Path of the Reaver

The sadomasochistic barbarians who follow the Path of the Reaver draw great power by reveling in blood and pain. They eagerly take blows that would fell a normal person to empower their own fury to new heights. Whereas a berserker ignores their pain -- a reaver lives for it.

This a no mundane ability, however, as it stems from blood magic. This not only allows turning pain into power, but consuming the life essence of foes to sustain themselves or mentally sharing the experience of suffering with others. One way to become a reaver is to participate in a blood ritual that requires drinking the blood of a dragon while invoking the name of an ancient and powerful demon.

Reaving Rage

Starting at 3rd level, the closer you are to death, the more ferocious your attacks become. When you are below one half your maximum hit points, your bonus rage damage is doubled.

Blood Scent

Also at 3rd level, you gain a supernatural ability to track the scent of blood. You can smell the presence of blood up to a mile away and accurately pinpoint the direction it comes from. You can identify the severity of injury and species of the creature if you have previously encountered its blood scent.

The Ring of Carnage

By 6th level, you gain the ability to magically mark a section of the battlefield with a crimson mist where foes have a hard time fighting anyone but you.

As an action, you can create a 10 foot radius Ring of Carnage centered on yourself. While you stand in the ring, damage dealt to a non-hostile creature within the ring is reduced by half (rounded up) and you take psychic damage equal to the reduced damage. This damage can't be reduced or prevented. The blood mists the make up the ring dissipate after 1 minute. You may only have one Ring of Carnage at a time.

The Ring of Carnage does not move with you, but can be moved to your current location as an action. You may dismiss the ring as a bonus action.

Devour Essence

Beginning at 10th level, you can absorb a portion the life force from your slain enemies to sustain your onslaught. When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to the creatures Constitution modifier + your barbarian level (minimum of 1).

Pain Spike

At 14th level, you can psychically share the pain you receive with those that have caused it. Whenever you are dealt damage by a creature, you can use your reaction and expend a use of your Rage to deal psychic damage equal to the damage dealt to you to the creature that harmed you. The creature makes a save equal to 8 + your constitution + your proficiency. It takes only half damage on a successful save.