Barbarian
Base Class: Barbarian

Barbarians who walk the Path of the Blood Ritualist combine their inner fury with the dark art of blood magic. Through the use of this often forbidden practice, these warriors can exchange their own vital essence for powerful abilities capable of enhancing their ferocity, weakening their enemies or strengthening their allies.

Blood Rites

Beginning when you choose this path at 3rd level, you’ve learnt how to utilize your blood to wield dark and forbidden powers. When you enter a rage, you can choose to take an amount of necrotic damage equal to your barbarian level to perform one of the following blood rites:

Rite of Frenzy. While this rite is active, your movement speed increases by 10 feet and your jump distance is doubled.

Rite of Bleeding. When you take the Attack action to make a melee weapon attack against a creature while this rite is active, it begins taking necrotic damage equal to your proficiency bonus at the beginning of each of its turns for the duration of the rite. Only one creature can suffer from this rite at a time.

Rite of the Blood Moon. While this rite is active, you and creatures of your choice within 10 feet of you gain temporary hit points equal to 1d6 + your Constitution modifier at the beginning of each of your turns.

Rite of Sage’s Sight. While this rite is active, you have advantage on Wisdom (Perception) checks and gain 15 feet of blindsight.

The necrotic damage you take when you activate a blood rite cannot be reduced in any way, and all rites last for the duration of your rage.

Dark Resilience

At 6th level, your experience in practicing dark and forbidden rituals has changed you. You have advantage on Constitution saving throws. In addition, your hit point maximum cannot be lowered.

Rite Savant

At 10th level, you’ve mastered the use of blood rites. At the beginning of each of your turns while one of your blood rites is active, you can change the blood rite. When you change a blood rite, the effects of the previous rite immediately ends.

In addition, the necrotic damage you take when you activate a blood rite is halved.

Esoteric Master

At 14th level, you’ve found new ways of improving your blood rites. The rites described in your Blood Rites feature improve in the following ways:

Rite of Frenzy. When you take the Attack action to make a melee weapon attack while this rite is active, you can use your bonus action to make another melee weapon attack.

Rite of Bleeding. A creature that is suffering from this rite has disadvantage on all Constitution saving throws it makes.

Rite of the Blood Moon. Creatures that have temporary hit points gained from this rite have advantage on Wisdom saving throws.

Rite of Sage’s Sight. The range of your blindsight granted by this rite increases to 30 feet.

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