Path of the crimson blood (5e Subclass)

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Path of The Crimson Blood[edit]

Primal Path

Barbarians who follow the path of blood use their rage to fuel an ancient form of blood magic, rending themselves to craft weapons made out of the crimson ichor, consuming the blood of their enemies to supply their own vitality and becoming bringers of a bloodstained death. It is not uncommon for these barbarians to serve as guardians of hemomancers or templars in service of a blood god.

Crimson bloodlust

3rd-level Path of the Crimson Sickle feature When you enter a rage, your veins pulse with cursed energy, forming Crimson Sickles—twin curved weapons made of your own blood. These sickles count as melee weapons with the light, finesse, and thrown (30/60 ft.) properties, dealing 1d8 slashing damage on a hit. You can summon these sickles as a free action while raging, and they vanish when your rage ends.

Additionally, while raging, you gain the following benefits: • Flying Blood Sickles – Whenever you take damage, you can use your reaction to hurl a Crimson Sickle at a creature within 30 feet. The target must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take slashing damage equal to your Rage damage die + your Constitution modifier. • Your melee attacks with Crimson Sickles deal bonus necrotic damage equal to your Rage damage bonus.

Rampant Arc Rampage

6th-level Path of the Crimson Sickle feature You become a whirlwind of slashes, sending waves of cutting energy outward. As an action, you unleash a Rampant Arc Rampage, striking all enemies in a 15-foot cone. Each creature in the area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier), taking damage equal to two rolls of your Rage damage die + your Constitution modifier on a failed save (half on success).

Additionally, whenever you land a critical hit, you regain hit points equal to your Constitution modifier (minimum 1).

Rotating Circular Slashes

10th-level Path of the Crimson Sickle feature Your blood-fueled strikes carve through multiple enemies at once. When you take the Attack action, you can forgo one of your attacks to spin into a Rotating Circular Slash: • Every creature within 10 feet of you must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take slashing damage equal to your Strength modifier + your Rage damage die. • If you hit two or more creatures, you can use your Flying Blood Sickles feature without expending your reaction.

Additionally, you gain resistance to necrotic damage, and whenever you reduce a creature to 0 HP, your next attack that turn has advantage.

Crimson Death Spiral

14th-level Path of the Crimson Sickle feature You unleash a final, blood-soaked rampage, slicing through the battlefield in a crimson whirlwind. As an action, you enter a Crimson Death Spiral, lasting 1 minute or until you are incapacitated. While active, you gain the following benefits: • You can use Flying Blood Sickles after every attack instead of only as a reaction. • When you activate Rotating Circular Slashes, you can expand its range to 15 feet. • If you hit the same creature with at least three attacks in a single turn, they must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take an additional 6d10 necrotic damage.

You can use this feature once per long rest.

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