Barbarian
Base Class: Barbarian

The Path of the Bloodsworn calls to warriors who are willing to sacrifice their own vitality for unrelenting power. Whether bound by an ancient curse, a blood pact, or a personal oath of vengeance, Bloodsworn barbarians draw strength from their own life force, using it as a weapon to crush their foes. Their fury knows no bounds, as they walk the line between life and death, channeling their pain into unmatched ferocity."

Barbarians who follow this path embrace the cost of their power, willingly sacrificing their health to fuel their abilities. They are relentless combatants, excelling at dealing burst damage while sustaining themselves through life-stealing abilities.

Level 3: Sanguine Rage

Your rage is fueled by your own life force, granting you devastating power at a cost.

  • When you enter a rage, you can choose to activate Sanguine Rage. If you do, you take damage equal to your Barbarian level at the start of your rage, and for the duration:
    • Your melee weapon attacks deal an additional 1d6 necrotic damage.
    • When you reduce a creature to 0 hit points with a melee weapon attack, you regain hit points equal to your Constitution modifier (minimum of 1).

Level 6: Crimson Pact

You can forge a deadly bond with a foe, channeling your pain into vengeance.

  • As a bonus action, choose one creature within 30 feet that you can see. For the next minute, the target is bound to you by a Crimson Pact, and the bond has the following effects:
    • When the target deals damage to you, it takes necrotic damage equal to your Constitution modifier.
    • When you hit the target with a melee weapon attack, you can choose to deal an additional 1d6 necrotic damage. This damage increases to 2d6 at level 14.
    • If the target dies while the bond is active, you regain hit points equal to your Barbarian level.

Limitations:

  • You can use this ability once per short or long rest.

Level 10: Bloodbound Resilience

Your mastery of your own vitality allows you to push through even the most grievous wounds.

  • While raging, you gain resistance to necrotic damage and psychic damage.
  • If you are reduced to 0 hit points but not killed outright, you can make a Constitution saving throw (DC 10). On a success, you drop to 1 hit point instead of falling unconscious.
    • Each time you use this feature after the first, the DC increases by 5. The DC resets after you finish a long rest.

Level 14: Vampiric Frenzy

When blood spills on the battlefield, you enter a vampiric frenzy, striking down foes in a relentless chain of destruction.

  • When you kill a creature with a melee weapon attack while raging, you can immediately make another melee weapon attack as part of the same action. Each time you use this feature, you take 1d8 necrotic damage that cannot be reduced or avoided.
  • This chain can continue until you miss an attack or fail to reduce a creature to 0 hit points.
  • You can use this feature once per rage.

Level 6: Bloodletting Strike

  • Type: Special melee attack (requires a melee weapon)
  • Cost: 5 hit points (cannot be reduced or avoided)
  • Effect: When you make a melee weapon attack, you can choose to use Bloodletting Strike. You take 5 hit points of damage to deal an additional 2d6 necrotic damage on the attack. This damage increases to 3d6 at level 14.

Balance Mechanic:

  • You cannot use Bloodletting Strike if you are below 10 hit points.

Level 10: Crimson Surge

  • Type: Bonus action
  • Cost: 1 Rage use
  • Effect: You can use your bonus action to activate Crimson Surge, empowering yourself temporarily:
    • You gain temporary hit points equal to your Constitution modifier + your Barbarian level.
    • Your movement speed increases by 10 feet.
    • You can use Bloodletting Strike without spending hit points for the next 3 rounds.
  • This ability lasts for 1 minute or until your rage ends.

Limitations:

  • Usable once per short or long rest.

Level 10: Bloodied Resolve

  • Type: Passive bonus while raging
  • Effect: When you are below half your hit point maximum while raging, you gain:
    • A +1 bonus to attack rolls and saving throws.
    • Resistance to bludgeoning, piercing, and slashing damage from magical weapons (in addition to the usual resistance gained from raging).
    • Advantage on death saving throws.

Level 14: Exsanguinate

  • Type: Action (once per long rest)
  • Cost: Sacrifice hit points equal to half your maximum hit points (cannot reduce you below 1 HP).
  • Effect: You unleash a powerful wave of necrotic energy drawn from your life force. All creatures within a 20-foot radius must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save:
    • Enemies take 5d10 necrotic damage and are frightened of you until the end of your next turn.
    • You regain hit points equal to half the damage dealt.

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