Barbarian
Base Class: Barbarian

You've developed a blood curse, whether it was passed down through your family, you contracted it by crossing the wrong vengeful spellcaster, or you developed it by surviving an attack from a vampire. Most of the time, you keep it in check, but when you let it out, you crave blood and can let the blood of your prey fuel you in supernatural ways. 

You are, almost, a vampire. When raging you crave the blood of your prey and over the years, you develop many of the traits of vampires. You never become true undead just through pursuit of this class, though many bloodragers eventually fall to an undead's embrace and fully become what they always hinted at being.

Blood Rage

Starting when you choose this path at 3rd level, you thirst for blood when you enter your rage. While you’re raging, if you have a grappled opponent, have scored a critical hit on an adjacent opponent this round, or reduced an opponent to 0 hit points this round, you may make a bite attack as a bonus action. You are proficient with this attack and it uses your Strength modifier. On a hit, the attack deals 1d6 necrotic damage and you heal the same amount. You may only target your grappled opponent, the opponent you scored a critical hit on, or the opponent you reduced to 0 hit points. The amount of damage this deals increases to 2d6 at level 6, 3d6 at level 10, and 4d6 at level 14.

Animalistic Attraction

Beginning at 6th level, the bloodthirst and animalistic spirit that you keep in check at all times lets you exhibit a strange attraction to others. If you are not raging, you may cast Charm Person. You must perform a short rest to regain this ability.

Use your Constitution score to cast this spell.

Body of Undeath

At 10th level, your diet of the blood of your enemies has granted you much of the strength related to undeath without any of the drawbacks. You are resistant to Necrotic damage. In addition, when you are bloodied or when you are raging, you gain regeneration equal to your Constitution modifier.

Children of the Night

At 14th level, the animals of the wild gain a supernatural sense of when you are about to create a feast of blood. When you enter your rage and the sun is not out, you call 2d4 swarms of bats or rats if you are inside or 3d6 wolves if you are outside. They appear at the beginning of your turn after you enter your rage and act just after you in the initiative order. Animals summoned this way are your allies and they obey your spoken commands until the end of your rage or until you dismiss them with a bonus action. If an animal summoned this way attacks, it counts as you having attacked for the purposes of continuing your rage.

Previous Versions

Name Date Modified Views Adds Version Actions
2/25/2021 3:29:00 PM
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6/17/2022 7:11:11 PM
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