Primal Path - Path of the Bloodletter


All barbarians thrive in the thick of battle, but those who dedicate themselves to the path of the bloodletter don't just thrive, they feed. These barbarians live for the pain of striking and being struck in turn, turning pain into life, and drawing their enemies to strike them in turn.

Blood for Blood

Whenever you deal damage with an attack, you gain temporary hit points equal to your rage damage bonus. While your Rage is active, you can choose to regain normal hit points instead of temporary hit points.

This effect doubles in strength while you are below half health.

From 9th level, any damage added to an attack by your Brutal Critical feature also increases the temporary and normal hit points of Blood for Blood.

Bloodscent

Also from 3rd level you have advantage on any Survival ability checks to track or detect creatures. In addition, whenever you taste or smell blood, you can make a Survival check against the creature's CR or character level. If you succeed, you know the creature's type/species, their age, how long ago the blood was shed, and their CR/character level.

Bloodbath

From 6th level whenever you deal damage with an attack you gain a stack of Bloodbath, up to a maximum number of stacks equal to your proficiency bonus. You can expend three stacks either as part of an Attack action or an Opportunity Attack to immediately make another attack. This additional attack, if it hits, does not grant a Bloodbath stack, nor does it apply your ability modifier to the damage roll.

Hitting a creature with a Bloodbath attack forces it to make a Wisdom saving throw (DC8 + your proficiency bonus + your strength modifier). Should they fail, their speeds are halved, and they are forced to target you with their hostilities, to the exclusion of other creatures.

You lose any accumulated Bloodbath stacks on completion of a short or long rest.

Blood Fuelled Rampage

From 10th level while you are enraged and above half hit points, you add your Rage damage bonus to your attack rolls and ability checks. While you are enraged and below half hit points, you add it to your saving throws, and half as much to your armour class.

You gain half the above effects while you are not enraged.

In addition, reducing a creature of CR1/8 or higher to 0 hit points or killing it immediately grants you three stacks of Bloodbath and satisfies your food and drink requirements for one day as you gorge your soul on the kill.

Focus of Blood

From 14th level you can enter into a special trance that robs you of your focus, and the enemy's in turn. When you use this, you can no longer choose your movement or actions. Instead, you must close to the nearest enemy creature and attack it until it is dead, before continuing on to the next nearest foe, and repeating until the end of battle. You may still choose when to use your Bloodbath attacks.

While in your Focus of Blood state, you have advantage on any ability checks or saving throws that would hinder your ability to attack - including (but not limited to) Frightened, Charmed, Poisoned, Restrained, Paralyzed, Stunned, or spells such as Slow or Web. This does not apply to spells that solely deal damage, such as Fireball or abilities that push or knock you prone. 0 In turn, each enemy that starts their turn within 30ft and can see you must make a Wisdom saving throw (DC8 + your proficiency bonus + your strength modifier) or be forced to target you exclusively with their hostilities (whether it sn attack, spell, or something else) until the end of that turn. They also cannot move more than 30ft away from you during that turn.

Focus of Blood can be activated as a bonus action, or as part of the bonus action used to activate Rage, but it can only be used while you are Enraged.

It lasts for one minute or until all your foes are dead. In order to end it early, you must use your bonus action and succeed on a Wisdom saving throw of your own, with the above DC. Failing on the save means Focus of Blood continues.