The Path of the Sanguine

Some barbarians use themselves as the fuel behind the fire of their Rage, rather than drawing on the power of their ancestors or tribal magics. The Path of the Sanguine is one fed by blood. Those that choose this path ensure that their enemies are stuck down, by whatever means.

Empowered Blood

When you choose this path at 3rd level, you gain the ability to manipulate your own life force to gain power in combat. During your Rage, you can choose to expend one of your remaining hit dice as a bonus action for one of two effects:

Make an additional attack as part of your attack action, this attack is made with advantage.

Roll an additional damage die for your weapon on your next hit, this damage is necrotic.

You also unlock a well of power called Blood Runes and have a maximum number of Blood Runes equal to your Constitution modifier. Whenever you are hit with a weapon attack, 1 Blood Rune will etch itself onto a currently equipped weapon of your choice, and as long as you weild that weapon, you can utilize the power of these runes. The runes will fade away after 1 minute if they are not used.

The Blood Rune skills are listed at the end of the class description.

Hemophobia

At 6th level, you may use your attack action against yourself to gain a terrifying presence in battle. All enemies within 30 feet that can see you must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or become Frightened of you until for 1 minute, and any attacks you make against an enemy Frightened in this way are made with advantage.

An enemy can only be Frightened by Hemophobia once per day.

Living Sacrifice

Beginning at 10th level, you can use your reaction to intercept an enemy attack that requires a roll to hit by expending one of your remaining hit dice.

If you choose to interecept an attack in this way, you can move up to 15 feet towards an enemy to take the attack instead of your ally (you must be within melee range of the enemy making the attack after this movement), and all damage is redirected to you.

Roll the hit dice expended and reduce the damage taken by that amount, with any additional points rolled by you being taken as healing.

Blood Boil

At 14th level, you gain the ability to push your own body far beyond what is naturally possible, entering a state of unmatched physical power. During a Rage, and using your action, you can cause your blood to boil, granting you the effects of the Haste spell for a number of rounds equal to your Constitution modifier.

When the effect ends, you suffer 1 point of exhaustion, and are considered Incapacitated for one round.

Blood Runes When Blood Runes are unlocked at 3rd level, you gain access to the following list of abilities: Blood For Blood - Expend any number of Blood Runes to empower the damage of your next attack, dealing an additional 1d8 necrotic damage per Blood Rune used. You take 1d4 necrotic damage in return for each Blood Rune spent.

Asphyxiation - As an action, expend 2 Blood Runes and force an enemy to make a Constituition saving throw (DC 8 + your proficiency bonus + your Constitution modifier), or suffer 1 point of Exhaustion.

Crimson Shield - Using your Reaction, expend any number of Blood Runes to immediately deal necrotic damage equal to 5 per Blood Rune used to yourself, granting that same number of temporary hit points to an ally within 30 feet. These temporary hit points last for up to 1 minute.

- Using your Reaction, expend any number of Blood Runes to immediately deal necrotic damage equal to 5 per Blood Rune used to yourself, granting that same number of temporary hit points to an ally within 30 feet. These temporary hit points last for up to 1 minute. Sanguine Pool - As an action, expend any number of Blood Runes to cause blood to well up from the ground, making the area difficult terrain, and causing any creature that travels through the area to take 1d4 necrotic damage per 5 feet of movement.

- As an action, expend any number of Blood Runes to cause blood to well up from the ground, making the area difficult terrain, and causing any creature that travels through the area to take 1d4 necrotic damage per 5 feet of movement. The Casting Range is 30 feet and the Area of effect is a 5 foot radius circle, expanding by 5 feet for each additional Blood Rune spent.

Transfusion - When making a weapon attack, you can declare it to be a Transfusing Strike before making the attack. A Transfusing Strike costs 1 Blood Rune, and if the attack is a critical hit or brings the enemy to 0 HP, you regain 1 of your spent hit dice.

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