Path of Hemomancy (5e Subclass)
Path of Hemomancy[edit]
Barbarian Subclass
K’renghe, or Blood Witch in Orcish, blood-rage barbarians have a deeper and more profound connection with the world of spirits than others of their ilk. Attempts to harm them come back to you in a twisted parody of combat. Some of these feared masters of ritual even use their own bodies as foci and intentionally scar themselves to hurt others they otherwise couldn't reach.
- Unwilling Bond
When you select this path at 3rd level, your rage manifests as a blood rage instead. When you take damage from a damage type you have resistance to, you gain 1d6 damage to your first damage roll within the next minute. Extra damage gained from this feature does not stack. The damage type is one type that was resisted or a damage type you could already do (your choice). If the source is magical, the extra damage from this ability is also considered magical. At 5th level, you can apply it to all attacks you make in a round. The damage increases to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
While blood-raging, you can replace one attack in a standard action injure yourself with a ritual knife once as part of an attack action. If you do, roll a DC 15 constitution save to half the damage your take from that attack. One enemy of your choice within 30ft must succeed on a Constitution saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or take the full damage of the attack as if they were the target, or half on a successful save. This counts as a melee weapon attack against yourself and a ranged weapon attack against that target.
While blood-raging, instead of gaining bonus rage damage to your attacks, enemies attacking you within 10ft take an amount of psychic damage equal to your bonus rage damage.
- Ritual Sacrifice
Beginning at 6th level, you can perform ritual spells. You may perform a ritual spell at its normal casting time, but at the cost of 4 damage per spell level. Damage taken this way cannot be healed except by a short or long rest. You can perform ritual spells up to 3rd-level spells. For every two levels in this class after this point, you can perform ritual spells of one spell level higher.
If a non-ritual spell has a normal casting time of 10 minutes or longer, you can treat it as a ritual spell, but must spend six times as long performing the ritual. You cannot eat or drink while performing a ritual in this way.
- Disturbing Mind
At 10th level you gain resistance to psychic damage and if any creature attempts to read your mind or communicate telepathically with you, they must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or become frightened of you until the end of your next turn.
- Wretched Gratification
At 14th level, the sheer insanity of scarring yourself is too much for some to witness. Your Unwilling Bond range increases to 60ft. When using the Unwilling Bond feature, you may replace any number of attacks you may make against an enemy with an attack against yourself. When you damage yourself to attack an enemy, one enemy within 60ft of you that can see you must make a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or attack themselves or one of their allies.
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