Base Class: Barbarian
Bloodragers do not train to use their powers. Indeed, they instead train to suppress their fury, succeeding only until they are pushed too far. One is never taught this power, if you could call it such. You are either born with the potential fury, or you are not.
Bloodrage
Your fury boils just beneath the surface, barely controlled.
At 3rd level, you may no longer enter a rage as a bonus action. Instead, whenever you have taken a total amount of damage equal to your Constitution score, you must make a Wisdom saving throw. The DC for this saving throw is equal to 10 + your constitution modifier. If you succeed, you enter a rage, as normal, expending a daily use of your rage ability. If you fail the saving throw, you instead enter a bloodrage. A bloodrage follows all the rules for Rage, except as follows:
- Your rage damage is increased by an amount equal to half your Constitution modifier, rounded up.
- When you hit with a melee attack on your turn, you may expend a number of hit dice to increase the damage. You can spend a number of of hit dice up to your Constitution modifier. When you do, roll the dice, and add the number rolled to the damage of the attack. When you use this feature, you take an amount of necrotic damage equal to the additional damage dealt. You may only do this once per turn.
- Whenever an attack hits you, you may make one melee attack against that target, if it is within range, as a reaction.
- Your walking speed increases by 5 feet.
- During a bloodrage, your Intelligence is treated as being 1. You lose the ability to activate magic items, understand language, or communicate in any intelligible way. You can identify friends, however, and can follow, and even protect them.
You may only enter a bloodrage once, regaining the ability to do so when you finish a long rest. You gain an additional use of this ability when you reach 10th level.
At the end of a bloodrage, your current hit points and your hit point maximum are reduced by an amount equal to twice your Constitution modifier. This hit point reduction lasts until you finish a short rest.
Bloody Focus
At 6th level, you've learned to let some of your rage leak out without completely losing control.
Whenever you are subject to damage, and would normally be forced to make a saving throw to avoid a bloodrage, you can choose to automatically succeed. You may do this once. You regain the use of this ability on a long rest.
In addition, you are now immune to being Charmed or Frightened.
Blood Seeker
Starting at 10th level, your rage can now be focused onto a single target, ignoring everything else.
When you enter a rage or bloodrage, you choose one creature who dealt damage to you, as a focus of your fury. While that creature is targeted, you gain advantage on all attacks against that creature. You have disadvantage on any attack you make against any creature other than your target. If your target is visible to you, you must spend your movement to get as close to it as you can before taking the attack action. You have advantage on all saving throws against spells or effects that don't originate from your target, a well as resistance to all damage deal by the target.
If the target dies while your rage is still active, as a reaction, you can change the focus of your fury to another creature who has dealt damage to you since the end of your last turn.
Bloody Siphon
At 14th level, while in a bloodrage, you are able to extend your rage by damaging yourself. If your rage would end for any reason, as a reaction, you may choose to deal 2d12 necrotic damage to yourself, as you force your body beyond its limits. After taking this damage, your rage lasts for an additional number of rounds equal to your Constitution modifier.
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