Credit: Steve Argyle

Path of the Bloodweaver

You are a barbarian of the Path of the Bloodweaver- a creature who has magic literally coursing through their veins. Originally created by anti-magic cults and religious sects to combat the ever-growing power of wizards and other arcane practitioners, Bloddweavers harness their magically mutated bodies that drawing them closer to the Weave, granting them incredible powers over the forces they are tied to. With a mission in mind, the first mage-hunters were set free upon the world, aiming to extinguish any mage too powerful using brute force and dark magical practices. And so, the mage hunters known as Bloodweavers were born.

Bloodletting Magic


When you choose this subclass at 3rd level, you have trained in specific rites that allow you to conjure destructive magic, at the cost of your own vitality. You can now cast spells while raging. You still cannot concentrate on a spell while raging.

  • Cantrips. You learn 2 cantrips from the sorcerer spell list, and an additional cantrip from the sorcerer spell list at 10th level.
  • Blood Magic. Instead of spell slots, you cast spells by draining yourself of your own internal arcane reservoir. When casting a spell, you take necrotic damage equal to 5 times the level of the spell (cantrips are a 0 level spell), and your hit point maximum reduces by the same amount. This damage cannot be negated or reduced in any way, and the reduction lasts until the end of your next short or long rest.
  • Spells known of first level or higher. You learn 3 1st level spells of your choice from the sorcerer spell list. 2 of these spells must be from the evocation or transmutation lists (you can choose a mixture of both). The maximum spell level column of the Bloodletting magic table shows the highest level of spell that you can learn and cast your spells at. For example, a 6th level Bloodweaver knows 4 first level spells, and can only cast them at 1st level. When they reach 7th level, the Bloodweaver can now cast their spells at both 1st and 2nd level, and can learn 2nd level spells. You can only learn evocation and transmutation spells from the sorcerer spell list, except for 8th, 14th and 20th, which can be from any school of magic. Whenever you gain a level in this class, you can choose to swap out one spell you know for another spell, which can be of any level. It must still be a transmutation or evocation spell, unless you chose to swap a spell from a different school.
  • Spellcasting ability. Constitution is your spellcasting ability for your spells, due to the biological nature of your magic. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Bloodletting Magic table
Barbarian level Cantrips Known Spells Known Maximum Spell level
3rd 2 3 1
4th 2 4 1
5th 2 4 1
6th 2 4 1
7th 2 5 2
8th 2 6 2
9th 2 6 2
10th 3 7 3
11th 3 8 3
12th 3 8 3
13th 3 9 3
14th 3 10 4
15th 3 10 4
16th 3 11 4
17th 3 11 4
18th 3 12 5
19th 3 12 5
20th 3 13 5

Mage Flayer


Also at 3rd level, the experiments you have been subjected to have heightened your sensitivity to magic, allowing your body to instantly prepare for any arcane assaults. When a spell is cast within 30 feet of you, you can use your reaction to go into a rage.


Occult Adaptation

When you reach 7th level, your mutated body has adapted to the effects of the arcane. While raging, you have advantage on all saving throws against magic.`

Also while raging, instead of casting a spell, you can use an action on your turn to expel some of the magical energy that has suffused itself through you to heal your wounds, healing 1d12+your constitution modifier. When you do so, you cannot cast a spell until the end of your next turn, or use this feature again, as your body replenishes the lost arcane energy.

Spellsapper

As of 10th level, you have found yourself able to absorb certain magical essences and transform them into more fodder for your own attacks. When you are hit with a spell that does damage, you can use your reaction to halve the damage taken. Your next attack that hits deals half of the damage you took (so a quarter of the total damage) to the target of your strike, along with any other damage from the attack. You can use this effect a number of times equal to your constitution modifier (minimum of once).

Sentinel of the Weave

At 10th level, your eyes have adjusted to the trail that magic leaves, subjecting you to the effect of the Detect Magic spell constantly. In an area of antimagic, this ability ceases to function until you leave the area.

Mindbreaker

Finally at 14th level, you have learnt to rend the minds from your foes to leave their magic ineffective. When you hit an aberration, celestial, construct, dragon, elemental, fey, fiend or undead, or a creature that can cast a spell, with an attack, you can force the creature to make a Constitution saving throw against your spell save DC. On a failed save, the creature takes damage as they normally would, but also has one mental ability score of your choice (Intelligence, Wisdom or Charisma) reduced by 1, while one physical score of your choice (Strength, Dexterity, Constitution) is increased by 1. If this reduces the creature’s ability score to 0, they die. This reduction lasts until the end of the creature’s next long rest, as does the increase in your ability. You cannot exceed 30 with this ability. If the creature dies in a way other than this reduction, you lose any ability score increase from this ability pertaining to that creature.

Credits: Made with The Homebrewery. The Path of the Bloodweaver is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Credit: Svetlin Velinov