Base Class: Barbarian
For as long as you can remember, the sight of blood in a battle triggers a primal rage within you, this blood fuels your rage and even augments you physically.
Seeing Red
Starting when you choose this path at 3rd level, often times just the sight of blood can send you into a frenzy. You gain the ability Blood Rage, a second rage bonus action that can only be activated after landing a successful hit on a creature with blood. While Blood Rage is active, you have reckless attack active for it's duration, and creatures you hit must make a constitution saving throw with a DC equal to 8 + your proficiency bonus + your barbarian level, receiving the Bleeding condition and taking 1d4 bleeding damage on a failure. Creatures affected by bleeding can use their action to attempt to stop it, on a failure or a subsequent turn without a saving throw the damage taken from the bleeding condition increases by one die tier, up to a maximum of 1d10 bleeding damage. (1d6, 1d8, 1d10). While Blood Rage is active, attacks made against a creature that is bleeding have +1 to the damage roll. If you do not kill a creature within 2 rounds of activating Blood Rage or your last kill, Blood Rage will end.
Sanguinary
At 3rd level, your thirst for blood becomes nearly unquenchable. For every creature you kill while Blood Rage is active, your bonus damage to bleeding creatures increases by +1, up to a maximum of +5.
Blood for Blood
Beginning at 6th level, as an action you can use your own blood to activate your Blood Rage. Strike yourself by rolling your weapons damage die minus all modifiers, you get the damage as temporary hit points, if you are damaged by an attack before dealing damage yourself, the temporary hit points are added to the damage roll against you, if you deal damage before taking any damage, the temporary hit points are applied to your damage roll. Once per round If an enemy hits you while you're raging, you can make an attack reaction against that enemy, if that enemy is bleeding add +2 to the damage roll.
Scarlet Harvest
At 10th level, once per short rest you may use your bonus action to make a sweeping attack that has a radius equal to the reach of your current melee weapon. Any creatures struck by your sweeping attack must make a constitution saving throw with a DC equal to 8 + your proficiency bonus + your barbarian level, dealing 2d6 bleeding damage on a fail and half as much on a success. The bleeding damage dealt this way heals you for the same amount.
Crimson Armor
At 14th level, the blood dripping from your foes forms around you like armor plating. Half of all bleeding damage dealt to creatures within 30 feet of you rounded down is added to your AC until your next turn.
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