Barbarian
Base Class: Barbarian

Bruised and bloodied, the human barbarian stands before his enemy, barely clutching at his weapon. Streaks and small streams of crimson red flow run down the blade, as the warrior is beginning to bleed out. With one final bloodcurdling scream, he charges his nemesis, and reckless abandon overwhelms his emotions as his scars ignite with infuriated power, giving in to the all-encompassing Blood Rage.

Blood Trance

The Bloodrager's style of fighting is relentless, and feeds off of the pain of their enemies. When you choose this path at 3rd level, you begin to embrace your blood trance. When you are raging and deal any amount of damage to an enemy with a melee weapon, you gain 1 blood point. You can have a maximum of 5 blood points at any time. All blood points disappear whenever your rage ends.

Your blood points gain and maximum blood points increase to 2 and 10 at 6th level, 3 and 15 at 10th level,
4 and 20 at 14th level, respectively.

Blood Points represent the semi-controlled trance that a Bloodrager sinks into once coated with the blood of their slain. You gain benefits based on how many points you possess at any given time, as shown in the Blood Trance Effects table below. These benefits are granted when you have greater than or equal to the stated number of points, and each set of benefits is exclusive, meaning no two act at the same time.

Beyond granting passive benefits for stored points, you can also choose to expend these points to use certain abilities. Each of these abilities can be used in place of one of your attacks on your turn unless otherwise noted. You consume points before the ability's effect occurs. Only one of these abilites can be used on each of your turns.

Blood Save DC = 8 + your proficiency bonus + your Strength modifier.

 

Blood Trance Abilities

Rending Cleave (3 Points) Consumed within your blood-fuelled trance, you commit to dealing grevious wounds, without regard to your own safety. Whenever you use reckless attacks, your melee strikes hit an additional target within 5ft, requiring a separate attack roll to confirm the hit.

Blood Healing (4 Points) You perform a minor ritual on the blood upon your weapon to convert it into a healing solution, allowing you to gain temporary hit points equal to your level + your Constitution modifier as a part of your next attack.

Cripple (6 Points) You launch a brutal but well-aimed strike that allows you to cripple an enemy. Make a single melee weapon attack against a target within range. If you are successful the attacked target gains disadvantage on attack rolls until it can succeed a constitution saving throw against your Blood Save DC.

Blackened Blood (10 Points) By performing the Blood Healing Ritual backwards, you rot the blood covering your weapon to an aged and poisoned ooze, causing your weapon to deal an additional die of acid damage with each strike for the next minute. When an enemy is hit by weapon augmented in this way they must succeed on a Constitution saving throw or receive an extra 1d6 damage.

Devastating Attack (12 Points) Channeling a large amount of your energy into one large swing, you make a single melee weapon attack. If this attack is successful, it is treated as a critical hit.

 

Blood Trance Effects
Points Held Effect
5 +1D6 to Damage Rolls
10 -1 to Attack Rolls, and +2D6 to Damage Rolls
15 -2 to Attack Rolls, +2D6 to Damage Rolls
20 -3 to Attack Rolls, +3D6 to Damage Rolls, and resistance to Necrotic Damage

Visceral Attack

 

The Visceral Attack is a staple of a Bloodrager's fighting style. By 6th level, you have mastered this deadly ability. Whenever you land a critical hit, you may choose to perform a Visceral Attack. This technique plunges a blood-drenched hand into the torso of the victim, piercing their body and channeling wicked blood into the wound. You expend any number of blood points and add that number to the damage of the attack as necrotic damage.

Additionally, you gain double your normal number of blood points for this attack when you use this ability. You gain these points after the attack, and cannot contribute them toward the damage of this ability.
Once used, this feature can't be used again until you
finish a short or long rest.

Bloodcurdle

At 6th level, drawing upon a pure, inhuman, blood-fuelled rage, you may let out a terrible battle cry, curdling the blood of your opponents with a primal fear.

As an action while raging on your turn, you can spend 10 blood points to force all hostile creatures within 30 feet of you to make a Wisdom saving throw, becoming feared for 1 minute on a failed save. Feared enemies will use their full movement to get as far from you as possible and avoid attack if at all possible. They will not move into obviously hazardous
terrain such as traps.

A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.

Sanguine Sense

 

By 10th level, you are beginning to be accustomed to the corrosive nature of your fury, taking on aspects of your tainted blood as an integral part of yourself.

You can smell blood within a range of 300 feet from you as long as there is some feasible path along which its scent can travel. You know what direction it originates from, how far it is from you, and if it is the blood of a beast or a humanoid.

Your blood also functions as an implement of corrosion integral to your fighting ability. While raging, you gain resistance to acid damage.

Blood Rage

 

By 14th level, the true magnitude of your bloodlust can lie dormant normally, but may rear its ugly head when faced with true danger. When you take damage that would leave you with 0 hit points while raging, you can choose to expend all of your current blood points to instead be reduced to 1 hit point and enter a Blood Rage.

The Blood Rage is an almost-uncontrollable state of the blood trance that consumes your body in one final push towards survival. Use of this ability wracks your body and mind for days after its use, but it may ensure that you yet live to see those days.

While in a Blood Rage, your movement speed is increased by 10 feet, you gain a + 4 bonus to damage rolls. You are also immune to being charmed, and your intelligence score is treated as 1 for the purposes of spell effects, such as those of detect thoughts.

Whenever you would be reduced to 0 hit points while blood-raging, you instead make a DC 15 Constitution saving throw, ignoring the damage on a successful save, but being reduced to 0 hit points and suffering one failed death saving throw on a failure. Each time this Constitution saving throw is made successfully, the DC of the next increases by 1.

A Blood Rage ends only when there are no living hostile creatures visible or audible to you. If a Blood Rage ends in this way, you suffer two levels of exhaustion, but remain conscious. Once used, this feature cannot be used again until you finish a long rest.

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