Barbarian
Base Class: Barbarian

You use your blood to gain strength.

Blood Rage

Starting when you choose this path at 3rd level, while raging, any time you lose 20hp you gain a +1 to your rage modifier. For every time you are healed 20hp lose +1 to your rage modifier.

Blood Weapon Bond

Beginning at 6th level, while raging your weapon gets coated with your blood and blood chain wrap around your arm  it deals an extra 1d8 damage when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, the chains pull it bath to your hand the instant after it hits or misses a target

Blood curdling scream

Beginning at 10th level, you can use your action to frighten someone with your Scream. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Bloody Mess

Starting at 14th level, while raging you can use an action to sacrifice 10d8 of your HP to form a large explosion of blood from you. Each creature in a 20-foot-radius sphere cantered on that point must make a Dexterity saving throw. A target takes 8d8 force damage on a failed save, or half as much damage on a successful one. You can do this an amount of time equal to your proficiency bonus per long rest.

In addition, the extra damage dealt by your Blood Weapon Bond feature increases to 2d8.

Comments

Posts Quoted:
Reply
Clear All Quotes