Base Class: Barbarian
Path of Bloodlust
Bloody Lust
Blood will have blood. Once you choose this path at 3rd level, you can accumulate Blood Dice while raging. When you deal damage with a melee weapon attack or unarmed strike, or when you take damage from an attack, you gain one Blood Die. All Blood Dice disappear at the end of a rage. Blood Dice are a d6 at 3rd level, a d8 at 7th level, a d10 at 11th level, and a d12 at 15th level.
Blood Dice can amplify both your attacks, and your healing. Whenever you deal damage or whenever you heal a creature, you may expend as many Blood Dice as you like to add them to the total.
Lusty Blood
Blood invigorates you. Beginning at 6th level, when a hostile creature within reach that you can see drops to 0 HP while you are raging, you may use your reaction to choose one of the following effects:
- Heal. Gain HP equal to your Barbarian level + your CON modifier and 10 ft. of movement speed for the duration of your rage.
- Harm. You may move up to half of your movement speed and make a melee weapon attack or unarmed strike against a creature within range.
You gain one Blood Die. If you reduced the hostile creature to 0 HP, you gain an additional Blood Die.
Transfusion
Beginning at 10th level, you have learned to spread your bloodlust - at a cost to yourself. As a bonus action, roll a number of hit dice up to your proficiency bonus. You take necrotic damage equal to the number rolled, which cannot be reduced in any way. You then touch a creature and may confer to them one of the following effects:
- Heal. The creature gains HP equal to the number rolled and has advantage on Strength, Dexterity and Constitution saving throws for the duration of your rage. If you use this ability on yourself, you gain no HP.
- Harm. The creature takes necrotic damage equal to the number rolled and must succeed on a Constitution saving throw (DC equal to 8 + your STR modifier + your proficiency bonus). Creatures that fail have their hit point maximum reduced by the damage taken and have disadvantage on Strength, Dexterity and Constitution saving throws for the duration of your rage. Affected creatures can repeat the saving throw at the end of their turns, ending the effect on a success.
You gain a number of Blood Dice equal to the number of hit dice rolled.
Overflow
Beginning at 14th level, raging unleashes an explosive surge of bloody magic. When you enter your rage, you can roll a number of hit dice up to your proficiency bonus. You take necrotic damage equal to the number rolled, which cannot be reduced in any way. Choose one of the following effects:
- Heal. All creatures you choose within 30 ft. gain temporary HP equal to the number rolled and have advantage on Strength, Dexterity and Constitution saving throws while they benefit from temporary HP in this way.
- Harm. All creatures you choose within 30 ft. must succeed on a Constitution saving throw (DC equal to 8 + your STR modifier + your proficiency bonus) or take necrotic damage equal to the number rolled, taking half damage on a success. Creatures that fail have disadvantage on Strength, Dexterity and Constitution saving throws for the duration of your rage. Affected creatures can repeat the saving throw at the end of their turns, ending the effect on a success.
You gain a number of Blood Dice equal to the number of hit dice rolled.
Previous Versions
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10/20/2023 4:25:01 AM
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