Base Class: Barbarian
Barbarians who walk the Path of the Bloodbound are fueled by their own life force. Their rage isn't just a state of mind, it's a tangible force that manifests through their blood. By manipulating this blood, they can unleash devastating attacks, bolster their allies, and control the battlefield. Their blood manifests in swirling crimson clouds, dancing around them and responding to their raging will.
Blood Rage
Blood Rage: You can enter a Blood Rage as a bonus action on your turn by dealing 1d8 unmitigated slashing damage to yourself or by taking damage and using your reaction to enter a blood rage. While in this state, you are surrounded by a swirling cloud of blood in a 10ft area around you, and gain blood points to use on class abilities. you can enter this state from your normal rage and retain all effects or the normal rage plus the benefits of the Blood Rage when entering this state.
- Blood Points: You gain a pool of Blood Points equal to your proficiency modifier plus your Constitution modifier a minimum of 3. These points replenish fully when you finish a long rest and you get 1 blood point back every time you lose 20% of your health, you can only use these points while raging.
Blood Point Abilities
- Blood Carapace: You can spend 1 Blood Point as an action or reaction when you or an ally get hit to harden blood around yourself or an ally within 30ft of you. This gives a +1 to AC and gives resistance to necrotic damage for 1 minute.
- Blood Impart: You can spend 2 Blood Points as a bonus action to gives some of your blood to an ally within 60ft healing them for 1d6+ your Constitution modifier.
- Blood Spur: You can spend 1 Blood point as an action to harden some of your blood into a large spike and launch it into an enemy with 60ft dealing 1d8+ your CON modifier in piercing damage. using your CON modifier for rolls to attack.
- Blood Seep: You can spend 3 Blood Points as an action to send your blood into an enemy causing them to take an additional 1d6 necrotic damage once per turn when you hit them, and they need to make a CON save or they can only take one action, bonus action or movement each turn for 1 minute. if the target is slain you get 2 Blood Points back.
- Blood Foil: You can spend 2 Blood Points as a bonus action to plate your weapon in hardened blood to add 1d4+your CON modifier Necrotic damage to your melee damage rolls for one turn.
Elemental Blood Cloud
6th Level: When you enter a blood rage you can pick between three different versions of blood cloud.
- Shimmering Blood: your blood cloud becomes infused with psychic energy and shimmers in the light granting you advantage on wisdom saving throws
- Sparking Blood: your blood cloud sparks in flames and heats up granting you resistance to fire damage and allows you to expend 1 Blood Point as a bonus action to deal 1d8 fire damage to everything within your blood cloud
- Noxious Blood: Your blood cloud curdles and gives off toxic fumes granting resistance to poison damage and any poisoning effects and allowing you to deal additional poison damage equal to half your remaining Blood points on melee attacks.
Blood Mastery
10th Level: Enhance each of your Blood abilities and gain access to the Blood Storm ability
- Enhanced Carapace: Increase AC bonus to +2
- Enhanced Impart: Add an additional 1d6 to the healing
- Enhanced Spur: Add an additional 1d8 to the damage roll
- Enhanced Seep: Add an additional 1d6 to the damage and get 3 Blood Points back instead of 2
- Enhanced Foil: Add an additional 1d4 to the damage roll
New Blood ability
- Blood Storm: Spend 4 blood points as an action to spin and rapidly expand your blood cloud to a sphere 3 times the size for an instant blast of necrotic energy, any enemies within the sphere are dealt 4d10 necrotic damage and disadvantage on the next attack roll on a failed CON save and half as much damage on a success and no disadvantage.
Hemoglobin Overlord
14th Level: Your command over your blood is absolute and your body is more durable because of it. this gives you access to a new form of blood rage and some additional survivability.
- Overlord's Vitality: Your body has fully adapted to your power and grown more durable.
- You get an additional 20 hit points.
- you get 2 Blood Points when losing 20% health instead of one.
- Reign of Blood: when you are below 50% health as long as you are already in a blood rage you can expend another rage charge to activate Reign of Blood a level beyond rage this enhanced rage lasts for 1 minute as long as there are enemies within 60ft of you.
- While in Reign of blood your base range of your blood cloud is increased to 30ft
- All of your dice rolls for your blood abilities that use blood points can be doubled at the cost of double the blood point cost.
- you gain immunity to necrotic damage and resistance to all forms of damage except radiant
- you add half your Constitution modifier to all melee damage rolls
Previous Versions
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