Barbarian
Base Class: Barbarian

It has been long known among many tribal warriors that no better path to power than consuming the flesh or blood of a conquered enemy. Some practice ancient rituals and solemnly consume their foe's heart, while others simply guzzle blood like ale in a crazed frenzy. The blood they constantly drink in their rages can even transform them into demonic killer that steal life and power from the blood on their blade, with demonic rage that only grows in intensity when their blood is spilled.

Many Blood Drinkers find that the blood ritual not only granted them great powers but also altered their bodies in minor ways. If your DM allows, you can choose up to one of the following signs of your blood ritual that you carry forever.

Signs of Blood 

 d6

1 - You have small horns sprouting from your head.

2 - Your teeth are all sharpened to eerie points.

3 - You always smell of fresh blood.

4 - Small, flimsy spines protrude from your back.

5 - Your skin is a deep red instead of your normal hue.

6 - Thin patches of demonic fur or scales can be found on your shins, forearms, and neck.

Some Blood Drinkers begin to manifest strange changes while they are raging as a result of the strength in the blood they have consumed. You can choose one of the following, or one of your own, when you first enter this barbarian path. If your DM allows, you might change your selection after you drink deeply from the blood of a powerful or noteworthy foe.

Rage Manifestation

d6

1 - Your skin is covered by demonic scales or fur, representing your damage resistance.

2 - Your eyes glow crimson. Even your veins and arteries glow bright red through your skin.

3 - Blood pours from your eyes and out of your mouth. When it hits the ground, it turns to mist.

4 - Your heart begins to beat fiercely and loudly enough that it can be heard and felt within 30 feet.

5 - With each breath, you exhale eerie red fumes that vanish quickly and harmlessly into the air.

6 - Your body and weapons are coated with fresh blood that can't be washed away.

Blood Fury

Starting at 3rd level, if you make a melee weapon attack on your turn while you're raging and you have no more than half your hit points left, you add [roll]1d8[/roll] + half your barbarian level to the attack's damage roll on a hit.

You can only add this bonus damage to an attack once per turn.

Brutal Harvest

At 3rd level, you gain the ability to harvest life from the blood of foes you have slain. When you kill a creature with blood that is not Tiny with a melee weapon attack while you are raging, you can choose to add a number of hit points equal your Constitution modifier + your barbarian level (minimum 1 hit point). This feature cannot bring your hit point total above half of your maximum hit point total.

You can only use this feature a number of times equal to the number of rages you have per day. You regain all expended uses after a long rest.

The Blood Hunt

At 6th level, you have learned to taste a soul through the smell of blood. When a creature that has blood within 15 feet of you takes damage, you can pick up on the finer details of the smell, and you learn things about the creature. You learn if the creature's hit points are above or below your own as well as if its Constitution score is above or below your own.

You can also choose to remember the scent. If you do, for the next 30 days, you gain advantage on Wisdom (Insight) and (Perception)  checks to discern something about the creature or track that creature, and on Charisma (Intimidate) or (Persuasion) checks against that creature. You know if the creature is within 10 miles of you, and if it is within 1 mile of you, you know how far away it is.

You can only remember a number of blood scents equal to twice your Wisdom modifier (minimum of 1). You can forget a scent at any time.

Vampiric Aspect

At 10th level, your body takes on aspects to reflect its vampiric origin as your blood power grows stronger with each consumption. Choose one of the following benefits to gain permanently.

  • Fangs - Your fangs take on a red hue as they become treated as magical weapons when making attacks. You can survive on meals made of rotting meat, blood, or old bones and suffer no ill effects such as from disease or poison. Your bite is considered a natural weapon that you are proficient with and can be used for a unarmed attack. It deals piercing damage equal to [roll]1d10[/roll] + your Strength bonus. In addition, you can use your bite to regain health from freshly slain creatures. You regain hit points equal to [roll]2d4[/roll] + half your proficiency bonus. This feature only works on creatures who have been dead for less than a day. You can use this feature a number of times equal to your proficiency bonus. You also gain a weakness to sunlight. When in direct sunlight, you have disadvantage on attacks and take [roll]1d4[/roll] radiant damage if you end your turn in sunlight.
  • Mist - Your body feels light as a light mist exudes from your mouth, as though you were breathing. Once per long rest, when you reach 0 hit points, your body turns to mist and moves 30 feet in the direction of your party without provoking opportunity attacks. You immediately take a successful death save. You gain a weakness to wooden stakes. If pierced with a wooden stake, you are paralyzed. If you are pierced through the heart with a wooden stake prior to going down, this ability does not trigger and you immediately take a failed death save.
  • Animalistic - Your eyes slit and become more animalistic in nature. As a bonus action, you can shapeshift like the vampires of old. You can turn into a Tiny bat with a walking speed of 5 feet and a flying speed of 30 feet.  You can also turn into a Medium wolf with a walking speed of 40 feet. You cannot speak in either of these forms and must use a bonus action to turn back into your natural form. Additionally, you gain a weakness to running water. You cannot shapeshift in any way while in running water. If you end your turn in running water, you take [roll]1d6[/roll] acid damage.

Gore Strike

At 14th level, you learn to enhance your attacks with your own blood. When you hit with a melee attack while you are raging, you can expend one of your barbarian hit die without regaining hit points. You take [roll]1d12[/roll] necrotic damage that cannot be reduced by resistances or immunities. You can add that amount of damage + twice your Constitution modifier to the damage of the attack.

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