Path of the Bloodrager (5e Subclass)
From D&D Wiki
Some who feel the call of battle feel their blood quicken as they take hold of their weapons, and are neigh on unstoppable vanguards of battle.
- Bloodied Rage
Beginning at third level when you choose this path. Anytime you are raging and are reduced to or begin your rage at half your maximum hit points or fewer, you gain temporary hit points equal to your Barbarian level + your Constitution modifier. You may only benefit from this once per rage.
- Quickened Blood
- Beginning at 6th level, while raging, you may take a bonus action during each of your turns to heal one hit point. You may also take an action to gain a number of temporary hit points equal to your Constitution modifier. If you use your action this way your rage does not end due to you not taking a hostile action. You may only benefit from this ability once per turn.
- Beginning at 10th level, while raging, any time you reduce a creature to 0 hit points or score a critical hit, you gain temporary hit points equal to your Constitution modifier. You may benefit from this more than once per turn.
- Beginning at 14th level, the amount healed as a bonus action equals your Constitution modifier, and equal to your Barbarian level if used as an action.
- Strength of Blood
Beginning at 10th level your blood becomes stronger, making you immune to disease and Poison.
- Bloodied Champion
Beginning at 14th level, whenever you reduce a creature to 0 hit points or score a critical hit against a creature that has blood you may take another action and move up to half of your speed. This ability may only be used once per turn. You may only benefit from this ability if you have half your maximum hit points or fewer.