Base Class: Barbarian
Members of the blood clan take open wounds and use that to move the blood out of their body and in many different ways. Naturally, members of the blood clan can harden their blood and use it in a variety of different ways. Members of the blood clan can keep the open wound on their body and keep themselves from bleeding out. Using this blood can come at a cost however, as you can run out of the blood. Rare in sight, and generally despised due to their powerful nature.
Blood Weaving
When you have an open wound on you, you can leave it open and close it on your own accord, with normal healing time. you can use the blood from this would and from the entirety of your body. You can use these powers to create powerful abilities within you, but at the cost of using your own life force. Whenever you use the following abilities, roll 1d4, on a 1, you gain a stack of anemia. Once you gain a number of anemia stacks equal to your proficiency bonus, you become incapacitated for 1 minute. You then gain a level of exhaustion. You lose the abilities to use your blood until you eat a hearty meal.
Blood Sword:
You are able to pull enough blood from you to create a shortsword as a bonus action. It is a magical finesse weapon that does 2d8 slashing damage. You are able to hold it for 1 minute until it loses it's form once again
Blood Barrier:
You can pull from your wound to block an those who harm you further. As a reaction, you can add 1d8 to your armor class until the start of your next turn. When someone attacks you with fire in this state, they have +5 to the attack as they evaporate your hardened blood.
Blood Spray:
As an action, you can spray your blood onto an enemy within melee range. The enemy suffers has half movement and all attacks against them have advantage
Blood Spike:
As an action, you can create an area of difficult terrain on in a 5ft radius centered on yourself as your blood creates spikes that damage those that step through it. Movement for all others walking through this area are halved, and they take 2d4 damage for every 5ft that they move through it.
Level 6: Improved Blood Weaving
You allow yourself to use the blood of your enemies to further power yours. You can do the following action the amount of times equal to your proficiency bonus:
As a reaction, You can heal hit dice equal to the CR rating of the creature that is killed by your blood powers
Furthermore, all abilities gain a passive boost
Blood Sword: Now does 3d8 damage
Blood Barrier: Adds 1d10 to your AC
Blood Spray: Can target 2 enemies that are adjacent to each other
Blood Spike: Now affects a 10ft radius around you
Blood Agony
Instead of rolling 1d4 for anemia, you roll 1d6. You have the ability to further gambit the anemia side effects of your powers to make them stronger. All of your abilities can have a secondary effect to them but with a much higher chance of losing the blood with it, and can not be used if the original effect gave you a stack of anemia. When rolling for anemia on the following effects, a roll of 1-4 will grant a stack of anemia.
Blood Sword (Infuse): While your blade is in your target, as a bonus action, you can rush your blood through the blade and into your target. This attack does and additional 6d10 necrotic damage. This increases by 1d10 at level 11, 13, 15 , and 17
Blood Barrier (Retaliate): While your Barrier is active, all attacks that make their way through the shield are affected with deflect missiles: The damage is reduced by 1d10 + your proficiency modifier + your barbarian level. If these attacks are reduced to 0, then you may make an attack against the creature that attacked you
Blood Spray (Acid): Your spray has the same effects as before, except it takes the shape of a line 5ft wide and 40ft long. This also does 10d6 acid damage. This increases by 1d6 at level 11, 13, 15, and 17
Blood Spikes (Attack): When a creature is inside of the blood spikes, you can force an attack on an number of creatures in the radius. All of these creatures take 10d6 piercing damage. This increases by 1d6 at level 11, 13, 15, and 17.
Blood Mastery
Instead of rolling 1d6 for anemia, you now roll 1d8. The same rolls apply for anemia. Also, all basic abilities receive another buff.
Blood Sword: Deals 4d8 damage
Blood Barrier: Adds 1d12 to your AC
Blood Spray: Becomes ranged with a 30ft range, and has a 10ft radius. The effect applies to all creatures in the radius
Blood Spikes: Effects a 15ft radius around you instead of 10ft radius
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