Barbarian
Base Class: Barbarian

Your love of battle intensifies as wounds are open and you feel the rush of pain through your body, the metallic taste in your mouth is the thing you crave most. Some compare these type of warriors as maniacs, war mongers, beasts, monsters. And every one of them will look back at you and say that you’re damn right about all of it.

Blood Trance

Starting at 3rd level when you choose this path, anytime you are raging and have less than half your maximum hitpoints, you go into a blood trance. While in a blood trance you gain the following.

- You must attack on each of your turns if able.

- Add half your proficiency rounded down to the bonus damage granted in rage

- You have advantage on all attacks o made against the last creature who dealt damage to you

Blood Bath

Starting at 6th level, you are drawn to striking at your enemies to produce the most gore. While in blood trance, when you hit a creature with a critical strike. That creature must make a Constitution saving throw (DC = 8 + prof + STR) and take additional necrotic damage equal to1d12 + your Barbarian level, or half as much on a success. A creature that does not have blood is immune to this effect.

Sacrificial Slaughter

Starting at 10th level, as a bonus action, you can choose to harm your own body, you take damage equal to your level. For the next minute you gain the following benefits:
- You gain advantage on all attacks,
- Any time you were to roll a 1 for an attack, saving throw, or ability check, you can instead reroll that and must use the new roll.
- Your Speed increases by 15ft.

Additionally if you were to drop into a blood trance from this damage, blood trance doubles your bonus damage in rage rather than adding half your proficiency rounded down.

Bloody Howl

Starting at 14th level, once per long rest when you use the Relentless Rage feature and you succeed you can choose to gain hitpoints equal to your barbarian level instead of the normal one hitpoint. Additionally you realease a blood curdling scream, any hostile creature within 60ft of you must make a WIS saving throw (DC = 8 + Prof. + STR) or become frightened of you, you gain 1 temporary hit point for each creature that fails this save and becomes frightened.

Previous Versions

Name Date Modified Views Adds Version Actions
6/7/2022 11:43:40 PM
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