Path of Blood
The Path of Blood teaches a barbarian to harness the innate power of blood, the essential conduit of life-force in mortal creatures. Such barbarians use their own blood, as well as the blood of their foes, to channel incredible destructive power. Deities and societies who partake in blood sacrifices often attract these barbarians.
Level 3: Bloodwork
Your firsthand experience with the workings of blood and flesh allow you to assess a creature’s vitality in an instant. You gain proficiency in the Medicine skill. In addition, you can use a bonus action on each of your turns to choose a creature you can see and make a DC 10 Wisdom (Medicine) check. On a success, you learn that creature’s current and maximum hit points.Level 3: Carnage
When you use your Reckless Attack feature while raging, you can choose to bleed yourself to enhance your attacks. You lose hit points equal to your Constitution modifier (minimum 1), and each weapon attack you make on this turn deals extra damage equal to 1 + your Constitution modifier.
Level 6: Scarification
The rituals of bleeding have toughened your body. When you roll a Hit Die to regain hit points, you use the highest number possible for the die.
Additionally, your hit point maximum can’t be reduced.
Level 10: Bloodseeker
You gain a keen sense for the presence of fresh blood, and the ability to seek out its source. You have advantage on Wisdom (Perception) checks and Wisdom (Survival) checks to detect or track creatures that do not have all of their hit points.
In addition, you can pursue wounded enemies with fluid grace. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.
Level 14: Intrinsic Power
You can absorb the power contained in the blood of your fallen foes. As an action, you can absorb the latent mystical power within the blood of a creature within 5 feet who has died within the last 10 minutes. You gain a different benefit based on the creature type of the corpse:
Aberration or Fey. You have advantage on saving throws to avoid being charmed, frightened, or stunned. You gain resistance to psychic damage.
Beast or Monstrosity. Your base walking speed increases by 15 feet, and you have climbing and swimming speeds equal to your walking speed. You have advantage on Constitution saving throws.
Celestial or Fiend. You gain resistance to fire, poison, radiant, and necrotic damage.
Dragon. You can cast the speak with animals and dragon’s breath XGE spells at will, as if you had used a 5th level spell slot. You can cast and concentrate on these spells even while raging.
Giant or Humanoid. Your Carnage feature deals twice as much damage.
This benefit lasts for 24 hours or until you use this feature again. This feature doesn’t work on corpses that lack blood, including those of constructs, elementals, oozes, plants, and undead.
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