Base Class: Barbarian
All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Bloodfury learn to transform that rage into primal magic. When in a fury, a barbarian of this path taps into their own lifeforce to create powerful magical effects which is dangerous to both the bearer and the people around them.
Pact Magic
Animaturgy - Pact Magic
At 3rd level when you take this subclass, your fury allows you to convert your life force into spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list. You gain the ability to cast spells while raging but cannot concentrate on spells. When you cast a spell while raging you must also expend 1 Hit Dice for each spell level above 1, for example to cast a 3rd level spell you must spend 2 hit dice; to cast a 3rd level spell as a 4th level you must spend 3 hit dice. Immediately after you cast the spell, roll the amount of expended Hit Dice you lose a number of hit points equal to the total number rolled.
Spell Slots
The Bloodfury table shows how many spell slots you have to cast your Bloodfury spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Bloodfury spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. If you cast a spell while raging you must also expend 1 Hit Dice for each spell level above 1, for example to cast a 3rd level spell you must spend 2 hit dice; to cast a 3rd level spell as a 4th level you must spend 3 hit dice. Immediately after you cast the spell, roll the amount of expended Hit Dice you lose a number of hit points equal to the total number rolled.
Spells Known of 1st Level and Higher
At 3rd level, you know two 1st-level spells of your choice from the Sorcerer's spell list.
The Spells Known column of the Bloodfury table shows when you learn more Sorcerer's spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new Sorcere's spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the Sorcerer's spells you know and replace it with another spell from the Sorcerer's spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Constitution is your spellcasting ability for your Sorcerer's spells, so you use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
The Bloodfury Table
|
Bloodfury Level |
Cantrips Known |
Spells Known |
SPell Slots |
Slot Level |
|---|---|---|---|---|
|
3rd |
0 |
4 |
2 |
2nd |
|
4th |
0 |
5 |
2 |
2nd |
|
5th |
0 |
6 |
2 |
3rd |
|
6th |
0 |
7 |
2 |
3rd |
|
7th |
0 |
8 |
2 |
4th |
|
8th |
0 |
9 |
2 |
4th |
|
9th |
0 |
10 |
2 |
5th |
|
10th-20th |
0 |
10 |
2 |
5th |
Heedless Assault
Starting at 6th level, you can throw aside all concern for defense to strike with fierce desperation. At the beginning of your turn, you can decide to begin a heedless assault. Doing so gives you advantage on attack rolls, and imposes disadvantage on saving throws to resist the effect of your spells this turn, but attack rolls against you have advantage and you roll any saving throws at disadvantage until your next turn.
Resonating Soul
Whenever you reduce a creature to 0 hit points, you regain hit points equal to your Barbarian level + your Constitution modifier (minimum of 1 hit point). You can regain hit points this way only once per turn
Enduring Wrath
Beginning at 14th level, the channeling of your soul that fuels your blood fury allows you to shrug off fatal blows.
While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.
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