Base Class: Barbarian
This path is about snowballing fury, blood-soaked momentum, and explosive brutality.
Level 3: Blood-Fueled Rage
When you choose this path at 3rd level, you gain the following features:
Blood Orbs
Whenever a creature other than you within 10 feet of you takes damage, a Blood Orb appears in its space (maximum number of orbs equal to your proficiency bonus).
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You can collect all Blood Orbs within 10 feet of you as a bonus action.
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Each Blood Orb grants one of the following (your choice per orb):
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Gain temporary hit points equal to your Rage Damage bonus
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Add +5 feet to your movement speed until the end of your turn
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Uncollected orbs vanish at the end of your next turn.
Unbridled Wrath
While Rage is active, if you collect 3 or more Blood Orbs in a single turn, you enter Unbridled Wrath until your rage ends:
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Your movement speed increases by 10 feet
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Your melee weapon attacks deal an extra 1d6 force damage
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Opportunity attacks against you are made at disadvantage
Once you enter Legacy’s Wrath, you cannot do so again until you finish a short or long rest.
Level 6: Feral Pounce
• Pouncing Leap.
As a bonus action, you can leap up to 20 feet to an unoccupied space you can see. This leap does not provoke opportunity attacks. You must land on a surface that can support you.
• Pounce Attack.
Immediately after the leap, you can make one melee weapon attack as part of the same bonus action.
If you moved at least 10 feet during the leap, the attack deals extra damage equal to your Rage Damage bonus + your Strength modifier.
• Crashing Impact.
If the attack hits, the target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
• Rage-Fueled Momentum.
While you are raging, the distance of your Pouncing Leap increases to 30 feet, and you gain resistance to falling damage from heights up to 30 feet.
Uses.
You can use Feral Pounce a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 10: Primal Beast's Roar
You gain the ability to release a thunderous roar that blasts enemies backward and asserts your dominance on the battlefield.
• Terrifying Reverberation.
As an action, you unleash a primal roar. Each creature of your choice within 15 feet of you that can hear you must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, a creature takes 2d6 thunder damage, is pushed 10 feet away, and becomes frightened of you until the start of your next turn.
On a success, a creature takes half damage and is not pushed or frightened.
The damage increases to 3d6 at 10th level and 4d6 at 14th level.
• Dominator’s Pulse (Rage Enhancement).
If you use Beast’s Roar while raging, the roar’s radius increases to 20 feet, and you can immediately move up to half your speed toward a creature affected by the roar without provoking opportunity attacks.
• Resolute Presence.
You gain advantage on ability checks and saving throws made to resist being frightened.
Uses.
You can use Beast’s Roar twice per long rest. At 14th level, you can use it three times per long rest.
Level 14: Bloodbound Cataclysm
While Rage is active & in Unbridled Wrath, when you reduce a creature to 0 hit points, you may unleash Bloodbound Cataclysm (no action required):
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Immediately collect all Blood Orbs within 30 feet
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You regain one expended use of Primal Beast's Roar
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Until the end of your next turn:
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Your melee attacks score a critical hit on a roll of 19–20
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You gain resistance to all damage except psychic
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Once you use Bloodbound Cataclysm, you can’t do so again until you finish a long rest.
Previous Versions
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4/5/2026 2:23:04 AM
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