Path of the Blood Rager

Blood Ragers embrace the chaos of battle with devotion. They see blood as sacred, each scar as a symbol of triumph, and pain as a means to ascend into a violent ecstasy.

Level 3: Blood Offering

Once per long rest, when you receive healing, you can choose to regain an additional 1d12 hit points. This bonus increases to 2d12 at 6th level, 3d12 at 12th level, and 4d12 at 17th level.

You can also choose to convert any healing you receive into temporary hit points.

Level 3: Bloodrage

When you enter your rage, you also enter a state of blood-fueled transformation that intensifies as your vitality wanes. Your bloodrage grants the following benefits depending on your current hit points:

Bloodlust. While your hit points are above half your maximum, attack rolls you make against bloodied creatures are made with advantage.

Crimson Fever. While your hit points are at or below half your maximum (rounded up), you reduce bludgeoning, piercing, and slashing damage you take by an amount equal to your Constitution modifier. This reduction is applied after resistances.

Velvet Frenzy. While your hit points are at or below 1/4th of your maximum (rounded up), you gain a bonus to your melee attack and damage rolls equal to your rage damage bonus.

Level 6: Sanguine Vigor

As a bonus action, you can roll a number of d12s up to your hit dice maximum. You take force damage equal to the total rolled (this damage cannot be reduced), and gain an equal amount of temporary hit points.

Additionally, while benefitting from Velvet Frenzy, you have resistance to all damage types, and you can also add your Constitution modifier to Intelligence, Wisdom and Charisma saving throws.

Level 10: Cry for Blood

While raging, when you hit a creature with a melee weapon or unarmed strike, you can regain hit points equal to your proficiency bonus. You can use this feature once per turn.

Additionally, while benefiting from Crimson Fever, your weapon and unarmed strikes bypass resistance to nonmagical bludgeoning, piercing, and slashing damage.

Level 14: Unquenchable Fury

When you enter Velvet Frenzy, you can choose to ignite your wrath into an unstoppable state. When you do, you gain the following benefits:

  • You have resistance to all damage types.
  • You can make one additional weapon attack as part of the Attack action on each of your turns.
  • Whenever you receive healing and roll to determine the amount of healing you receive, you instead regain the maximum amount possible.

This state lasts as long as you remain in Velvet Frenzy. If your current hit points are above the threshold, the effect is suspended until you re-enter Velvet Frenzy. The state ends early if your rage ends.

Once you use this feature, you can’t use it again until you finish a long rest.