Barbarian
Base Class: Barbarian

The Path of Blood is a path taken by only the most ruthless and battle-hungry barbarians. They do not care when they shed their own blood- in fact, they use that energy to empower their rage even further, using their suffering to inflict wounds upon their foes through magical bonds of blood.

While at first glance the Path of Blood appears to be powered by the same forces as the Path of the Berserker, the Path of Blood is far more magical in nature. Bloodragers use their blood in a form of hemomancy- a magic that utilizes blood sacrifices

Bloodbound

Starting when you select this path at 3rd level, you can choose to create a bond of blood between yourself and an enemy within 30 feet of you when you rage. The same action to start the rage is used to create a bloodbond with one creature.

 

For the duration of your rage, that enemy’s attacks deal bonus necrotic damage to you equal to 1d4 + half your barbarian level on a hit, and your attacks against that enemy also deal 1d4 + half your barbarian level bonus necrotic damage on a hit. The bonus damage dealt to you ignores resistance and immunity.

If the enemy dies before your rage ends, you can use your bonus action on a subsequent turn to create a new bond between yourself and another enemy.

Power through Suffering

At 6th level, the sight of your own blood empowers your rage. When you are below half your hit point maximum, your rage damage bonus is doubled for each attack you make against the target of your Bloodbound feature.

Blood Scent

Starting at 10th level, you can smell the scent of blood from up to 5 miles away, and accurately pinpoint the direction it’s coming from. Once you get within 1 mile of the source, you can make a DC 15 Wisdom (Perception) check to determine its exact identity.

On a success, you know the exact identity of the creature if you have encountered it before; otherwise you only determine its type and the severity of its injury. Either way on a success, you know the exact distance and direction to the injured enemy. On a failed check, you know that you failed the check and can’t make another one for 1 hour.

 

Blood Reckoning

Beginning at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes necrotic damage equal to one fourth of your Barbarian level.

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