Path of the Blood Reaver

Blood Reavers are seen as maleficarum, dangerous dabblers of blood magic that had the knowledge given to them by some dark patron, either a vile drake, fiendish benefactor, some deep wood witch or prestigious vampire. Their strength is that of blood, the vital force that fuels all life. The more blood is spilt, the stronger they become.

Blood Frenzy
When you choose this path at 3rd level, you can imbue your Rage with minor blood magic. While raging, your damage increases by 1 for every 15 hit points missing from your hit point maximum.

You can use a bonus action to deal 3 necrotic damage to yourself.

Devour
Starting at 6th level, you can do a special attack that rips the vital force from your enemy. When you take the attack action, you can choose to make a Devour Attack. Make a melee attack roll against the creature, the target takes 1d8 necrotic damage equal to every 15 hit points missing from your hit point maximum. You heal hit points equal to the necrotic damage dealt to the target. You can use this attack a number of times equal to your Constitution modifier before having to complete a long rest to do so again.

Aura of Pain
Beginning at 10th level, the blood magic of your rage becomes even stronger. As a bonus action, you can choose to start an Aura of Pain while raging. Each creature that starts its turn within 5ft of you, including yourself takes 1d4 necrotic damage. This damage cannot be resisted or overcome through immunity and the aura persists for as long as you are raging.

Fervor
Starting at 14th level, you have learned to draw power from death. Whenever a creature dies within 30ft of you, you can use your reaction to attack an enemy within range.