Base Class: Barbarian
While all barbarian tribes use their primal rage to end any conflict; there are some tribes that take it further. They use their rage as a way of life and are willing to sacrifice some of that life force to end conflicts quicker…Or die trying. Barbarians that choose this path are reckless by virtue of their nature and will usually confront any enemy head-on in battle.
Blood Rage
Starting when you choose the path at 3rd level while raging, you can use a bonus action to invoke your blood rage. Doing so grants you an extra attack. You also take 1d8 psychic damage.
The damage dice increases to 1d10 at 6th level, 1d12 at 10th level, and 1d20 at 14th level.
you can use this feature once per long rest.
Blood Focus
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Improved Blood Rage
You no longer use a bonus action to invoke your Blood Rage,
Instead, you use Blood Points. You gain a number of blood points per Barbarian Level. The points reset after a long rest.
You take a point of exhaustion on top of the damage from your damage dice each time you spend a blood point. You must make a DC 10 Con save for the second point you use and the DC goes up by 5 for each point you use after the second to keep your rage activated. The DC is reset after a long rest.
All effects from exhaustion apply only after your rage has become inactive.
Blood Rage Master
You can no longer be put to sleep through magical means while raging.
The DC 10 Constitution saving throw for keeping your rage active now starts after you use your Fourth Blood Point.
Additionally, for every critical hit you make you can gain a blood point back.
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