Barbarian
Base Class: Barbarian

Followers of the Path of the Blood Sultan have an insatiable lust for blood and are able to manipulate the blood of their enemies and draw their own adrenaline to its limits.

Crimson Rage

At 3rd level when you enter your rage, you are shrouded in a crimson aura, while raging, you gain the following benefits:

  • When you enter your rage, you can designate a creature within 30 feet of you that you can see to be Crimson Marked. The marked target takes an additional 1d6 piercing damage once per turn when you hit the creature with a weapon attack as you disrupt the blood of the target, piercing them from within. You can choose a new creature to mark as a bonus action. You may only have one creature marked at a time.
  • You are immune to the frightened condition.
  • While conscious, whenever a creature that is small or larger moves, within 10 feet of you, you immediately become aware of its presence.
  • Your attack rolls do not have disadvantage against invisible creatures that you are aware of.

Sanguine Recovery

At 3rd level, at the end of each of your turns as long as you have at least 1 hit point, you regain a number of hit points equal to half of your proficiency bonus, rounded up.

Sapping Mark

At 6th level, as a bonus action against a creature marked by your Crimson Mark that you can see within 60 feet of you, you can force the creature to make a Constitution saving throw. On a failed save, the creature falls prone and cannot take reactions against you until the start of your next turn as their life essence is corrupted.

Additionally, attacks against a creature marked by your Crimson Mark count as magical for the sake of overcoming resistances.

The save DC for your Sapping Mark feature is equal to 8 + your Constitution modifier + your Proficiency Bonus

Adrenaline Overdrive

At 10th level, as a bonus action during your turn, you can bolster your adrenaline. When you do so, until the start of your next turn, you gain the following benefits:

  • You gain a +2 to your AC
  • Your movement speed is doubled
  • You gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

You can use this feature a number of times equal to your proficiency bonus per long rest.

Blood Beast

At 14th level, your control over blood has reached its zenith. You gain the following benefits:

  • When you use your Sapping Mark feature and the target fails its Constitution saving throw, the target has its speed reduced to 0 until the start of your next turn. On a successful save, the target is still incapable of taking reactions against you until the start of your next turn.
  • The damage of your Crimson Mark increases from 1d6 to 2d6.
  • At the end of each of your turns, you can designate one creature within 15 feet of you that you can see to regain hit points from your Sanguine Recovery feature instead of yourself. The creature must have at least 1 remaining hit point to be eligible.

Previous Versions

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5/4/2021 1:48:20 AM
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