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    Barbarian Path: Path of the Blood Shaman
    Not every barbarian feels the need to strike down every foe they encounter in a wild rage. In many tribes, the gift of rage is seen as a sign of worthiness to lead, and young barbarians are groomed as spiritual guardians of their fellows. From these traditions come the blood shamans, who mix strange ritual magics with the intense bloodlust of rage into something which is neither.

    Starting when you begin following this path at 3rd level, your Unarmored Defense ability improves as you mark yourself with powerful spiritual sigils. You now may use Wisdom instead of Dexterity when calculating your Unarmored Defense.

    Blood Rites
    When you choose this path at 3rd level, you learn rites that are fueled by special dice called blood dice.

    Rites Blood Shamans practice a form of magic which is neither spellcasting nor ritual, but instead somewhere in between. At 3rd level when you start this path, you learn the Vital Blood rite, and two additional rites of your choice. You learn an extra rite of your choice at 6th, 10th, and 14th level. When you learn a new rite, you may also swap out a rite you know other than Vital Blood, learning a new rite in its place. Unlike spellcasting, you can still use rites during a rage.
    Blood Dice At 3rd level when you take this path, you gain a number of blood dice, which are used to power your rites. You have one blood die for every hit die you have, and they are the same size. Blood dice are consumed whenever you use one of your rites, and recovered at the same rate as hit dice (one third of your maximum per long rest). Unlike hit dice, you do not add your Constitution modifier when rolling a blood die.
    Saving Throws Some of your rites require your target to make a saving throw. The saving throw DC is calculated as follows: 8 + your proficiency bonus + your Wisdom modifier.

    Spiritual Wellness
    At 6th level, when you or an ally you can see and hear spends a hit die to regain hit points during a short rest, you can spend one of your blood dice to improve that healing. Roll the blood die and add your constitution modifier. The ally gains health equal to the greater of your blood die's results and their own hit die's results, and gains the lesser result as temporary hit points. You may only use this ability once per ally per short rest.

    Potent Blood
    At 10th level, whenever you must roll a blood die during a rage, you may add your rage damage bonus to that blood die, in addition to any other bonuses added. If you already add your rage bonus damage to a die (as with Blood Bolt during a rage), you instead add twice your rage damage bonus to the die.

    Eternal Blood
    At 14th level, you now regain all blood dice whenever you complete a long rest.


    • Vital Blood. With a primal word, your allies regain vitality. As an action, choose an ally within 30 feet and spend a blood die. That ally regains hit points equal to the result of the blood die plus your Wisdom modifier.
    • Blood Bolt. The spirits' energies shape into a lance of blood-like energy. When you take the Attack action on your turn, you may forgo one of the attacks to hurl a bolt of energy at an enemy within 60 feet. Spend a blood die and make a ranged spell attack using Wisdom as your spellcasting ability score. If the attack hits, the target takes damage equal to the result of your blood die. This attack can be used during a rage, and benefits from your rage bonus damage as though it were a strength-based melee weapon.
    • Bloodlust. Your allies don't understand rage like you do, but with this rite, they can get close. When you enter a rage on your turn, you may spend any number of blood dice. For each die spent, one ally of your choice begins the rage alongside you and gains temporary hit points equal to half the result of the blood die (minimum 1). Allies affected by this ability gain the normal benefits of a rage as if they were a barbarian of your level. In addition to their rage ending early if they do not attack an enemy or suffer an attack, their rage immediately ends if the temporary hit points granted by this rite are depleted. You must be at least 10th level to take this rite.
    • Spellbreaker. The spirits serve as guardians against hostile magic. Whenever you or an ally within 30 feet of you must make a saving throw against a spell cast by a target you can see, you may use your reaction to spend a blood die. Add the result of the die to the saving throw rolled.
    • Blood Surge. When an ally within 30 feet casts a spell that deals damage, you can choose to use your reaction and spend a blood die to increase the damage dealt by that attack by the result.
    • Weapon Surge. When an ally within 30 feet takes the Attack action during their turn, you can choose to use your reaction and spend a blood die to allow them to make an extra attack as a bonus action. If their extra attack hits, they may use the result of the blood die in place of the damage rolled, if they wish.
    • Armor Surge. When an ally within 30 feet is targeted by an attack, you can choose to use your reaction and spend a blood die to grant them temporary hit points until the start of your next turn equal to the result.
    • Tides of Blood You must spend two blood dice to activate this ability. As an action, you release a wave of crimson energy. You and every creature within 10 feet of you must make a Constitution saving throw. On a failed save, they take damage equal to the largest die result rolled. On a successful save, they instead take damage equal to the smallest die result rolled. You can choose to spend additional blood dice on this rite. If you use 4 dice instead of two, targets take damage equal to the two largest dice on a failed save. If you use six, targets take damage equal to the three largest on a failed save and the two smallest on a successful save. You have advantage saves against your own Tides of Blood rites.
    • Hexxing Strike When you deal damage with a weapon attack or the Blood Bolt rite, you may use your reaction and spend a blood die to hex your target. They must make a Constitution saving throw. On a failed save, their movement speed is halved and the next weapon attack against them has advantage. If the attack hits, it deals additional damage equal to the result of your blood die. This effect ends at the beginning of your next turn.

    WIP: Still need to come up with a few more blood rites for this guy. Might need to tweak down the number/size of blood dice given how large they are compared to bardic inspiration/superiority dice at low levels.
    Last edited by MoleMage; 2018-09-12 at 11:00 PM.
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