Barbarian
Base Class: Barbarian

Barbarians of The Path of Blood have lost themselves in their bloodlust and fell into the darkness, walking the line between monster and man. After emerging from their bloodlust and crossing back into the light, they came back changed- tainted. Similarly to Blood Hunters that have undergone the Hunter's Bane, barbarians that walk the path of Blood utilize hemocraft in combat. Barbarians of this path do not of much control of their power due to their accidental attunement to hemocraft. Their power over blood uncontrollably erupts when they begin to give into their bloodlust. Due to their more privative manifestation of hemocraft, their abelites never reach the level of a Blood Hunter's.

These barbarians did not under go this process for the sake of others. It was in the midst of a fight in which they had to tap into a dark power to kill their enemy. They do not hunt the undead. They do not hunt fiends. They hunt whoever they want, when they want, for whatever reason they want. They often lose control in their rage; attacking any that may come too close to them. Those that align towards the side of good do not fall to this tendency, but they are a rarity as achieving these powers comes from pushing boundaries good people could never.

Crimson Rage

At 3rd level, you unknowingly channel the power of hemocraft into your weapons whenever you enter a rage. At the cost of your own vitality, you activate rage and channel a random Crimson Rite into your weapons. At level 3, your pool of rites are only Primal Rites.

When you enter your rage, you take 1 hemocraft die of damage + half your Barbarian level rounded down. All hemocraft dice scale with your Barbarian level at the same rate as it scales with a Blood Hunter's levels.

After you've taken the damage, your weapons are imbued with the magical energy of a Crimson Rite. At 3rd level, you roll a d6 and that determines which Rite activates. If you have two weapons equipped, roll a die for each of them. The imbued weapon deals 1 extra hemocraft die of that element's damage. This damage is magical, and lasts until you finish a short or long rest, or if you aren’t holding the weapon at the end of your turn.

  • On a 1-2, The Rite of The Flame is invoked.
  • On a 3-4, The Rite of The Frozen is invoked.
  • On a 5-6, The Rite of The Frozen is invoked.

At 14th level, Esoteric Rites are added to the pool of Crimson Rites that can be activated.

Bloody Rage

Beginning at 6th level,  you can choose to activate a random Barbarian Blood Curse at the expense of 1 hemocraft die worth of hit points during a rage. This takes a bonus action to do and all Blood Curses have a range of 30ft.  Roll a d6 to determine which blood curse you activate. Below are the curses and their effects. They do not work on creatures without blood.

  • On a 1, you use Blood Curse of The Fearful: As a bonus action, you exponentially speed up the blood flow and heart rate inducing fear. They are Frightened until the end of their next turn.
  • On a 2, you use Blood Curse of The Enraged: As a bonus action, you increase the adrenaline in the target's blood stream and send them into a short rage. Until the end of their next turn, they have advantage on all attacks against creatures, but enemies have advantage on all attacks against them and deal an extra d4 of damage.
  • On a 3, you use Blood Curse of The Maimed: As a bonus action, you increase the blood pouring out of an all ready injured creature's wound and slow them. Until the end of their next turn, their movement speed is halved. This only works on a creature below full health.
  • On a 4, you use Blood Curse of The Hunted: As a bonus action, you hone in on a chosen creature's blood flow and anticipate their movements based on their heart rate. Until the end of their next turn, you have advantage on all attacks against them and saving throw's that come from them.
  • On a 5, you use Blood Curse of The Fool: As a bonus action, you slow the blood flow to a creature's brain and befuddle it. Until the end of its next turn, it is Confused. These effects are the same as the "Confusion" Spell's effects.
  • On a 6, you use Blood Curse of Bursting: As a bonus action, you expand the blood flow in a creature's vein and burst it. The creature takes 1d4 damage and has disadvantage on attacks and saving throws until the end of its next turn.

At 14th level, these curses can affect creature's without blood.

 

 

Revitalizing Rage

Beginning at 10th level, you have figured out how to siphon the dreg's of a creature's vitality from their blood. During a rage, when ever you kill a creature with blood, you regain 1 hemocraft die worth of hit points. This cannot push your hit point past your maximum and it doesn't activate when killing bloodless creatures such as constructs.

Upon 14th level, this ability affects creatures without blood.

Esoteric rage

Starting at 14th level, you've refined your manipulation of hemocraft. You now have the chance to activate Esoteric Rites in addition to Primal Rites. This changes the numbers assigned to each Rite whenever a d6 is rolled to activate them. Here are the updated numbers below.

  • On a 1, The Rite of The Flame is invoked.
  • On a 2, The Rite of The Frozen is invoked.
  • On a 3, The Rite of The Storm is invoked.
  • On a 4, The Rite of The Dead is invoked.
  • On a 5, The Rite of The Oracle is invoked.
  • On a 6, The Rite of The Roar is invoked.

Lastly, your abilities are no longer only able to affect creatures with blood. You have figured out how to strike at the essence of their vitality. Both your Blood Curses and Revitalizing rage now affect all creatures. 

Previous Versions

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