Barbarian: Sanguine Master in Realm of the Blind God | World Anvil
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Barbarian: Sanguine Master

Some Barbarians learn from the old arts of blood magic developed by the Northlanders. In Chevel, Sanguine Masters often become Blood Knights after becoming vampires. Manipulating their body, their rage is far more subdued and controlled than any other Barbarian. Sanguine Masters can also manipulate the bodies and minds of others around them, for boon or bane.  

Attitude Manipulation - 3rd

Sanguine Masters become more and more beautiful as their knowledge of hemocraft grows. This, coupled with the fact that you can manipulate the minds of creatures easier, makes you an able diplomat. When you meet a creature that can see you for the first time, you can choose to raise its attitude by one level towards you. For example, a hostile creature would regard you indifferently and an indifferent creature would regard you as an ally. If you leave for a while and come back, a creature will not be affected by this anymore and might be angry if they realize you manipulated them.  

Bodily Manipulation - 3rd

You can push your body to succeed where you otherwise would have failed. You gain a number of 1d6 hemocraft die equal to 1 + your Constitution modifier (minimum of 1). Whenever you miss an attack roll or fail an ability check or saving throw, you may expend a hemocraft die and add it to your roll, potentially changing its outcome.

You regain all hemocraft die when you finish a long rest. Additionally, you regain one hemocraft die if you make a critical hit or roll a natural 20 on a saving throw.

Finally, you may add your Constitution modifier to your Arcana skill checks.

Accelerated Healing - 6th

When you rage you may, as part of beginning your rage, spend a hemocraft die to heal yourself and your allies. Choose a number of creatures equal to your Constitution modifier (minimum of 1) within 30ft of you. These creatures receive temporary hit points equal to 1 + your Hemocraft die roll.

Hemocrafted Success - 6th

When you make an ability check, attack roll, or saving throw, you can choose to substitute your Barbarian level instead of what you rolled / will roll. You may do this after rolling your die, but before you know if it was successful or not.
Once you use this feature, you cannot use it again until after you have completed a long or short rest.

Tireless Hemocrafter - 10th

When you enter a rage or roll initiative and have no Hemocraft die remaining, you regain one expended hemocraft die.

Sanguine Ascendancy - 14th

Your ability to manipulate your own body's strength has allowed you to briefly accomplish feats of godlike strength. As a bonus action, you may expend one use of your rage to instead greatly increase your strength. Until the end of your next turn, your maximum Lift / Carry / Drag weight is quadrupled.
When you use this ability, you can expend hit dice to increase your strength even further. You may expend a number of Hit Dice equal to your Strength modifier. You may add 10 x your Strength score x the number of hit dice to your maximum Lift / Carry / Drag weight. Additionally, your movement speed is increased by 10ft per hit die you expend until the end of your next turn.

Additionally, your Hemocraft dies become 1d8's.

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