Bloodrager

While many ferocious combatants can tap into a deep reservoir of buried rage, bloodragers have an intrinsic power that seethes within. Like sorcerers, bloodragers’ veins surge with arcane power. While sorcerers use this power for spellcasting, bloodragers enter an altered state in which their bloodline becomes manifest, where the echoes of their strange ancestry lash out with devastating power. In these states, bloodragers can cast some arcane spells instinctively. The bloodrager’s magic is as fast, violent, and seemingly unstoppable as their physical prowess.   Masters of the battlefield, bloodragers unleash fearful carnage on their enemies using their bloodlines and combat prowess. The bloodrager’s place is on the front lines, right in his enemies’ faces, supplying tremendous martial force bolstered by a trace of arcane magic.   Parent Classes: Barbarian and Sorcerer.  

Alignment

Any.

Hit Dice

1d10

Proficiencies

 

Class Features

All of the following are features of the Bloodrager class.  

Bloodline

Each bloodrager has a source of magic somewhere in their heritage that empowers their bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in their family’s past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking their first level of bloodrager. Once made, this choice cannot be changed.   When choosing a bloodline, the bloodrager’s Alignment doesn’t restrict their choices. A good bloodrager could come from an Abyssal Bloodline, a Celestial Bloodline could beget an evil bloodrager generations later, a bloodrager from an Infernal Bloodline could be chaotic, and so on. Though their bloodline empowers them, it doesn’t dictate or limit their thoughts and behavior.   The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in their chosen bloodline. For all spell-like bloodline powers, treat the character’s bloodrager level as the Caster Level.   At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus Feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from their bloodline. These spells are in addition to the number of spells given on Table: Bloodrager. These spells cannot be exchanged for different spells at higher levels.   If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager may be able to change their former bloodline to make them conform.   Bloodline Mutations: Although heirs to similar arcane bloodlines may share commonalities, the unique circumstances in which a bloodline enters a bloodrager or Sorcerer’s lineage can result in the manifestation of particularly strange or unusual bloodline powers known as mutations. Whenever a bloodrager or a Sorcerer gains a new bloodline power, they can swap their bloodline power for a bloodline mutation whose prerequisites they meet. Once this choice is made, it cannot be changed, and a bloodrager or Sorcerer cannot swap a bloodline power that they have altered or replaced with an archetype for a bloodline mutation. A bloodrager need not be in a bloodrage to use their bloodline mutation powers. Alternatively, a bloodrager or Sorcerer can select a bloodline mutation in place of a bloodline bonus feat, provided their class level is at least equal to the level of the bloodline ability the mutation normally replaces.   The list of bloodline mutations can be found here.  

Bloodrager Bloodlines

When a bloodrager enters a bloodrage, they often take on a physical transformation influenced by their bloodline and powered by the magic that roils within them. Unless otherwise specified, they gain the effects of their bloodline powers only while in a bloodrage; once the bloodrage ends, all powers from their bloodline immediately cease, and any physical changes the bloodrager underwent revert, restoring them to normal. Bloodrager Bloodlines  

Bloodrage (Su)

The bloodrager’s source of internal power grants them the ability to bloodrage.   At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + their Constitution modifier. At each level after 1st, they can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like Bear's Endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after Resting for 8 hours, although these hours need not be consecutive.   A bloodrager can enter a bloodrage as a Free Action. While in a bloodrage, a bloodrager gains a +4 Morale Bonus to their Strength and Constitution, as well as a +2 Morale Bonus on Will saves. In addition, they take a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or Concentration.   A bloodrager can end their bloodrage as a Free Action. When the bloodrage ends, they’re Fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while Fatigued or Exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls Unconscious, their bloodrage immediately ends, placing them in peril of death.   Bloodrage counts as the Barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.  

Fast Movement (Ex)

A bloodrager’s land speed is faster than is normal for their race by 10 feet. This benefit applies only when they are wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.  

Uncanny Dodge (Ex)

At 2nd level, a bloodrager can react to danger before their senses would normally allow them to do so. They cannot be caught Flat-Footed, nor do they lose their Dexterity bonus to AC if the attacker is Invisible. They still lose their Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose their Dexterity bonus to AC if an opponent successfully uses the Feint action against them.   If a bloodrager already possesses uncanny dodge from a different class, they automatically gain improved uncanny dodge (see below) instead.  

Blood Sanctuary (Su)

At 3rd level, due to the power of their blood, a bloodrager can stand confidently amid the effects of spells cast by themselves or their allies. They gain a +2 bonus on Saving Throws against spells that they or an ally casts.  

Blood Casting (Su)

At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. They can also cast these spells defensively and can make Concentration checks for these spells while bloodraging. While bloodraging, they can cast and concentrate on only their bloodrager spells (see below spells from other classes cannot be cast during this state.  

Eschew Materials

At 4th level, the bloodrager gains Eschew Materials as a bonus feat.  

Spell Casting

Beginning at 4th level, a bloodrager gains the ability to cast a small number of arcane spells drawn from the Bloodrager Spell List. To learn or cast a spell, a bloodrager must have a Charisma score equal to at least 10 + the Spell Level. They can cast spells they know without preparing them ahead of time. The saving throw DC against a bloodrager’s spell is 10 + the Spell Level + the bloodrager’s Charisma modifier.   Like other spellcasters, a bloodrager can cast only a certain number of spells of each level per day. Their base daily spell allotment is given on Table: Bloodrager. In addition, they receive bonus spells per day if they have a high Charisma score. The bloodrager does not need to prepare these spells in advance; they can cast any spell they know at any time, assuming they haven’t yet used up their allotment of spells per day for the spell’s level.   The bloodrager’s selection of spells is limited. At 4th level, a bloodrager knows two 1st-level spells of their choice. A bloodrager gains more spells as they increase in level, as indicated on Table: Bloodrager Spells Known. Unlike spells per day, the number of spells a bloodrager knows is not affected by their Charisma score, but it is affected by any bonus spells they gain from their bloodline. At 8th level and every 3 levels thereafter, a bloodrager can choose to learn a new spell in place of one they already know. This swap follows all the same rules as for a Sorcerer.   Bloodrager Spells
See the Bloodrager Spell List page.  

Improved Uncanny Dodge (Ex)

  At 5th level, a bloodrager can no longer be Flanked. This defense denies rogues (or other classes with the sneak attack ability) the ability to sneak attack the bloodrager by Flanking them, unless the attacker has at least four more Rogue levels (or levels in the class granting sneak attack) than the target has bloodrager levels.   If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum Rogue level required to flank the character.  

Damage Reduction (Ex)

At 7th level, a bloodrager gains Damage Reduction. Subtract 1 from the damage the bloodrager takes each time they are dealt damage from a weapon or a natural attack. At 10th level, and every 3 levels thereafter, this Damage Reduction increases by 1 point. Damage Reduction can reduce damage to 0, but not below 0.  

Greater Bloodrage (Su)

At 11th level, when a bloodrager enters a bloodrage, the Morale Bonus to their Strength and Constitution increases to +6 and the Morale Bonus on their Will saves increases to +3. In addition, upon entering a bloodrage, the bloodrager can apply the effects a bloodrager spell they know of 2nd level or lower to themselves. The spell must have a range of touch or personal. If the spell’s duration is greater than 1 round, it instead lasts for the duration of the bloodrage. This use consumes a bloodrager spell slot, as if they had cast the spell; they must have the spell slot available to take advantage of this effect.   Greater bloodrage counts as the Barbarian’s greater rage ability for the purposes of feat prerequisites, feat abilities, magic item abilities, and spell effects.  

Indomitable Will (Ex)

At 14th level, a bloodrager gains a +4 bonus on Will saves to resist enchantment spells while bloodraging. This bonus stacks with all other modifiers, including the Morale Bonus on Will saves they also receive during their bloodrage.  

Tireless Bloodrage (Su)

At 17th level, a bloodrager no longer becomes Fatigued at the end of their bloodrage.  

Mighty Bloodrage (Su)

At 20th level, when a bloodrager enters a bloodrage, the Morale Bonus to their Strength and Constitution increases to +8, and the Morale Bonus on their Will saves increases to +4. Furthermore, the spell they can apply to themselves at the beginning of a bloodrage due to the greater bloodrage class feature is not limited to only spells of 2nd level or lower.  

Bloodrager Variants

Several variations exist that alter or replace aspects of the Bloodrager class.  

Contents


Comments

Please Login in order to comment!
Powered by World Anvil