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The Bloodrager - A Halfcaster Class _ GM Binder

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Published by goroiamanuci, 2023-05-09 17:35:33

The Bloodrager - A Halfcaster Class _ GM Binder

The Bloodrager - A Halfcaster Class _ GM Binder

The Bloodrager


A Bloodrager powerful goliath wielding a man-sized axe leads his charging warband against their invaders. As the parties are about to clash, the goliath unleashes an ear-shattering shout as his arms and weapon erupt into bright flame. Despite the heat, the warrior is uninjured as he directs the flame into an whirlwind of embers encompassing his foes. A dwarvish gladiator finds himself facing an impossible monstrosity in the arena he has come to know so well. The beast charges and leaps towards their prey, but as it closes in, a bright array of cobalt scales appears on the exposed skin of the fighter and two great wings erupt from their back. With a roar, the dwarf takes to the sky, and the beast crashes to the ground finding no target. A firbolg wanders her forest home, seeking the aberrations that have been defiling it. Finding their corrosive forms destroying a holy grove, the wanderer focuses the power of nature in her blood. Great tendrils of woody growth extend from her restraining the horrid creatures as she dashes forward swinging her quarterstaff with abandon. Some heroes learn magic through intense study, some are loaned the power by diety or nature, but a rare few gain their power through their ancestral blood. Bloodragers are warriors who tap into the energies contained within their arcane blood to enter a rage-like state where the full potential of their inherited power is unleashed into their attacks and spells. Ancestral Power 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. Through their inherited power, bloodragers can cast some arcane spells instinctively. The bloodrager’s magic is as fast, violent, and seemingly unstoppable as their physical prowess. Arcane Blood Like barbarians, bloodragers use their physical might and inherent power to charge into danger to keep their people and their allies safe. A bloodrager may leave their home for a number of reasons, and, due to their abilities, they will find themselves naturally suited to a life of adventure. From their barbaric roots, bloodragers are accustomed to a life of constant challenge and peril, and are often loathe to settle down and let their inner power lie dormant. In an adventuring party, bloodragers take the frontline, using their mighty attacks and savage magic to overwhelm foes and draw attention away from their allies. The presence of a bloodrager is hard to ignore, especially when their arcane power is unleashed in a bloodrage. Creating a Bloodrager The most important question to consider when creating your bloodrager is the origin of your power. When you make your character, you choose the nature of your bloodrager's arcane blood, such as a draconic ancestry or raw elemental power. However, you also choose the details of your power's origin. For instance, is it a blessing, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well? Consider what drove you to leave your old life behind in favor of adventure. Were you cast out due to fear of your power? Or perhaps as a rite of passage to become a true warrior? Do you feel a longing for your old life and a deep connection to your people? Or are you running from your past and plan on cutting all ties? Consider as well your motivations for adventure. Are you seeking the origin of your power in order to reconnect with your ancestry? Or do you intend to end the blood curse that has plagued your family for generations? Are you simply accustomed to the life of a wanderer? Or would you like to settle but find it difficult to be trusted in civilized society? Quick Build You can make a bloodrager quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the outlander background. 2 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


The Bloodrager Table Level Proficiency Bonus Features Bloodrages Bloodrage Die Spells Known 1st 2nd 3rd 4th 5th 1st +2 Bloodline, Bloodrage 2 1d4 — — — — — — 2nd +2 Spellcasting, Savage Magic 2 1d4 2 2 — — — — 3rd +2 Blood Sanctuary, Intimidating Power 3 1d4 3 3 — — — — 4th +2 Ability Score Improvement 3 1d4 3 3 — — — — 5th +3 Extra Attack 3 1d4 4 4 2 — — — 6th +3 Bloodline Feature 4 1d4 4 4 2 — — — 7th +3 Fierce Caster 4 1d4 5 4 3 — — — 8th +3 Ability Score Improvement 4 1d4 5 4 3 — — — 9th +4 — 4 1d6 6 4 3 2 — — 10th +4 Bloodline Feature 4 1d6 6 4 3 2 — — 11th +4 Sorcerous Rage 4 1d6 7 4 3 3 — — 12th +4 Ability Score Improvement 5 1d6 7 4 3 3 — — 13th +5 — 5 1d6 8 4 3 3 1 — 14th +5 Bloodline Feature 5 1d6 8 4 3 3 1 — 15th +5 Unyielding Blood 5 1d6 9 4 3 3 2 — 16th +5 Ability Score Improvement 5 1d8 9 4 3 3 2 — 17th +6 — 6 1d8 10 4 3 3 3 1 18th +6 Bloodline Feature 6 1d8 10 4 3 3 3 1 19th +6 Ability Score Improvement 6 1d8 11 4 3 3 3 2 20th +6 Eldritch Rage 6 1d8 11 4 3 3 3 2 Class Features As a Bloodrager, you gain the following class features: Hit Points Hit Dice: 1d10 per bloodrager level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per bloodrager level after 1st. Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Constitution, Charisma Skills: Choose 2 skills from Arcana, Athletics, Intimidation, Insight, Animal Handling, and Survival. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial melee weapon and a shield or (b) two martial melee weapons (a) leather armor or (b) hide armor (a) a component pouch or (b) an arcane focus An explorer’s pack and four javelins Bloodline At 1st level, you choose a bloodline that has bestowed your arcane power. The bloodline you choose grants you features at levels 1, 6, 10, 14, and 18. The Draconic, Elemental, Fey, Abyssal, Celestial, Undead, and Arcane bloodlines are shown below. 3 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Bloodline Transformations Bloodline features often involve transformations. Regardless of the transformation, your equipment continues to be worn or is integrated into your form so you retain all benefits from enchanted items, weapons, and armor. As a couple examples, AC bonuses from armor and shields are retained even in large forms that could not normally wear the armor, and magic items such as gauntlets, rings, or cloaks continue providing their benefit regardless of your transformation. For weapons, you may choose to either integrate a wielded weapon into your form so that you gain its magical properties for one of your transformed melee attacks (such as one claw) or continue wielding the weapon in your new form. Bloodrage Starting at 1st level, you fight with the primal energy of your bloodline. On your turn, you can enter a bloodrage as a bonus action. While bloodraging, you gain the following benefits if you aren’t wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, or cast a bloodrager spell that deals damage, you gain a bonus to the damage roll equal to your bloodrage die. This die increases as you gain levels as a bloodrager, as shown in the Bloodrage Die column of the Bloodrager table. You have resistance to bludgeoning, piercing, and slashing damage. Your bloodrage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you have not attacked a hostile creature, cast a spell, or taken damage since your last turn. You can also end your bloodrage on your turn as a bonus action. Once you have bloodraged the number of times shown for your bloodrager level in the Bloodrages column of the Bloodrager table, you must finish a long rest before you can bloodrage again. While bloodraging, you are not able to cast or concentrate on spells except for bloodrager spells. Spellcasting At 2nd level, your bloodline powers manifest the ability to perform magic spells. Spell Slots The Bloodrager table shows how many spell slots you have to cast your bloodrager spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. Spells Known of 1st Level and Higher You learn two 1st-level spells of your choice from the bloodrager spell list. Each time you gain a Bloodrager Level, you may learn one bloodrager spell and replace one of the bloodrager spells you know with another spell of your choice from the bloodrager spell list. Each of these spells must be of a level for which you have spell slots, as shown on the Bloodrager table. 4 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Spellcasting Ability Charisma is your spellcasting ability for your bloodrager spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bloodrager spell you cast and when making an attack roll with one. Spell Save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use an arcane focus as a spellcasting focus for your bloodrager spells. Savage Magic At 2nd level, you can empower your spells with the raw energy of your bloodline at the cost of your own health. When you cast a bloodrager spell, you may choose to cast savagely. Doing so gives you advantage on the spell attack roll if one is required and gives enemies disadvantage on the first save they make to resist the spell. However, you additionally take damage equal to three times the level of the spell cast. Blood Sanctuary At 3rd level, the arcane power in your veins protects you from harmful magic. While bloodraging, you have advantage on saving throws against magical spells and effects. Intimidating Power At 3rd level, your natural power strikes fear into your enemies. You have advantage on intimidation checks towards creatures who have witnessed your bloodrage within the last hour. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. Fierce Caster At 7th level, your spells and weapon attacks become inseparable parts of your fierce offense. When you use your action to cast a bloodrager spell, you may make a single melee weapon attack as a bonus action. Sorcerous Rage At 11th level, your bloodrages are joined by a surge of magic. When you use your bonus action to bloodrage, you may additionally cast a spell that targets only yourself as part of that same bonus action by expending a spell slot of the spell's level or higher. If the spell has a duration of one minute or longer, it instead lasts until your bloodrage ends. Additionally, the spell must normally have a casting time of one action or bonus action. Unyielding Blood At 15th level, your bond with the mystic power in your blood becomes unshakeable. Once per long rest, when you fail a constitution saving throw to maintain concentration on a bloodrager spell, you may choose to succeed instead. Eldritch Rage At level 20, your raw arcane power is unleashed whenever you bloodrage. When you use the sorcerous rage feature upon entering a bloodrage, you may cast up to two spells that target only yourself, instead of just one. Each spell requires expending a spell slot of the spell's level or higher, and follows the same requirements and durations outlined in the sorcerous rage feature. 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Bloodrager Bloodlines Bloodrager powers come from a variety of different sources, called "bloodlines". These different bloodlines describe the origin of your magical ability and provide various capabilities bestowed by your arcane blood. Draconic Bloodline Draconic blood flows through your veins, whether caused by a draconic ancestor or a dragon's blessing. Draconic bloodragers can harness their magestic power to fuel their magic and strike with fury as a dragon would. Dragon Ancestor At 1st level, you choose the color of dragon that bestowed magic on your bloodline. You gain a draconic element that is the damage type corresponding to your color choice on the following chart. Dragon Damage Type Black Acid Blue Lightning Brass Fire Bronze Lightning Copper Acid Gold Fire Green Poison Red Fire Silver Cold White Cold When you deal extra damage with your bloodrage die, you may choose to change its damage to your draconic element. Draconic Resistance At 1st level, your draconic bloodline grants you increased resilience. You have a sheen of dragon scales covering portions of your body that grant you a +1 bonus to AC. This bonus increases to +2 at bloodrager level 14. Elemental Purity At 6th level, you have a deepened bond with your draconic element. You gain resistance to that damage type. In addition, when you deal damage that is your draconic element, you may choose to treat a creature's immunity to that damage type as resistance instead. Breath Weapon At 10th level, you learn to breathe the elements like a dragon. Once during each bloodrage, you may replace one of your attacks with a breath weapon attack. When you do so, you breathe a 20 ft. cone of your draconic element. All creatures in the area of your breath weapon must make a dexterity saving throw against your spell save DC. A creature takes 8d6 damage on a failed save, and half as much on a success. Dragon Wings At 14th level, when you begin a bloodrage, you may choose to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed plus 10 ft. They last for one minute, until you become unconscious, or until you dismiss them as a bonus action on your turn. Dragon's Magesty At 18th level, you can bring the full might of a dragon to bear against your enemies. Once per long rest, when you begin a bloodrage, you may choose to take the form of a dragon of your draconic color. You remain in this form until you become unconscious or your bloodrage ends. In your dragon form, your creature type is dragon, your size becomes large, you become immune to your draconic element, your draconic resistance AC bonus increases to +3, and you gain the benefits of your dragon wings until you leave the form. In addition, you gain two claw attacks and one bite attack, which count as melee weapon attacks using strength that you are proficient in. You may perform all three as your attack action on your turn. Your claw attacks deal slashing damage equal 1d8 + your Strength modifier and your bite attack deals piercing damage equal to 1d12 + your Strength modifier. 6 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Elemental Bloodline Your bloodline is intertwined with primordial elemental forces. Elemental blodoragers can call upon the elemental planes to empower their attacks, destroy their enemies, and become one with elemental chaos. Elemental Plane At 1st level, you choose the elemental plane from which your power is derived. You gain an intrinsic element that is the damage type corresponding to your choice on the following chart. Elemental Plane Damage Type Air Lightning Earth Acid Fire Fire Water Cold When you deal extra damage with your bloodrage die, you may choose to change its damage to your intrinsic element. Elemental Strikes At 1st level, once per long rest when you bloodrage, you may choose to empower your attacks with elemental energy. When you do so, for the next minute, you may add extra damage equal to your charisma modifier to melee attacks you perform. The damage type is your intrinsic element. You may perform this feature twice per long rest starting at bloodrager level 14. Elemental Purity At 6th level, you have a deepened bond with your intrinsic element. You gain resistance to that damage type. In addition, when you deal damage that is your intrinsic element, you may choose to treat a creature's immunity to that damage type as resistance instead. Powerful Surge At 10th level, you can focus your rage into a torrent of elemental energy. While bloodraging, you may replace one of your attacks with a surge of elemental energy in a 10ft. radius centered on yourself. All other creatures in the area must make a dexterity saving throw against your spells save DC. Creatures take 12d6 damage of your intrinsic element on a failure or half as much on a success. Once you have used this feature, you may not do so again until you have completed a long or short rest. Energetic Form At 14th level, the elemental plane to which your blood is bound bestows magical changes to your form. You gain the following change to your movement according to the following chart. Element Movement Air You gain a flying speed equal to your current speed for up to 10 minutes, usable once per short rest. Earth You gain a burrow speed equal to half your current speed. Fire Your base speed increases by 10 ft. Water You gain a swim speed equal to your current speed and can breathe underwater. Primordial Body At 18th level, you can become a manifestation of your chosen element. Once per long rest, when you begin a bloodrage, you may choose to take on the form of an elemental of your chosen elemental plane. You remain in this form until you become unconscious or your bloodrage ends. In your elemental form, your size becomes large, your creature type is elemental, you are immune to your intrinsic element, and you can move through a space as narrow as 1 inch wide without squeezing. In addition, you gain an ability corresponding to your chosen elemental plane according to the following chart. Note that the whirlwind, slam, and whelm abilities may apply your bloodrage die to one target when used. Element Ability Air Whirlwind. Once per round, you can perform whirlwind in place of an attack. When you do so, you make each creature of your choice within 5 ft. make a Strength saving throw against your spell save DC. On a failure, a target takes 2d8 + your Charisma modifier bludgeoning damage and is flung 20 feet in a direction you choose and knocked prone. Earth Slam. You may replace each of your melee weapon attacks with a slam attack. Each slam does 2d12 bludgeoning damage. Slam attacks count as melee weapons using strength. Fire Fire Form. Each hostile creature that touches you, hits you with a melee attack while within 5 ft., or ends their turn within 5 ft. takes fire damage equal to your Charisma modifier. Water Whelm. Once per round, you can perform whelm in place of an attack. When you do so, you make a creature within 5 ft. make a Strength saving throw against your spell save DC. On a failure, the target takes 3d8 + your Charisma modifier bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC is equal to your spell save DC) unless you are already grappling another creature. Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. 7 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Fey Bloodline At some point, your bloodline merged with the essence of the feywild, perhaps through a blessing or curse from a powerful fey creature. Fey bloodragers can use feywild energies to confuse and enchant those around them, and command natural powers to do their bidding. Fey Bloodline Spell List The Fey Bloodrager gains access to the following spells, and may learn them after they have reached the appropriate Bloodrager level. They are bloodrager spells for you. Magus Level Spells 2nd charm person, disguise self 5th spike growth, suggestion 9th fear, plant growth 13th charm monster, confusion 17th dominate person, tree stride Sylvan Blood At 1st level, when you deal extra damage with your bloodrage die, you may choose to change its damage type to psychic. Fey Trickery At 1st level, your attacks afflict your enemies both physically and mentally. Once per round, when you hit a creature with a melee weapon attack, you may inflict the charmed or frightened condition on that creature until the beginning of your next turn. After a creature has been affected by this feature, it is immune to the ability for 24 hours. Land's Stride At 6th level, you instinctively pass through the harshest terrain without issue. Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. Raging Overgrowth At 10th level, the forces of nature respond to the power of your blood. Once per long rest, when you begin a bloodrage, you may target a number of creatures you can see equal to your charisma modifier as part of that same bonus action. Targeted creatures must succeed a strength saving throw against your spell save DC, or become restrained in magical roots and plants. Restrained creatures may use their action to make a strength check against your spell save DC to escape. This feature has no effect against creatures that are currently flying or are otherwise at least 5 ft. away from the ground. One with Nature At 14th level, your bloodline earns you the friendship of plants and animals. Unless magically compelled, beast and plant creatures will not attack you or target you with harmful abilities or magical effects unless you first attack or otherwise harm them. Additionally, a number of times per long rest equal to your charisma modifier, you may transport yourself between two trees of the same type within 500 ft. as part of your movement, as if using the tree stride spell. Sylvan Trance At 18th level, you can summon the powers of the feywild into your being, becoming at once beguiling and yet horrifying. Once per long rest, when you begin a bloodrage, you may choose to take on your fey form. You remain in this form until you become unconscious or your bloodrage ends. In your fey form, your creature type is fey, and you are immune to the charmed and frightened conditions. Additionally, when you use your fey trickery feature to inflict the charmed or frightened condition, the targeted creature is also entranced. An entranced creature may not perform reactions. In addition, at the beginning of each of its turns, an entranced creature must make a wisdom saving throw against your spell save DC. On a failure, the creature does nothing and its turn ends. On a success, the creature is no longer entranced. Creatures that are immune to the charmed condition are immune to being entranced. 8 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Abyssal Bloodline The dark powers of the abyss permeate your being due to the demonic blood flowing through your veins. Due to a bloodline curse or fiendish ancestor, abyssal bloodragers can transform into a dark form that becomes increasingly demonic as their power grows. Chaotic Blood At 1st level, your blood imbues you with dark powers from the abyss. Choose fire, cold, or lightning. The chosen damage type becomes your demonic element. When you deal extra damage with your bloodrage die, you may choose to change its damage type to your demonic element. Horrific Claws At 1st level, when you bloodrage, you may choose to transform your arms and hands into a set of inhuman claws as part of that same bonus action. These claws are treated as melee weapons using strength and deal 1d8 + your Strength modifier slashing damage. When you take the attack action on your turn and only attack with your claws, you may use your bonus action to make one additional claw attack, adding your strength modifier to the damage as normal. Abyssal Resistance At 6th level, your demonic blood offers enhanced durability to your mortal frame. You gain resistance to poison and to your demonic element. Demonic Aura At 10th level, you carry an unnerving presence about you, subtly breaking the will of your foes. Hostile creatures within 10 ft. of you suffer a penalty to saving throws equal to your charisma modifier. Fiend Wings At 14th level, when you begin a bloodrage, you may choose to sprout a pair of demon wings from your back, gaining a flying speed equal to your current speed plus 10 ft. They last for one minute, until you become unconscious, or until you dismiss them as a bonus action on your turn. Abyssal Form At 18th level, you take on the true, horrible form inherited from your demonic ancestry. Once per long rest, when you begin a bloodrage, you may choose to take on your demon form. You remain in this form until you become unconscious or your bloodrage ends. In your demon form, your size becomes large, your creature type is fiend, and you are immune to your demonic element. Additionally, the damage of your claw attacks increases to 1d12 + your strength modifier. In this form, your demonic aura extends to 30ft. When a creature begins its turn within your demonic aura, they must make a wisdom saving throw against your spell save DC or become frightened and take damage equal to 1d12 + your charisma modifier of your demonic element. They can repeat the saving throw at the beginning of each of their turns. On a success, they are immune to being frightened by your aura for 24 hours. 9 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Celestial Bloodline You have a divine ancestry, blessed by the gods, granting you the ability to cull evil wherever it is found. At the height of their power, celestial bloodragers gain angelic abilities to protect themselves and their allies from dark forces. Sanguine Radiance At 1st level, the divine nature of your blood imbues you with brilliant energy. When you deal extra damage with your bloodrage die, you may choose to change its damage type to radiant. Holy Resilience At 1st level, inherent holy energy protects you from harm. When you begin a bloodrage, you gain temporary hit points equal to your bloodrager level plus your charisma modifier. Guide from Evil At 6th level, your holy blood holds a natural inclination towards good and disdain for evil. You may cast the spell Detect Evil and Good a number of times per long rest equal to your charisma modifier (minimum of 1). In addition, you gain resistance to radiant damage. Sacred Aura At 10th level, your divine heritage grants you immense protection against creatures of unholy origin. Whenever you are bloodraging, you are under the effect of the spell Protection from Evil and Good. Angelic Wings At 14th level, when you begin a bloodrage, you may choose to sprout a pair of angelic wings from your back, gaining a flying speed equal to your current speed plus 10 ft. They last for one minute, until you become unconscious, or until you dismiss them as a bonus action on your turn. Divine Being At 18th level, your divine heritage allows you to temporarily take on an angelic form. Once per long rest, when you begin a bloodrage, you may choose to take on your angelic form. You remain in this form until you become unconscious or your bloodrage ends. In your angelic form, your creature type is celestial, you are immune to radiant and resistant to necrotic damage, and your attacks and damaging spells deal an additional 2d8 radiant damage. In addition, while in your angelic form you are always under the effect of the spell Detect Evil and Good, and all allies within 30 ft. are under the effect of Protection from Evil and Good. 10 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Undead Bloodline The foul corruption of undeath is an innate part of you. Somewhere in the past, the essence of death itself became infused with your lineage bestowing frightening power when your bloodrage. Touch of Death At 1st level, negative energy directly harms your target's life essence. When you deal extra damage with your bloodrage die, you may choose to change its damage type to necrotic. Lifedrain At 1st level, your attacks steal the life force of your enemies. Once per round, when you deal damage with your bloodrage die, you heal a number of hit points equal to the damage dealt. In addition, enemies damaged by your bloodrage die can not regain hit points until the beginning of your next turn. Undying Vitality At 6th level, your life force is bolstered by unnatural vitality. You have resistance to necrotic damage and your hit point maximum can not be reduced. Omens of the Dead At 10th level, you can unleash an aura of necrotic energy causing hostile creatures to have disturbing visions. Once per short rest, you can use your action to make all creatures of your choice, within a 20ft. radius of yourself, make a wisdom saving throw. On a failure, that creature has visions of their own or a loved one's death causing them to be stunned until the beginning of your next turn. Incorporeal Form At 14th level, your connection to undeath allows you to temporarily shed the shackles of your physical form. When you use this feature, you and your held equipment become incorporeal until the beginning of your next turn. During this time, you can pass through solid objects as if they were difficult terrain, and are resistant to all nonmagical damage. You may use this feature number of times per long rest equal to your charisma modifier. If you occupy the same spot as a solid object or creature when your incorporeal form ends, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. Harbinger of Undeath At 18th level, you are as much alive as you are undead allowing you to enter a state of partial-life and infusing those around you with the energy of undeath. Once per long rest, when you begin a bloodrage, you may choose to take on your undead form. You remain in this form until you become unconscious or your bloodrage ends. In your undead form, you are under the effect of your incorporeal form feature, you have immunity to nonmagical bludgeoning, slashing, and piercing damage, and you deal an extra 2d8 necrotic damage with every attack and damaging spell. In addition, while in your undead form, allies within 30 ft. have advantage on death saving throws, and any small or medium creature (not including undead or constructs) that dies within 30 ft. of you becomes a specter (your DM has the statistics) that raises at the beginning of your next turn, acts on your initiative, and attacks the nearest hostile creature. Your raised specters cease to exist when your bloodrage ends. 11 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Arcane Bloodline Unlike other bloodragers, your bloodline is not derived from a particular type of creature or being; instead, your blood is inherently coupled with the weave of magic permeating all existence. This gives you increased command over magic, including both your own spells and those cast around you. Forceful Power At 1st level, your melee strikes are infused with raw magical power. When you deal extra damage with your bloodrage die, you may choose to change its damage type to force. Arcane Sanctuary At 1st level, your blood connection to the weave allows you to protect yourself from harmful magic. Once per short rest, when you fail a saving throw against a magical spell or effect you may choose to succeed instead. Spell Flexibility At 6th level, the essence of magic permeating your being gives you more flexibility over your casting. You can learn one spell from any class list. Spells gained from this feature count as bloodrager spells for you and must be of a level for which you have spell slots. You learn one more such spell at levels 10 and 14. Unchained Power At 10th level, your blood commands the weave, imbuing your spells with heightened power. While bloodraging, when you expend a spell slot to cast a spell, you may choose to cast the chosen spell at one level higher than the spell slot used. The spell slot used must still be equal to or greater than the base level of the spell. For example, you cannot cast Hold Monster with a 4th level spell slot using this feature. Arcane Travel At 14th level, your physical form becomes more closely tied to magical energy. As a bonus action, you may expend any level spell slot to cast misty step. In addition, when you use a bonus action to begin a bloodrage you may choose to teleport up to 30 ft. as part of that same bonus action, without expending a spell slot. Caster Bane At 18th level, your bloodrages can disrupt the weave of magic around you. Once per long rest, when you bloodrage you may choose to create a 10 ft. radius antimagic field centered on yourself. This field lasts until your bloodrage ends and requires your concentration to maintain. This field has the same properties as a field created with the spell Antimagic Field. The one exception is that your own bloodrager spells still function as normal within the field. 12 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Bloodrager Spell List 1st Level Absorb Elements Burning Hands Catapult Chaos Bolt Chromatic Orb Color Spray Detect Magic Earth Tremor Expeditious Retreat False Life Feather Fall Fog Cloud Heroism Ice Knife Jump Mage Armor Magic Missile Ray of Sickness Shield Tasha's Caustic Brew Thunderwave Witch Bolt 2nd Level Aganazzar's Scorcher Alter Self Blindness/Deafness Blur Cloud of Daggers Darkvision Dragon's Breath Dust Devil Earthbind Enhance Ability Enlarge/Reduce Gust of Wind Hold Person Invisibility Levitate Magic Weapon Maximillian's Earthen Grasp Mirror Image Misty Step Pyrotechnics Rime's Binding Ice Scorching Ray Shadow Blade Shatter Snilloc's Snowball Swarm Spider Climb Warding Wind Web 3rd Level Ashardalon's Stride Blink Counterspell Daylight Dispel Magic Elemental Weapon Erupting Earth Fireball Flame Arrows Fly Haste Hypnotic Pattern Lightning Bolt Melf's Minute Meteors Protection from Energy Sleet Storm Slow Stinking Cloud Thunder Step Tidal Wave Wall of Water Water Breathing Water Walk 4th Level Banishment Blight Death Ward Dimension Door Greater Invisibility Ice Storm Polymorph Sickening Radiance Stoneskin Storm Sphere Vitriolic Sphere Wall of Fire Watery Sphere 5th Level Cloudkill Cone of Cold Control Winds Enervation Far Step Hold Monster Immolation Insect Plague Skill Empowerment Steel Wind Strike Telekinesis Wall of Light Wall of Stone Multiclassing 13 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Prerequisites. To qualify for multiclassing with the Bloodrager class, you must meet these prerequisites: 13 Strength and 13 Charisma. Proficiencies. When you multiclass into the Bloodrager class, you gain the following proficiencies: Simple weapons, martial weapons, light armor, medium armor, shields. Spell Slots. You add half your Bloodrager levels (rounded down) to determine multiclass spell slots.


The Bloodrager A half-caster class for those who wish barbarians could cast spells. Overwhelm your enemies with savage blows and brutal magic from seven Bloodrager bloodlines: Draconic, Elemental, Fey, Abyssal, Celestial, Undead, and Arcane. Art Credits: Page 2: Kodai Wolfborne by Robert Mallinson Page 4: Berserker by Sunflower204 Page 5: Garruk Wildspeaker by Aleksi Briclot Page 6: Dragon-Nest Berserker by Lie Setiawan Page 8: Shaman by Andrew Murray Page 9: Guild Wars 2 by Kekai Kotaki Page 10: Sunlit Angel by Dallas Williams Page 11: The Entombed by Nestor Ossandon Page 12: Arena Trickster by Hugh Pindur Page 13: Charr by Kekai Kotaki Page 14: Runecaster Warrior by Dangercook See Dragonshard's GM Binder profile for more homebrew classes inspired by Pathfinder. GMBinder.com/profile/Dragonshard Email: [email protected]


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