Base Class: Barbarian
Those that follow the path of the bloodrager know a thirst for blood and a hunger for flesh, and they will kill any who stand in their way. As you enter a blood rage, you thrill in knowing that soon you will be bathing in the blood of your enemies.
Blood Rage
Starting when you choose this path at 3rd level, you can go into a blood rage, counting each of your wounds. While raging, you gain more damage based on your missing health. This damage increase is tied to a blood rage state, each of which is listed below.
Brutal: While at or below 75% health, you deal an additional 1d4 Blood damage on each of your weapon attacks.
Bloodied: While at or below 50% health, the die increases to 1d6, and you regain a number of hit points equal to your level at the end of each of your turns.
Gory: While at or below 25% health, the extra damage die becomes a 1d8, and you reduce all incoming damage by an amount equal to your proficiency bonus.
Grisly: While below 10% health, your weapon attacks also score critical hits on a roll of 18-20.
You gain the effects of all previous states while in a lower one. For example, while in the Grisly state, the damage die increases to 1d8, you regain your level in hit points at the end of your turns, you reduce incoming damage by your proficiency bonus, and you score critical hits on a roll of 18-20.
Additionally, you can choose to not apply your resistances to bludgeoning, piercing, and slashing damage while maintaining a rage.
Constant Bleeding
Beginning at 6th level, you can expend hit dice to damage yourself. When you complete a short rest, and roll hit dice to regain hit points, you can choose to damage yourself for the total amount rolled instead. You can choose to apply this feature to each dice roll individually.
Clog the Wound
Beginning at 10th level, as a bonus action, you can regain hit points equal to 1d12 + your constitution modifier. You can do so a number of times equal to your proficiency bonus, regaining all expended uses on a long rest. If you have taken any damage since the end of your last turn, this healing has one additional effect based on the current blood rage state you are in.
Brutal - The healing increases to 1d12 + twice your constitution modifier.
Bloodied - Add an additional 1d6 to the healing.
Gory - You gain temporary hit points equal to the total healing rolled.
Grisly - You gain all other previous effects from Brutal, Bloodied, and Gory.
Gory Champion
At 14th level, you have reached the pinnacle of your sanguine rage. You gain the following effects:
• Increase your maximum hit points by an amount equal to your level.
• Whenever your complete a short rest, you gain temporary hit points equal to your constitution modifier, provided you did not already have any.
• When you would take damage that would drop you to 0 hit points while raging, and that damage did not include Blood damage, you can use your reaction to drop to 1 hit point instead. Then, roll a number of hit dice up to your constitution modifier (minimum of 1), and gain the total roll in temporary hit points. Once you use this ability, you can't do so again until you complete a long rest.
Previous Versions
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1/19/2022 4:49:49 AM
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