My Documents
Become a Patron!
# Path of the Bloody Haze ## Primal Paths ### Path of the Bloody Haze Warriors fueled with blood lust and rage are a rather common sight on many battlefields. But unique among them are those whose blood truly boils with their fury, releasing from their pores in a red mist. Those who have borne witness to these bloody hazes recount tales of fighters on both sides losing their minds, and attacking friends and foes alike, while the source of the red mist mopped up survivors. ##### Path of the Bloody Haze Features | Barbarian Level | Feature | |:---:|:------:| | 3 | Blood Haze | | 6 | Haze Frenzy | | 10 | | 14 | #### Blood Haze Starting when you pick this primal path at 3rd level, your blood is stirred to a boil when you rage and escapes your body through your pores as a red mist. The mist extends in a 10 ft. radius around you in every direction and can go around corners. Any creatures caught in the mist are affected by your rage, as your blood mixes with the air and enters their body. Whenever a creature starts their turn or enters the mist on their turn, they make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save the creature is Poisoned for 1 minute as the blood haze begins to mess with their mind and tries to stir them into a frenzy. On a successful save, the creature is immune to the effects of your blood haze until your rage ends. A poisoned creature may repeat the saving throw at the end of their subsequent turns, ending the effect on a success. Creatures make the repeat saving throw at disadvantage if they are within the mist. \columnbreak #### Haze Frenzy Starting at 6th level, your blood haze's ability to pull others into your rage and cloud their mind grows stronger. When a creature poisoned by your Blood Haze feature starts its turn in your mist, they roll a d10 to determine the action they take on their turn as described in the table below. | d10 | Behavior | |:---:|:-----------:| | 1 | The creature uses all its Movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. It then uses its action to make a melee attack against a random creature within its reach. If no creature is within reach it takes no action this turn. | | 2-5 | The creature uses its action to make a melee attack against a random creature within its reach. If no creature is within its reach it does nothing this turn. | | 6-9 | The creature takes no actions this turn, but may move as normal. | | 10 | The creature can act and move normally. | #### Spreading Fury At 10th level, you have gained an understanding of the properties in your blood that fuel your haze's frenzying effects and how to shield your allies from losing themselves to its influence. When you rage, a number of creatures of your choice equal to your Constitution modifier gain immunity to the effects of your Blood Haze feature. Additionally, these creatures can instead add the bonus damage from your Rage feature to the damage rolls of melee attacks as long as they are within the radius of your Blood Haze feature. #### Crimson Savagery At 14th level, your blood boils and fumes from your skin in greater ferocity. The radius of your Blood Haze feature expands to 30 feet. Additionally, your weapon attacks while raging deal one additional damage die and have their damage type changed to necrotic damage as your haze begins to draw the blood from the wounds of your enemies.