Base Class: Barbarian
In the ancient sagas, whispered in the flickering light of campfires and etched in the memory of time, the Path of the Blood Warrior is a legend as old as war itself. These formidable barbarians embrace the primal, inextricable link between life and blood, understanding that in the heat of battle, blood is not just a symbol of injury, but of life, power, and the spirit of the warrior.
Blood Warriors see the battlefield as a canvas for their fierce artistry. They channel their own life force and that of their foes, transforming pain and injury into unbridled fury and formidable strength. This path is not for the faint of heart; it is for those who understand that the line between vitality and destruction is as thin as the edge of a blade.
As a Blood Warrior, a barbarian learns to draw upon their own vitality to fuel their rage, gaining strength as their blood boils with the ancient magic of their ancestors. They perform blood rites, etching runes of power into their flesh, and can even manipulate the life force of their enemies, siphoning strength from wounds they inflict.
To walk this path is to accept a life bound by the paradox of blood – where vulnerability converges with invincibility, and mortality dances with the essence of unyielding life.
Blood Weapon
- During a short or long rest, you can do a ritual to bond a weapon to your blood. This process takes 1 hour, and you become proficient with this weapon once the ritual is completed. You can only have one Blood Weapon at any time, and this must be a melee weapon.
- Additionally, you know when a creature you have hit with your Blood Weapon is within 120 ft. of you. You know its direction, and whether it is a celestial, fey, fiend, or undead, and if it is Invisible.
Crimson Bond
- You become resistant to necrotic damage while raging.
- On a hit with your Blood Weapon, you can expend a hit die to form a Crimson Bond with the target. You can use Crimson Bond on a number of creatures equal to your proficiency modifier. As a bonus action, you can expel the Crimson Bond from a creature of your choice and inflict a Scarlet Brand on the creature, chosen from the list below. If the creature you expel from is already branded, you can choose to keep the brand active or exchange it with another brand.
Immortal Blood
- Whenever you receive magical healing, you regain one hit die (to the max of your level).
- Additionally, if you roll a critical hit when attacking with your Blood Weapon, you regain a hit die. At level 10 you can gain up to two hit dice, and at level 14 you can gain up to 3 hit dice. (to the max of your level)
Sanguine Smite
- While wielding your Blood Weapon and you hit with an attack, you can expend a hit die and add it to your weapon damage as necrotic damage. If you run out of hit dice, you cannot use them to heal during a short rest. You can add one more hit die to Sanguine Smite at 10th level, and two more hit dice at 14th.
- While raging, Attacks with your Blood Weapon are magical in terms of overcoming resistance.
- You can cast Locate Creature as a ritual, but can only locate creatures that you have hit with your Blood Weapon.
Homeostasis
- When you take damage from a creature that you can see while you are raging, you can use a reaction to roll a number of hit dice less than or equal to your proficiency modifier, and reduce the damage by that total.
- If you negate more damage than you take, you can make an additional weapon attack against the creature that attacked you as a part of your reaction.
- You can use this ability a number of times equal to your Constitution modifier per long rest.
Transfusion
When you enter your rage, you can choose a number of creatures up to your proficiency modifier within 30 ft. You can roll a number of hit dice without expending them equal to the number of creatures chosen, and gain the number rolled in temporary hit points. An equal amount of necrotic damage is dealt to the creatures chosen. You can do this once per long rest.