Barbarian
Base Class: Barbarian

You've always trusted your gut instincts more than your logic. Something within you causes you to slice at your enemies. You succumb to the blood in your veins and trust in it to guide you hammer to your enemies skull. This Barbarian primal path harnesses the power within your blood, and hints at greater roots than your humble appearance otherwise suggests.

Perseverance

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you must make a constitution saving throw with a DC 13 or suffer disadvantage on your next saving throw.

Retaliation

Beginning at 6th level, you gain a +2 to attack rolls and damage against enemies that have attacked you last turn.

Blood Spirit

Beginning at 10th level, you can use a drop of your blood to cause one of three effects:

  • As an action, you can ask for guidance from an ancient spirit. They will always tell the truth, however they may not know the information you require and may also answer in cryptically.
  • As an action, you can cause a wall of fire to rise up from where your blood drops on the floor. This wall is 30ft long and 10 ft tall. You can choose which side it burns on. It deals 3d8 damage to anyone who starts their turn in this fire or moves through it.
  • As an action, you can call upon a spirit of your bloodline to take damage for you. They will form from where you blood drops and will guard you from attacks, however they cannot attack themselves. Add +2 to your amor class.

Make a constitution saving throw with a DC 14 after using this ability. Take 2d10 damage on a failed save and half as much on a successful one.

Royal Blood

By 14th level, you can shrug off even the most vicious of injuries in the heat of battle. While raging, you can use your reaction to reduce incoming damage. Roll a d8 and add your constitution modifier, and reduce the incoming damage by that amount. If you reduce the damage to 0, you regain temporary hit points equal to the remaining amount. You can use this ability two times per long rest.

At 18th level roll a d10. You can also use this ability three times per long rest.

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