Barbarian
Base Class: Barbarian

All barbarians are driven by a desire for battle, but those who follow the Path of the Bloodseeker are enthralled by the power of blood itself. When in a rage, Bloodseekers are fueled not only by emotion, but by the red flowing from wounds—both theirs, and their foes’.

Barbarians of this path strive to understand the mysteries of blood, unlocking the secrets of twisting it to aid them and ail their opponents. However, they are often more ferocious and wild than even other barbarians in combat, recklessly taking blows and attacking with fervor as they try to spill as much blood as possible—no matter whose it is.

Armor of Sanguinar

At 3rd level, you have forged a connection to the blood within your own veins, granting you increased resilience. You have resistance to poison damage, and you have advantage on saving throws against spells or effects that would cause you to become poisoned. When you reach 8th level in this class, you become immune to poison damage and the poisoned condition.

Your control over your own blood allows you to perform some truly gruesome but formidable feats. While wounded, you can draw out your own blood and coat yourself and your weapons with it, creating a visceral spectacle that serves to heighten your combat potential. If your Hit Points are less than your maximum Hit Points at the start of your turn, and you are raging, you can use a bonus action to reduce your current Hit Points by an amount equal to your proficiency bonus, and add your proficiency bonus to attack and damage rolls made with melee weapons or unarmed strikes. If you are proficient with the weapon you are using or with unarmed strikes, you add your proficiency bonus twice instead of once. As part of the same bonus action, you may roll a number of d12s up to half your number of Hit Dice in this class, rounded up, and add your Constitution modifier (minimum of 1d12 and +0), losing Hit Points equal to the result and gaining temporary hit points equal to twice the total of the result. The bonus to attack and damage rolls and the temporary hit points last until your rage ends. For the duration of your rage, your Hit Points cannot exceed a value equal to your Maximum Hit Points minus the Hit Points you lost from this feature. You can use this feature as part of the bonus action when you begin your rage.

Crimson Haze

While raging, whenever an attack causes you to lose Hit Points, you may use your reaction to enter a crimson haze until the end of your next turn. While in a crimson haze, reckless attacks can be critical hits on a roll of 18, 19, or 20 on the d20, and whenever you hit the creature that triggered the haze with a melee weapon attack or unarmed strike, you roll an additional damage die for that attack’s damage. When the crimson haze ends, you cannot enter another one until the start of your next turn.

Bloodboil

At 6th level, you can cause any creature to feel your bloodlust as their own, forcing them into a state of unbridled aggression. When you hit a creature with a melee attack while raging, you can force it to succeed on a Wisdom saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or become enraged. While enraged, the creature can’t take reactions or bonus actions, can only use its movement to move in the shortest path toward the nearest creature, and must use its action to make a melee attack against that creature if able. For the duration, melee attacks made by the enraged creature deal additional damage equal to your rage damage bonus.

At the end of the enraged creature’s turn, or whenever it takes damage, it can repeat the saving throw, ending the effect on itself on a success. Saving throws made as a result of damage have disadvantage, as the blind fury is heightened briefly by the sensation of pain.

Lifeblood

At 10th level, your connection to your blood is strong enough that you can bolster your own vitality. If you start your turn with Hit Points equal to half your maximum Hit Points or less, you regain a number of Hit Points equal to your number of Hit Dice plus your Constitution modifier.

If a spell or effect other than this feature would cause you to regain Hit Points, and your Hit Points are equal to half your maximum Hit Points or less, you regain an additional 1d12 Hit Points.

Haemophilia

At 14th level, you have grasped the true nature of blood, and can influence your enemies’ blood to flow freely. Hostile creatures you can see within 30 feet of you lose all resistances to bludgeoning, slashing, and piercing damage. Spells or effects that would cause those creatures to regain Hit Points instead cause them to regain half as many Hit Points, rounded up.

While raging, whenever you hit a creature with a melee attack, if that creature’s Hit Points are equal to half its maximum Hit Points or less, it suffers an additional 1d8 necrotic damage at the start of its next turn, as its wounds fester and its blood spills of its own accord.

Previous Versions

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