Barbarian
Base Class: Barbarian

Much like Sorcerers, these individuals have magic coursing through their veins, a legacy of arcane energies that have mingled with their lineage over countless generations. However, unlike Sorcerers who tap into the Weave to cast spells, Blood Reavers channel this magic in a far more primal and visceral manner.

They are defined by their ability to enter a crimson fury, a state where their blood becomes a conduit for raw power. When they rage, this magical blood enhances their physical prowess, allowing them to perform feats of strength and ferocity that defy normal limits. The process is both self-destructive and empowering; every wound they suffer or inflict upon themselves amplifies their rage, fueling their combat capabilities to extraordinary levels.

In battle, a Blood Reaver's strikes are both a curse and a boon. Each blow they deliver not only damages their enemies but also drains a portion of their own vitality. However, this lost vitality isn't wasted—it is transformed and redirected. As they cut down their foes, they absorb the life force of their enemies, using it to heal their wounds and sustain their ferocious onslaught. This creates a brutal cycle of pain and regeneration, where every hit taken or given propels them further into their blood-fueled rampage.

The power of the Blood Reaver is as much a terror to their allies as to their enemies. Their unrelenting rage and the sight of their blood-soaked frenzy make them formidable and terrifying figures on any battlefield. To those who witness their fury, they appear as unstoppable monsters, driven by an insatiable hunger for battle and blood. The ground they fight on is often left stained with their own blood and that of their enemies.

Embracing the Path of the Blood Reaver means accepting a life of perpetual conflict and inner turmoil. It is a constant battle to control the rage within and to master the cycle of pain and power. Those who succeed become legends, their names whispered in fear and awe. They are warriors whose very essence is a weapon, and whose blood is the lifeblood of their unstoppable fury.

Furious Blood

Starting at 3rd level, you gain the ability to enter a rage that is fueled by your own life force. This rage enhances your strength and combat abilities and allows you to siphon the life force of your enemies at the cost of your own vitality.

Furious Veins

When you enter a rage, you can choose to inflict damage on yourself to amplify your fury. As part of the same bonus action, you may take damage equal to your melee weapon die + your Barbarian level (rounded up). This damage bypasses any resistances or immunities you might have. In return, for the duration of your rage, you gain the following benefits:

Enhanced By Blood

You gain a bonus melee damage die each time you make a successful attack on a target. That damage is 1d6 + your Barbarian level (rounded up) magical slashing damage. You heal for half this damage (rounded down). Consequently, for every successful hit on a target creature, you take 6 magical bleeding damage. This damage bypasses any resistances or immunities you might have.

Blood Letting

When you use the Reckless Attack feature while enraged, you may use a bonus action to damage yourself for your weapon die + your Barbarian level (rounded up). When you successfully hit a target after using the Blood Letting feature, you gain temporary HP equal to the total damage dealt to your target. You may use this feature a number of times equal to your proficiency modifier.

The Resilience of Powerful Blood

Beginning at 6th level, the arcane blood that rushes through your veins gains power through it's continued use, enhancing your defenses against things of magical nature.
While you are raging, you gain the following benefits:

  • Resistance to Spell Damage: You have resistance to damage from spell attacks.
  • Immunity to Magical Sleep: You are immune to being put to sleep by magical means.
  • Immunity to Charmed and Frightened Conditions: You cannot be charmed or frightened.

Rivers of Blood

Starting at 10th level, you lash out when attacked, spraying your weave-infused essence onto any who would be so brazen as to attack you. This deadly retaliation binds your attacker to you in a sinister pact of pain and retribution.

Rivers of Blood

When you take damage from a creature within 5 feet of you, you can use your reaction to create a Pact of Blood between you and that creature. For the next minute, you gain the following benefits and drawbacks:

  • Additional Damage: You deal an additional 1d12 magical slashing damage to the creature you have a Pact of Blood with whenever you hit it with a melee weapon attack.
  • Focused Fury: You have disadvantage on all attack rolls targeting a creature that is not the one you made the pact with.
  • Vulnerable Target: The creature you made the pact with has advantage on attack rolls made against you.

You may have Pacts of Blood with a number of creatures up to your proficiency bonus. The Pact of Blood ends if the creature moves more than double your movement in feet away from you, dies, or if you are no longer raging.

You may use this feature a number of times equal to your proficiency bonus, and you regain expended uses after a long rest.

Flood The Veins

Starting at 14th level, you have become a true embodiment of blood-fueled fury, capable of unleashing your rage in a manner that devastates all who stand against you. Your control over your magical blood has reached its peak, allowing you to manipulate it with deadly precision and overwhelming power.

Flood The Veins

As an action, once per long rest, you may focus on the magic in your vitality, rushing it through every system of your body to push it beyond its limit. You take 2d10 + your Barbarian level damage, bypassing any resistances or immunities you might have. For a number of minutes equal to your Constitution modifier, your veins glow the color of the magic in your blood (which you can choose), steam billows off your body, and you gain the following:

  • Hemorrhage: When using your Rage feature and Flood The Veins, you take an additional 10 points of magical slashing damage each round. This damage bypasses any resistances or immunities you might have.
  • Frightening Presence: The sight of your blood spilling in rage frightens enemies within a 30-foot radius. They must make a DC 15 Wisdom saving throw or become frightened of you for the duration. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Overloaded Physical Abilities: Your Strength and Dexterity scores temporarily increase by 5, to a maximum of 24.
  • Overloaded Mobility: Your movement speed is doubled, and your jump height and distance are also doubled. Additionally, you can climb and swim at a speed equal to your current movement speed.
  • Enhanced Power: You can drag, lift, and carry as if you were one size larger.
  • Reactive Strikes: Whenever you are attacked by an enemy while Flood The Veins is active, you can use your reaction to make an attack.
  • Undying Rage: If you are reduced to 0 hit points while Flood The Veins is active, you cannot fall unconscious and instead become enraged. While at 0 hit points, you may make a Constitution saving throw (DC 19) when you successfully hit an enemy, and if successful, you are restored to 1 hit point. Additionally, while Flood The Veins is active, your rage cannot end as long as you have a Pact of Blood with an enemy. Your rage only ends once all enemies affected by the Pact of Blood are slain or no longer part of the pact.
  • Extra Reaction: You gain an extra reaction each round.
  • Simmer the Blood: You may use a bonus action to end Flood The Veins early unless you are enraged.

After using this feature, you suffer disadvantage on ability checks, and your speed and total hit points are halved until you finish a long rest.

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