Devouring Rage
Starting when you choose this path at 3rd level, your
thirst for blood channels the life-force of your foes to
sustain you. When you're raging and below half of your
hit point maximum, at the start of your turn you can enter
a devouring rage by expending any number of Hit Dice
as a bonus action. For the duration of your rage, your
weapons become magical for the purpose of overcoming
damage resistances and immunities, and on a hit, you
regain a number of hit points equal to 1 plus the number
of Hit Dice you spent. On a critical hit, you restore twice
that amount of hit points.
Your target must have blood in order for you to regain
hit points from an attack.
At the beginning of each turn, if you haven’t
hit a hostile creature since your last turn,
you suffer damage equal to the number
you would regain on a hit but retain your
devouring rage and its features.
Your devouring rage ends once you
reach your hit point maximum or you exit
your Rage whichever happens first.
Sanguine Scent
Also at 3rd level, your senses become
preternaturally attuned to the scent of
blood. As an action on your turn, you can
draw a deep breath to immediately track
the scent of creatures around you. For
the next 10 minutes, you're able to
smell the approximate number of living
creatures within 60 feet of you. You
can differentiate the type but not the
identity of any specific creature.
If you know the creature you're looking for and have
access to one of its possessions, you can focus solely
on that target. While focused, you can’t use this feature
to detect any other creature but your quarry. When you
would make a Wisdom (Survival) check to track your
quarry, the creature instead makes a Wisdom saving
throw with a DC equal to 8 + your proficiency bonus +
your Constitution modifier. On a failure, you learn the
direction and approximate distance to that creature,
and are able to follow its scent even through terrain that
would normally cover its scent, like running water.
You can use this feature a number of times equal to
1 + your Constitution modifier. When you finish a long
rest, you regain all expended uses. You must be able to
breathe in order to use this feature.
Blood Hound
When you reach 6th level, your mystic connection to blood
has honed your sense of smell to mythic proportions. The
range of your Sanguine Scent is increased to 120 feet and
you no longer need access to a creature’s possessions to
track it if you have spent at least 5 minutes within 30 feet
of your target within the last 24 hours.
Additionally, you can spend 1 Hit Die to learn the exact
number and general location of creatures in the area or,
when focused on a single target, impose disadvantage on
your target’s saving throw against being tracked by you
and the range of your tracking ability becomes 5 miles for
that creature.
Blood of the Pack
At 10th level, your wild blood fury is tempered by the
bond you share with your allies. While your current hit
point total is at least half of your hit point maximum,
you can expend any number of Hit Dice as an action to
heal an equal number living creatures other than you
within 10 feet of you. On your turn, roll 1 Hit Die for
each creature you target with this feature. The creature
regains a number of hit points equal to the result +
your Constitution modifier (minimum of 1). Repeat the
process for each creature you choose. Once you use this
feature, you suffer one level of exhaustion and can’t use
this feature again until you have finished a long rest.
Sanguine Clarity
Starting at 14th level, your rage becomes focused and
precise, rather than wild and wrathful. When you enter
a rage, you can expend up to 3 Hit Dice to increase the
critical range of your attack rolls for the duration of your
rage. For example, if you expend 2 Hit Dice, your weapon
attacks score a critical hit on a roll of 18–20.
If you already score a critical hit on a roll lower than 20
due to other class features or effects, this feature allows
you to expand your critical range even further.
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