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## Path of the Slayer The Path of the Slayer is a barbarian path that embraces the savagery of battle. These warriors use their own blood to fuel attacks, tearing through enemies with ferocity. They absorb life force to fuel their rage and power. They are unstoppable in battle, fueled by blood and the life force of their enemies. ### Blood Arsenal Starting at 3rd level, you learn to manifest weapons from your own blood. you can create a versatile melee weapon that deals 1d10 (1d12 when used two-handed) damage plus your strength modifier. The damage type is whatever is most suitable from bludgeoning, piercing or slashing and the weapon is considered magical for the purpose of overcoming resistance and immunity to non-magical attack and lasts until you dismiss it.
When you create the blood weapon, you take 1d12 plus your barbarian level in necrotic damage that cannot be reduced. While raging, when you deal damage with your blood weapon, you regain hit points equal to your Constitution modifier (min 1) once per turn.
At 14th level, the healing increases to the full damage deal and your blood weapon now deals 2d12 force damage. ### Blood Bond At 6th level, you can mark enemies with your blood magic. When you hit a creature with your blood weapon while raging, you can mark it (no action required). You can have a number of marked creatures equal to your proficiency bonus at once. When you hit a marked creature with your blood weapon, you deal an additional 2d6 necrotic damage increased to 4d6 at level 15. The mark lasts for 1 minute or until the creature dies. When you reduce a marked creature to 0 hit points, you regain hit points equal to half of the total damage you dealt to it (rounded down).
Additionally, you can move up to 10 feet toward any marked creature without provoking opportunity attacks. This movement can be used once per turn and doesn't require an action. The mark lasts for 1 minute or until the creature dies. ### Harbinger At 10th level, your prowess in slaying enemies has become legendary, allowing you to harness the life force of fallen foes to fuel your own power. While raging and wielding your blood weapon, you gain the following benefits: - Whenever you reduce a creature to 0 hit points with a melee attack using your blood weapon, you gain temporary hit points until the end of your next turn equal to your barbarian level + your Strength modifier. - When you slay a creature with your blood weapon your next melee attack using your blood weapon before the end of your next turn deals an additional 1d12 necrotic damage. This extra damage increases to 2d12 at 14th level. ### Annihilation's Embrace At 14th level, you become a living embodiment of destruction, leaving devastation in your wake. As an action while raging and wielding your Blood Arsenal, you release a wave of annihilating energy that blasts all enemies within 30 feet. Each creature in the area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, they take 5d12 force damage and are knocked prone; on a successful save, they take half damage and are not knocked prone.
Additionally, if the shockwave reduces any creature to 0 hit points, you regain hit points equal to the damage dealt to that creature, as their life force is absorbed by you, further fueling your rage. You can use this feature once per long rest.
Credit: Berunov