Base Class: Barbarian
To walk as a Blood Rager is to infuse oneself with the power of Hemomancy and burning fury. These barbarians typically revel in the shedding of blood and enjoy the high of battle more than any other.
Blood Ragers are able to control the blood pumping through their veins with innate and mysterious blood magics known as Hemomancy. The warrior is able to push their bodies to the highest levels of physical strength, but at the cost of madness and the craving for violence against anything and anyone near them. Most Blood Ragers constantly battle with the corrupting effects of the blood magic flowing through their veins, usually garnered from rituals conducted by a mysterious group known as the Sanguine Brotherhood.
Blood Rage
Starting at 3rd level when you choose this subclass, you may enter a blood rage whenever you use your bonus action to activate your barbarian rage. While under the effects of a blood rage, you gain the following benefits:
- Your movement speed increases by 5 feet (increased to 10 at level 6 and 15 at level 10)
- All melee attacks you make deal an additional 1d6 + your barbarian level to your existing weapon damage
- You gain an amount of temporary hitpoints equal to your barbarian level + your proficiency
Additionally, each time you enter a blood rage, you gain a stack of "Red Madness". Stacks of Red Madness are alleviated upon completion of a long rest. At three stacks of Red Madness, while under the effects of a Blood Rage, Make a Wisdom saving throw (DC= Half of Your Barbarian Level Rounded Down + Proficiency). On a failure, you gain a +3 to your Strength score (this bonus can go past a Strength score of 20) but you view all creatures you can see as hostile creatures. You can choose to fail the saving throw for Red Madness.
Boiling Blood
At 3rd level while under the effects of a blood rage, your blood begins to boil under your skin due to the incredible speed of which it is circulating within you. When a creature makes a melee attack against you, they must make a Dexterity saving throw (dc 8+con+proficiency) to avoid being splashed with your boiling blood. On a failed save, the opponent takes 1d4 (increased to 1d6 at level 7 onwards) fire damage.
*This ability becomes "Caustic Ichor" at level 14 while under the effects of "Sanguine Fury".*
Caustic Ichor: At 14th level, when in a Sanguine Frenzy, your boiling blood becomes toxic as it spews from your eyes and mouth. When a creature makes a melee attack against you, they must make a dexterity saving throw (DC= 8+CON+Proficiency). On a failed save, they are splashed with your Hazardous Blood and take 3d6 fire damage and suffer the poisoned status effect.
Gore Hunt
At 6th level, your ability to control blood has made you familiar enough with it to track down any creature by the scent of its blood alone. When you damage a creature, you can lock on to the scent of its blood as a bonus action, gaining advantage on any Wisdom (Perception) or Wisdom (Survival) checks to find it. You also gain an extra 10 feet added to your movement while moving in the direction of a creature you are locked on to. Additionally, while under the affects of a blood rage, you deal an added 1d8 extra damage to the target when you hit it with a weapon attack and cause them to make a constitution saving throw (dc 8+STR+proficiency). On a failed save, the existing wound on the creature begins hemorrhaging and the target will begin to take 1d6 damage at the beginning of each of its turns for the next 3 turns.
Crimson Titan
At 10th level, when you enter your blood rage, your size and mass now increase substantially due to the influence of Hemomancy within you. Now when you enter a blood rage, you double your size in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category - from Medium to Large, for example. If there isn't enough room for you to double in size, you attain the maximum possible size in the space available. As well, blood begins to pool and crystalize around your weapon, increasing its size to accommodate your own and deals an extra 1d4 damage. Additionally, the circulation of your blood has increased in speed so much that while under this effect you begin to generate an aura of intense heat and steam. Any creature that is within 10 feet of you while you are under this effect must make a Constitution saving throw (dc 8+con+proficiency). On a failed save, the creature takes 2d6 fire damage and is feared by you. On a success, the target does not fear you and only takes half damage. This effect ends when your blood rage ends.
Sanguine Frenzy
Starting at 14th level, when you are in a blood rage and your maximum hitpoints drop below half, you enter a crazed feral state known as the Sanguine Frenzy. While in a Sanguine Frenzy, blood flows from your eyes and mouth as you reach the peak of what it is to be a Bloodrager. While under this effect, you gain the following benefits:
- Whenever a creature makes a melee attack against you, you can use your reaction to make a melee attack against them. On a successful hit, the creature must make a Strength saving throw (DC= 8+STR+Proficiency) or be knocked back 15 feet.
- As a bonus action, you can spew a large 30 ft cone of blood in front of you. Each creature in that area must make a Dexterity saving throw (DC= 8+CON+Proficiency), taking 3d10 fire damage on a failed save, only taking half damage on a success. As well, any creature caught in the area are put under the poisoned status effect.
- Your heightened senses make it so you can hear the heartbeats of any creature within 90 ft of you and instantly know their location, even if you cannot see them.
Additionally, while under the effects of Sanguine Frenzy, you are perpetually at 3 stacks of "Red Madness".
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