someone.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games