Bloodrage
Starting when you select this path at 3rd level, you can choose to
ignite your blood with magical power during you rage. At the end
of each of your turns while raging, you can choose to take 1d4 +
half your barbarian level necrotic damage to release a burst of
necrotic energy. Each creature of your choice within 10 feet of
you takes necrotic damage equal to the necrotic damage you took.
The necrotic damage you take ignores resistance or immunity.
Scent of Death
At 6th level, you gain the ability to smell the scent of the injured
from up to a mile away, and accurately pinpoint the scent’s
direction. Once you get within 1000 feet of the source, you can
make a DC 15 Wisdom (Perception) check to determine its exact
identity. On a success, you know the exact identity of the creature
if you have encountered it before; otherwise you only determine
its type and the severity of its injury. Either way on a success, you
know the exact distance and direction to the injured creature. On
a failed check, you know that you failed the check and can’t make
another one for 1 hour.
Sanguine Visions
Starting at 10th level, touching spilled blood allows you to see the
circumstances under which the blood was spilled. As an action,
you can touch at least a drop of blood that has been spilled within
the last 48 hours. For the next 12 seconds, you become blind and
deaf to your own senses as your mind experiences the minute that
led to that blood being spilled, from the point of view of the one
whose blood was spilled.
Path of Destruction
Beginning at 14th level, whenever a creature within 10 feet of
you is reduced to 0 hit points while you’re raging, you can use
your reaction to move up to half your speed without provoking
opportunity attacks, and make a single melee weapon attack.
As part of the same reaction, you may also spend a hit die to
heal yourself. If you choose to do so, roll the die, add your
Constitution modifier, and regain a number of hit points equal to
the total (minimum of 1).
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