Bloodrager
A muscled woman stalks through a mountain pass, a massive greataxe in her hands. Her heavy braids conceal dully-gleaming brass scales running down her back, and a pair of vestigial wing-stumps between her shoulderblades. When the kobolds leap out from the rocks, spears jabbing, her axe cleaves through them like a scythe through wheat, and draconic wings of fire erupt from her shoulders, searing the clan with the flame.
An elven man visits the city, clad in hides and furs, with silver-white tattoos swirling down his neck and arms. When he sees a group of bandits robbing a woman in an alley, he pulls a pair of axes off his back and sets them ablaze with a gleaming white light. He tears through the thugs, rescuing and alarming their victim in equal measure, as his eyes glow with holy purpose and the scriptures inked into his skin shine like justice.
The third son of a noble house returns to his birthplace, only to find the manor in ruins and his family vanished. His skin is pallid since that disastrous night, but when he confronts the criminals responsible, his eyes turn coal-black. As he pummels them, fists glowing with an unholy shadow, passers-by instinctively know better than to stop and watch.
The centaur woman has a joyous laugh, and an undeniable beauty, with a crown of flowers and a brilliant smile. But when she gallops into combat, her quiver full of vine-carved spears, her jaw is set. She commands the roots and trees to restrain her foes, as she ignites each javelin into a bolt of blue-white lightning and hurls it forward with a sky-splitting crack.
Sorcerous Savagery
Bloodragers are warriors first and foremost, but warriors whose fight is fueled by their unique ancestry. Each Bloodrager's magic is powered by their bloodline, while their martial skills are governed by their discipline. Their magic unfolds when they tap into their bloodline's power, but even when that energy is spent, they are fearsome and capable fighters.
A bloodrager may not have the full arcane might of their sorcerous cousins - their bloodlines do not express themselves so directly and yield a less focused and more primal style of spellcasting. But with axes, blades, and fists to fall back on, a bloodrager is no less deadly a combatant.
Bloodrager
Level | Proficiency Bonus | Features | Blood Trance Damage | Blood Trances | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Blood Trance, Mystic Bloodline | d4 | 2 | — | — | — | — | — | |
2nd | +2 | Sorcerous Swordplay, Spellcasting | d4 | 2 | 3 | 2 | — | — | — | — |
3rd | +2 | Bloodrager Discipline | d4 | 2 | 4 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | d4 | 3 | 4 | 3 | — | — | — | — |
5th | +3 | Extra Attack | d6 | 3 | 5 | 3 | 2 | — | — | — |
6th | +3 | Bloodline Feature | d6 | 3 | 5 | 4 | 2 | — | — | — |
7th | +3 | Into the Fray, Discipline Feature | d6 | 3 | 6 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | d6 | 4 | 6 | 4 | 3 | — | — | — |
9th | +4 | — | d8 | 4 | 7 | 4 | 3 | 2 | — | — |
10th | +4 | Bloodline Feature | d8 | 4 | 7 | 4 | 3 | 2 | — | — |
11th | +4 | Arcane Assault | d8 | 4 | 8 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | d8 | 5 | 8 | 4 | 3 | 3 | — | — |
13th | +5 | — | d10 | 5 | 9 | 4 | 3 | 3 | 1 | — |
14th | +5 | Discipline Feature | d10 | 5 | 9 | 4 | 3 | 3 | 1 | — |
15th | +5 | Unbreakable Focus | d10 | 5 | 10 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | d10 | 6 | 10 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | d12 | 6 | 11 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Born Ready, Bloodline Feature | d12 | 6 | 11 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | d12 | 6 | 12 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Discipline Feature | d12 | 6 | 12 | 4 | 3 | 3 | 3 | 2 |
Creating a Bloodrager
Creating a bloodrager requires understanding your bloodline and your discipline. Your character is empowered from the beginning by their bloodline - a secret power hidden in their heritage, determining their magic and granting supernatural might. But they train in the way of their discipline, mastering their weapons and learning techniques for channeling that power through battle.
What inspired you to pick up the blade? How did you find the focus to turn your powers to adventurous ends? Do you struggle against temptation, contending with dark omens from the past? Or were you always destined for a life of glorious battle?
Quick Build
You can make a bloodrager quickly by selecting Strength as your highest attribute, followed by Charisma or Constitution. Second, choose a background that reflects combat or military training.
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 two from Acrobatics, Animal Handling, Arcana, Athletics, Deception, Insight, Intimidation, Nature, Perception, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greatsword or (b) any martial melee weapon
- (a) two handaxes or (b) any simple weapon
- (a) leather armor or (b) scale mail
- (a) a dungeoneer's pack or (b) an explorer's pack
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
Mystic Bloodline
At 1st level, you are already learning to harness the power carried in your ancestry. Your bloodline grants you features at 1st level, and again at 6th, 10th, and 18th level.
Blood Trance
Also at 1st level, as a bonus action, you are able to enter a state of profound focus in combat. This may take the form of a berserker rage, a holy meditation, or any other appropriate state. While in your blood trance, you gain the following benefits:
- Your attacks gain bonus damage, with the amount equal to one roll of your Blood Trance damage die and the type determined by your bloodline.
- At the start of each of your turns, you gain resistance to the next instance of damage you receive.
- You can calculate your spell attack modifier and saving throw DCs using your Strength modifier.
While in your blood trance, you can't cast or concentrate on spells except your bloodrager spells. Your blood trance lasts for 1 minute. It ends early if you fall unconscious or if you choose to end it early as a bonus action. You can use it a number of times as indicated on the Bloodrager table, regaining all uses after completing a long rest. Your blood trance will gain additional benefits from your bloodline, and after 3rd level, from your discipline.
Sorcerous Swordplay
At 2nd level, you learn to augment your combat with small flashes of magic.
- Distracting Flare: When you make an attack, you may expend 1 use to grant yourself advantage on the attack.
- Uncanny Deflection: As a reaction when you take damage, you may expend 1 use to roll your Blood Trance damage die and subtract the result.
- Lightning Rush: As a bonus action, you can expend 2 uses to immediately move up to half your speed without provoking attacks of opportunity.
- Brutal Spellcasting: When you cast a spell while in your blood trance, you can expend 1 use to increase the spell's level by 1.
You can use this feature a number of times equal to your Charisma modifier + your Blood Trance uses, regaining all uses after a long rest.
Spellcasting
Also at 2nd level, you learn to directly control the magic of your bloodline. The bloodrager spell list is included at the end of this document.
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.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice from the bloodrager spell list.
The Spells Known column of the Bloodrager table shows when you learn more bloodranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the bloodrager spells you know and replace it with another spell from the bloodrager spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your bloodrager spells. Your magic derives from your bloodline, which grants you innate magical power. 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 or a melee weapon as a spellcasting focus for your bloodrager spells.
Bloodrager Discipline
At 3rd level, you master the specific techniques of a Bloodrager Discipline. Your choice grants you features at 3rd level, and again at 7th, 14th, and 20th level.
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Into the Fray
At 7th level, your propensity for rushing headlong into danger increases. Your AC increases by 1 + half your Charisma modifier, and your walking speed increases by 10 feet.
Arcane Assault
At 11th level, you are able to interweave your attacks and spellcasting. When you take the Attack action while in your blood trance, you can cast one of your bloodline spells in place of one of your attacks.
Unbreakable Focus
At 15th level, channeling magic puts you into a state of iron discipline. When you roll a saving throw to maintain concentration on a spell, you may add your Charisma modifier.
Born Ready
At 18th level, your blood trance gains the following benefits:
- You can activate your blood trance immediately whenever you roll initiative.
- The first time you take the Attack action in any combat, you can make one additional attack.
- Your Sorcerous Swordplay uses now reset after every short rest.
Mystic Bloodlines
Bloodragers have a variety of innate bloodlines, sources of magical power which they inherit. You may choose which bloodline your bloodrager bears from the options listed below.
Gravemarked Bloodline
You bear a deathly curse, your heritage tainted by the stink of undeath. Perhaps you descend from a line of foul necromancers, or your ancestor crossed a mighty lich. Or maybe you yourself died and were barely brought back from the brink. Whatever the reason, your skin is pallid and your blood pumps slower than it ought.
Trance of Undeath
Your bloodline trance damage type is necrotic.
At the Threshold
At 1st level, your affinity for death makes you unnaturally difficult to kill. When you are reduced to 0 hit points, you may make a Charisma saving throw, with a DC equal to half the damage dealt. On a success, you instead drop to 1 hit point.
You can cheat death in this way once, regaining the ability after a short or long rest.
Still as the Grave
Also at 1st level, you take on a corpselike manner. You can hold your breath for 1 hour, and you have advantage on Dexterity (Stealth) checks when you take the Hide action.
DM: Consider calling for a Constitution (Stealth) check when pretending to be a corpse, and allow this feature to apply.
Gravemarked Bloodline Spells
Starting at 2nd level, you learn additional spells when you reach certain levels in this class, as shown in the table below. These spells count as bloodrager spells for you, but don’t count against the number of bloodrager spells you know.
Bloodrager Level | Bloodline Spells |
---|---|
2nd | false life, minor drainS |
5th | gentle repose, silence |
9th | false deathS, fear |
13th | death ward, stone coffinK |
17th | antilife shell, necromantic stormS |
Restless Warrior
At 6th level, your blood trance imbues you with necromantic energy. You gain the following benefits while in your blood trance:
- You gain resistance to necrotic damage.
- When you cast a bloodline spell, one creature of your choice within 30 feet gains 3 temporary hit points per level of the spell.
- Creatures of your choice within 5 feet only recover half as many hit points when they would be healed.
Ghost Form
At 10th level, the connection between your soul and body weakens. As an action, your spirit can exit your body, becoming its own creature. Your spirit and body use the same statistics, except your spirit gains a 30-foot flying speed and resistance to all damage. Any damage dealt to your spirit or body is dealt to both, and your Ghost Form immediately ends if you are killed or knocked unconscious. Your spirit can manipulate objects and take all the same actions you normally could except the Attack and Cast a spell actions. In combat, your spirit and body act on the same initiative. If both your spirit and body are within an area of effect, you only take damage once and any added effects apply to your body.
Your Ghost Form lasts for 1 minute, and you can end it early as a bonus action. You can use it twice, regaining its use after a long rest.
Undying Colossus
At 18th level, you can summon a well of necrotic energy into yourself, becoming a terrible force on the battlefield. As a bonus action or as part of activating your blood trance, you can transform for 1 minute, gaining the following benefits:
- You are immune to necrotic damage, and when you would suffer it, you are instead healed for a number of hit points equal to your Charisma modifier.
- Once per turn when you deal necrotic damage, you may treat one die roll as the maximum result.
- Your At the Threshold ability has unlimited uses.
You can transform in this way once, regaining the ability after a long rest.
Draconic Bloodline
Your blood is invested with the power of a mighty dragon. Perhaps your ancestor was granted a boon of draconic magic, or maybe a shapeshifted dragon even played a part in your family tree. Regardless of its source, you feel a great wyrm's power pulsing in your veins.
Elemental Wyrm
At 1st level, select one color out of the chromatic and metallic dragon types. When your abilities refer to your bloodline damage type, they refer to the damage type associated with the dragon you chose. Your blood trance bonus damage is of that type.
Dragon's Scales
Also at 1st level, your skin is coated in scales reminiscent of your draconic ancestor. Your AC increases by 1.
When you reach 6th level in this class, you gain resistance to your bloodline damage type.
Draconic Presence
Also at 1st level, you are able to imitate the fearsome charisma of dragons. You gain proficiency in Persuasion or Intimidation, or another skill of your choice if you are already proficient in both.
Also, after you roll a Charisma ability check but before you know the outcome, you may choose to reroll the die and use the new result. You can reroll a check in this way once, regaining the ability after a short or long rest.
Draconic Bloodline Spells
Starting at 2nd level, you learn additional spells when you reach certain levels in this class, as shown in the tables at the end of the bloodline description. These spells count as bloodrager spells for you, but don’t count against the number of bloodrager spells you know.
Dragonrage
At 6th level, you can summon the fury of a rampaging dragon. While in your blood trance, you gain the following benefits:
- You gain a breath weapon, which you may use as an action or in place of one attack when you take the Attack action. All creatures within a 15-foot cone must make a Dexterity saving throw against your spell save DC or take 2d6 damage of your bloodline damage type. You can expend a spell slot when you use this breath weapon to increase its damage by 1d6 per slot level, but if you do so, you cannot cast a spell on the same turn.
- As a reaction when you fail a saving throw to avoid being frightened, you may reroll it and add your Charisma modifier to the result.
Dragon's Wings
At 10th level, you can manifest draconic wings. As a bonus action or as part of activating your blood trance, you cause wings to erupt from your shoulders, dealing 2d6 damage of your bloodline damage type to creatures of your choice within 5 feet. For 1 minute, you gain a 30 foot flying speed.
You can manifest your wings in this way a number of times equal to your Charisma modifier, regaining all uses after a long rest.
Draconic Transformation
At 18th level, your draconic heritage manifests itself fully, bringing you as close to a great wyrm's power as a mortal might ever know. As an action, you can transform yourself for 1 minute. You gain the following benefits:
- Your Dragon's Wings manifest, without expending a usage. Their flying speed increases to 60 feet.
- You become immune to your bloodline damage type.
- Once per turn when you hit an enemy with a melee attack, you can force them to make a Wisdom saving throw against your spell save DC or become frightened until the end of your next turn.
You can transform in this way once, regaining the ability after a long rest.
Draconic Bloodline Spells
Dragon (Red/Gold/Brass)
Your bloodline damage type is fire.
Bloodrager Level | Bloodline Spells |
---|---|
2nd | frightenK, burning hands |
5th | dragon surgeK, scorching ray |
9th | fear, fireball |
13th | secret chest, wall of fire |
17th | incinerateSDS, dominate person |
Dragon (White/Silver)
Your bloodline damage type is ice.
Bloodrager Level | Bloodline Spells |
---|---|
2nd | frightenK, arctic breathK |
5th | dragon surgeK, cold snapK |
9th | fear, flash freezeK |
13th | secret chest , ice spikeK |
17th | mass freezeS, cone of cold |
Dragon (Black/Copper)
Your bloodline damage type is acid.
Bloodrager Level | Bloodline Spells |
---|---|
2nd | frightenK, melting globK |
5th | dragon surgeK, acid arrow |
9th | fear, erodeK |
13th | secret chest , corrosive burstSDS |
17th | acid jetS, acid rainK |
Dragon (Bronze/Blue)
Your bloodline damage type is lightning.
Bloodrager Level | Bloodline Spells |
---|---|
2nd | frightenK, lightning tendrilK |
5th | dragon surgeK, crackleK |
9th | fear, lightning bolt |
13th | secret chest , stormcloudSDS |
17th | sky burstK, stormwallS |
Dragon (Green)
Your bloodline damage type is poison.
Bloodrager Level | Bloodline Spells |
---|---|
2nd | frightenK, bad bloodK |
5th | dragon surgeK, poison dartK |
9th | fear, stinking cloud |
13th | secret chest , poison puffK |
17th | venomous mawS, cloudkill |
Scintillant Bloodline
Some bloodragers know exactly where their magic comes from, or at least have a good hunch. Scintillant bloodragers rarely do. Your powers are chaotic and unpredictable, turning you into a vessel of pure magic. Wild, shimmering magic pulses in your veins, unleashing itself at every opportunity.
Given your unpredictable powers, scintillant bloodragers tend to be somewhat unreliable comrades. Your magic is impressive, especially with the ability to empower spells beyond the norm, but the only universal rule for a scintillant bloodrager is to make sure you're closer to the enemy than to your friends.
Chaotic Trance
When you enter your blood trance, roll 1d6 on the following table to determine your bloodline trance damage type.
d6 | Damage Type |
---|---|
1 | Acid |
2 | Cold |
3 | Fire |
d6 | Damage Type |
---|---|
4 | Lightning |
5 | Poison |
6 | Choose one of 1-5 |
Scholar-Savant
Also at 1st level, your innate magic grants you occasional flashes of knowledge. You gain proficiency in the Arcana skill, or another skill of your choice if you are already proficient. When you make an Intelligence (Arcana) check, you may treat a roll of 1 or 2 on the die as if it were a 20.
Wild Power
From 1st level, you pulse with magical energy which you can barely comprehend, but which you can unleash with a concentrated effort of will. As a bonus action, you may choose to draw upon this power. Roll 1d6, triggering one of the following effects for 1 minute according to the result.
You may use this ability once, regaining its use after a short or long rest.
d6 | Effect |
---|---|
1 | Magical winds lighten your feet. Your speed increases by 10 feet, and your jump distance is doubled. |
2 | Dazzling motes of color obscure your form. The first attack every creature makes against you is at disadvantage. |
3 | You gain resistance to one damage type of your choice, out of acid, cold, fire, lightning, and poison. |
4 | All your weapon attacks deal force damage. |
5 | Once per turn on your turn when you cast a bloodrager spell that deals damage, you may reroll one damage die, keeping the new result. |
6 | Choose one of the effects above. |
Scintillant Bloodline Spells
Starting at 2nd level, you learn additional spells when you reach certain levels in this class, as shown in the table below. These spells count as bloodrager spells for you, but don’t count against the number of bloodrager spells you know.
Bloodrager Level | Bloodline Spells |
---|---|
2nd | color spray, prismatic boltSDS |
5th | mirror image, shifting bladeS |
9th | blink, imbue elementSDS |
13th | chaotic vortexS, confusion |
17th | prismatic shieldS, mislead |
Sorcerous Surge
At 6th level, the magic inherent in your blood begins to express itself in more powerful and unpredictable ways - but you also gain a greater measure of control over it. Anytime you cast a bloodrager spell while in your blood trance, you may choose to roll a d12 on the Sorcerous Surge table. If an effect references a saving throw, it uses your spell save DC.
You may attempt to influence your Sorcerous Surge, bending it to your will. If you do so, you may add the spell's level to the d12 roll, declaring so before the roll. You can do so a number of times equal to your proficiency bonus, resetting after a long rest.
Wild Reflection
At 10th level, you gain enough control to manipulate the spells of others, though not with much control. You learn counterspell, or another 3rd-level bloodrager spell of your choice if you already know it. When you successfully counterspell a spell that would target you or one of your companions, you may immediately cast the countered spell without expending a spell slot, targeting the caster. Roll on the Sorcerous Surge table for this spell.
You may reflect a spell in this way once, regaining the ability to do so after a long rest.
Sorcerous Avatar
At 18th level, you can unleash your bloodline, turning yourself into a dazzling, prismatic constellation of lights for 1 minute. You gain the following benefits for the duration:
- You gain resistance to acid, cold, fire, lightning, and poison damage.
- Every spell you cast rolls a Sorcerous Surge, and when you roll your Sorcerous Surge, you may roll twice and use either result.
- You are immune to the grappled and restrained conditions, and cannot have your speed reduced below your base speed.
You can transform in this way once, regaining the ability after a long rest.
Sorcerous Surge Table
d12 | Effect |
---|---|
1 | You must expend another spell slot of equal or higher level or the spell is lost with no effects. |
2 | You suffer a magical backlash, taking 1d8 force damage per level of the spell. |
3 | Any damage dealt by the spell is halved. |
4 | The spell's targets gain advantage on any saving throws against the spell. |
5 | Your speed is reduced by half until the end of your next turn. |
6 | Every creature within 30 feet of you is hit by a force bolt, dealing 1d4+1 force damage. |
7 | You gain temporary hit points equal to the level of the spell slot expended. |
8 | Every creature within 5 feet of you is hit by three force bolts, dealing 1d4+1 force damage each. |
9 | Every creature within 5 feet of you must make a Constitution saving throw or be blinded until the start of their next turn. |
10 | You recover a 1st-level spell slot. |
11 | You gain advantage on the next saving throw you make against a spell within the next minute. |
12 | As a reaction, you may immediately cast a 1st-level bloodrager spell without expending a spell slot. |
13 | The spell takes effect as if you had used a spell slot one level higher. |
14 | The spell's targets have disadvantage on any saving throws against the spell. |
15 | You immediately regain the spell slot expended. |
16 | The spell takes effect as if you had used a spell slot two levels higher. |
17 | As a reaction, you may immediately cast another bloodrager spell. |
Celestial Bloodline
Your blood is mingled with that of a mighty celestial. Perhaps a deva stands in your family tree, or a member of your line was the chosen of a good-aligned deity. Your bloodline carries a power of holy radiance, which flows through you and finds expression in battle.
Spark of the Divine
At 1st level, you carry within yourself a mote of celestial power, which you manifest with your attacks. Every time you hit an enemy of CR 1/4 or higher with an attack, you gain a charge of divine energy. You can hold a number of charges up to your proficiency bonus. As an action, you can touch a creature and release any number of charges. The target regains hit points equal to one roll of your Blood Trance Damage die per charge spent. After a short or long rest, you lose all stored charges.
You can heal a creature in this way a number of times equal to your Charisma modifier. This limit resets after you finish a long rest.
Blood of the Angels
Also at 1st level, your holy blood grants you special wisdom and protection. You learn the Celestial language, and are immune to nonmagical diseases.
Holy Rage
Your bloodline trance damage type is radiant.
Celestial Bloodline Spells
Starting at 2nd level, you learn additional spells when you reach certain levels in this class, as shown in the table below. These spells count as bloodrager spells for you, but don’t count against the number of bloodrager spells you know.
Bloodrager Level | Bloodline Spells |
---|---|
2nd | bless, guiding bolt |
5th | aid, lesser restoration |
9th | beacon of hope, mass healing word |
13th | greater restoration, heavenly rayK |
17th | holy weapon, mass cure wounds |
Divine Light
At 6th level, entering your blood trance suffuses you with a holy luminance. While in your blood trance, you have resistance to radiant damage, and can release a flash of holy light to blind your attackers. When a creature hits you with a melee attack, you can use your reaction to release any number of charges from your Spark of the Divine feature. The creature must make a Constitution saving throw against your spell save DC. On a failure, it takes 1d8 radiant damage per charge expended and is blinded until the end of your next turn. On a failure, it takes half as much damage and is not blinded.
Angel's Wings
At 10th level, you can manifest heavenly wings, granting yourself flight and a measure of divine resilience. As an action, you can summon these angelic wings for 10 minutes. While you have them, you gain a 30-foot fly speed.
You can manifest these wings once, regaining the ability after a short or long rest.
Celestial Resistance
Also at 10th level, you can call upon the innate ability of many celestials to resist magic. Before you roll a saving throw against a spell, you can expend 3 of your Spark of the Divine charges to gain advantage on the roll.
Divine Avatar
At 18th level, you can transform yourself into a shape fitting your celestial heritage. As an action, you can assume this form for 1 minute, gaining the following benefits:
- Your Angel's Wings activate without expending a use.
- All your attacks deal 1d8 additional radiant damage.
- You gain 2 Spark of the Divine charges at the start of each of your turns.
- When you use your Divine Light feature, it affects all creatures of your choice within 15 feet.
You can transform in this way once, regaining the ability after a long rest.
Jotun Bloodline
Some bloodragers carry the blood of giants in their veins. Whether changed by runic magic or carrying a long-lost titan's blessing in their veins, these bloodragers are able to call upon the powers of giantkind. They are titans of the battlefield, able to mark runes and grow to colossal size. Warriors of this bloodline tend to prefer the term "Jotun" over "Giant", using the language of these titanic beings.
Jotun's Blessing
At 1st level, select one kind of giant, out of Stone, Frost, Fire, Cloud and Storm. Your bloodline damage type and blood trance bonus damage are determined by the table below.
Giantkind | Damage Type |
---|---|
Cloud | lightning |
Fire | fire |
Frost | cold |
Stone | force |
Storm | lightning |
Jotun Resilience
Also at 1st level, the giant's blood running through your veins gives you tremendous resilience. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
Additionally, you can speak, read, and write Giant.
Jotun Bloodline Spells
Starting at 2nd level, you learn additional spells when you reach certain levels in this class, as shown in the table at the end of the bloodline description. You learn the shared spells and the spells matching your specific giantkind. These spells counts as bloodrager spells for you, but don’t count against the number of bloodrager spells you know.
Jotun Power
At 6th level, your blood trance channels the might of the giants. While in your blood trance, you gain the following benefits:
- Your size increases one category, up to Large. If there isn't room to become Large, your size doesn't change.
- Every time you hit with an attack using your Strength, you can reroll one of the damage dice. You must use the new result.
Additionally, you gain one benefit specific to your giantkind while in your blood trance.
- Cloud. Your jumping distance is tripled, and you are immune to falling damage.
- Fire. You first weapon attack on each of your turns deals additional fire damage equal to your Charisma modifier.
- Frost. Creatures that hit you with melee attacks have their speed reduced by 10 feet.
- Stone. You gain +2 to your AC.
- Storm. The first time you hit a creature with a melee attack on your turn, they take 1d6 additional lightning damage and lose their reaction.
Jotun Affinity
At 10th level, you gain resistance to your bloodline damage type. In addition, you gain a benefit specific to your giantkind.
- Cloud. You can see through smoke and fog, and gain advantage on all saving throws to avoid being pushed or knocked down by wind effects. Your thrown weapon attacks do not suffer disadvantage at long range.
- Fire. You remember secrets of fire giant forgecraft, and can modify a suit of armor to receive a +1 bonus to its AC. Only one suit of armor can have this benefit at a time.
- Frost. You can ignore difficult terrain due to ice and snow, and can't become restrained by ice or cold effects.
- Stone. You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
- Storm. You can cast gust of wind without expending a spell slot, regaining its use after a long or short rest.
Jotun Transformation
At 18th level, you can assume a giant form, properly resembling your jotun forebears. As an action, you can transform, gaining the following benefits:
- Your size increases to Large or Huge (your choice). If there isn't room, your size doesn't change.
- Your walking speed increases by 10 feet.
- Your weapon reach increases by 5 feet.
- Your weapon attacks deal 2d4 additional damage of their type.
- You gain advantage on Strength rolls to grapple or resist being grappled.
You can transform in this way once, regaining the ability after a long rest.
Bloodrager Level | Shared Spells | Cloud Spells | Fire Spells | Frost Spells | Stone Spells | Storm Spells |
---|---|---|---|---|---|---|
2nd | earth rumbleSDS | fog cloud | burning hands | frost shurikenSDS | stone fistK | lightning tendrilK |
5th | enlarge/reduce | levitate | stream of flameSDS | cold snapK | stone pillarK | dancing waveK |
9th | immutabilityK | vortex blastK | flamethrowerK | flash freezeK | meld into stone | sleet storm |
13th | titan's mightS | aero barrageK | fire shield | ice storm | orbital stonesK | geyserK |
17th | commune with nature | shape windsSDS | incinerateSDS | cone of cold | burial barrageK | sky burstK |
Fiendish Bloodline
Your blood pulses with a fiery heat, tainted with the power of the lower planes. Whether due to a corrupted ancestor, a dark bargain, or some other vile source, your magic is empowered with a fiendish touch.
Burning Rage
Your bloodline trance damage type is fire.
Tricky Devil
At 1st level, your heritage grants you a mysterious and unnatural charisma. You gain proficiency in Deception or Intimidation, or another skill of your choice if you are already proficient in both.
In addition, you learn the thaumaturgy cantrip, which counts as a bloodrager spell for you. When you cast it, you can choose to gain advantage on the next Deception or Intimidation check you make within 1 minute.
Fiendish Bloodline Spells
Starting at 2nd level, you learn additional spells when you reach certain levels in this class, as shown in the table below. The spell counts as a bloodrager spell for you, but it doesn’t count against the number of bloodrager spells you know.
Bloodrager Level | Spells |
---|---|
2nd | burning hands, hellish rebuke, |
5th | suggestion, stream of flameSDS |
9th | false foesSDS, fireball |
13th | pillar of fireK, wall of fire |
17th | incinerateSDS, devil bindingSDS |
Aura of Immolation
At 6th level, your blood trance awakens the hellfire that flows within your veins. You gain resistance to fire damage, and gain the following benefits while in your blood trance:
- When you cast a bloodrager spell that deals fire or necrotic damage, you can deal additional damage to one target equal to one roll of your blood trance damage die.
- Once per turn when a creature of CR 1/4 or higher dies within 10 feet of you, you receive a dark blessing. Your next attack, if it hits, deals bonus fire damage equal to your Charisma modifier.
Fiendish Resilience
At 10th level, you gain some of the defenses common to lower-planar creatures. You have advantage on saving throws to avoid being charmed or poisoned.
Additionally, as a reaction if you do become charmed or poisoned, you may call upon your ancestry to immediately end the effect. You can end a condition in this way once, regaining the ability after a long rest.
Brimstone Avatar
At 18th level, your blood pulses with corruption, and you can call upon it to become as fearsome as any fiend. As an action, you can transform yourself for one minute, gaining the following benefits for the duration:
- Your creature type is Fiend.
- Your walking speed increases by 30 feet.
- You are immune to the grappled and restrained conditions.
- The bonus damage from your Aura of Immolation ability increases to double your Charisma modifier.
You can transform yourself in this way once, regaining the ability to do so after a long rest.
Bloodrager Disciplines
Bloodragers specialize in certain combat disciplines, honing their battle skill even as they channel arcane power. You may choose which discipline your bloodrager follows from the options below.
Discipline of the Ravager
Ravagers are bloodragers who fight with brutality, dealing as much damage as possible. They are often heedless of their own health, willing to suffer grave wounds as long as they can inflict worse on their foes. They frequently specialize in great weapons, choosing the deadliest tool for the job.
Heedless Warrior
At 3rd level, your fighting style emphasizes constant aggression. When you take damage while in your blood trance, you gain advantage on the next attack roll you make.
Mighty Cleave
Also at 3rd level, you can cleave through your foes, gaining a new use for your Sorcerous Swordplay feature.
- Mighty Cleave: Once per turn on your turn after you hit an enemy with a melee weapon attack, you can expend 1 use of your Sorcerous Swordplay feature to attack another enemy within your weapon's reach.
Bull Rush
At 7th level, your enemies are unable to constrain your aggression. Anytime you are grappled or restrained by an effect that allows a saving throw at the end of your turn, you instead attempt the saving throw at the beginning of your turn.
Fearsome Reputation
At 14th level, your prowess as a combatant has been noticed far and wide. When you roll a Charisma (Intimidation) or Charisma (Persuasion) check, you can treat a d20 roll of 9 or lower as a 10.
Cleaving Rampage
At 20th level, you are irresistible and unstoppable on the battlefield. After you use your Mighty Cleave ability, you can choose to enter a Cleaving Rampage. For 1 minute, your Mighty Cleave ability has unlimited uses, and anytime you hit an enemy with an attack, you can move 10 feet without provoking attacks of opportunity.
You can enter a Cleaving Rampage once, regaining its use after a long rest.
Discipline of the Reaver
Reavers are frenzied attackers, subscribers to the notion that more attacks are always more effective. Their focus is typically oriented around one target at a time - rather than laying about with a great weapon, they tear through one target at a time.
Shredding Attacks
At 3rd level, you develop a single-minded focus in combat. Once per turn when you hit a creature with an attack, you gain advantage on your next attack against that target before the end of your next turn.
Whirling Blades
At 7th level, your weapons strike so fast enemies struggle to land a hit in the frenzy. If you hit a creature with two attacks on your turn, you can choose to whirl your weapons, forcing disadvantage on any attacks they make against you.
Focused Strength
At 14th level, whenever you make a Strength ability check that is not opposed by another creature, you can add your Charisma modifier to the result.
Endless Reave
At 20th level, your attacks rain down with a bloodthirsty fervor. After you hit a creature with an attack on your turn, you can choose to enter a wild rage. Every time you hit with an attack, you may make another attack against the same target. When you miss, your Endless Reave ends. Afterward, all attacks against you have advantage until the end of your next turn.
You can use your Endless Reave once, regaining its use after a long rest.
Discipline of the Meditative
Meditatives are disciplined bloodragers - warriors with an orderly mind and a regimented approach to combat. Their blood trance is almost like a dance, motion and attack and spellcasting all flowing together as if set to a song. Legend tells of elite units of sorcerer-soldiers, whole regiments of meditative bloodragers in service to ancient kingdoms.
Precise Striking
When you adopt this discipline at 3rd level, you learn to temper your aggression and instead rely on perfect control. While you are wielding a one-handed weapon and no shield or other weapons, you can use your Charisma modifier in place of your Dexterity for calculating your AC in light or medium armor.
In addition, when you roll for your blood trance bonus damage, you may choose to replace the die result with your Charisma modifier.
Singing Sword
At 7th level, your movements in battle become almost balletic. While in your blood trance, your movement speed is increased by 10 feet, and opportunity attacks against you are made at disadvantage.
Elegant Combatant
At 14th level, your refinement and control in combat carries over to the rest of your persona. You can double your Charisma modifier when making Charisma (Persuasion) and Charisma (Performance) checks.
Battle Meditation
At 20th level, combat becomes an art form to you, a performance that you intend to elevate to its highest form. When you activate your blood trance, you may choose to make it a Battle Meditation. If you do so, you gain the following additional benefits:
- Whenever an enemy misses an opportunity attack against you, you may immediately make an attack against them.
- As a reaction when an enemy would hit you with an attack, you may parry, forcing disadvantage on the attack.
- You can roll your blood trance bonus damage an extra time for the first attack you make against each enemy on your turn.
You can enter a Battle Meditation in this way once, regaining the ability after a long rest.
Battle Meditation combines with Precise Striking, letting you potentially replace both die results.
Discipline of the Tempered
Tempered bloodragers take self-discipline to an extreme. Their combat style stresses holding back, feigning weakness, before spotting the enemy's weakness and landing a sudden and decisive blow. Their abilities are nearly mythic, with the amount of force they can put into a single blow.
Devastating Blow
When you adopt this discipline at 3rd level, you learn to conserve your energy in favor of striking mighty blows. When you take the Attack action, you can choose to forgo any number of attacks, storing that power instead. When you forgo an attack, you can instead add two dice to a pool of Devastation Dice. When you gain this feature, your Devastation Dice are d6's. When you hit with an attack, you can choose to expend all your stored Devastation Dice, rolling them and adding the result to the damage dealt. This pool starts out empty whenever you roll initiative.
You can have a number of dice in your Devastation Dice pool equal to your proficiency bonus, and their die size increases by one step when your proficiency bonus increases, to a maximum of a d12.
Considered Defense
At 7th level, you gain new ways to make use of your stored power. As a reaction when you are hit with an attack, you can expend one Devastation Die from your pool, rolling it twice and reducing the damage by the total.
Studied Skill
At 14th level, your patience in combat transfers over to all your other abilities. Anytime you observe another creature attempting a skill check, you may add your Charisma modifier to the result if you attempt a similar skill check within 1 minute. In addition, if you take ten times the normal duration when attempting a skill check, you automatically have proficiency on the check.
Singular Devastation
At 20th level, your skill at exploiting enemy weaknesses increases. While you are in your blood trance, you gain the following benefits:
- When you first enter your blood trance, your Devastation Dice pool immediately goes to its maximum (6d12).
- Anytime you make an attack roll, you may expend one Devastation Die to gain advantage on the attack.
- As a bonus action when your Devastation Dice pool drops to 0, you may immediately add another die to it.
Discipline of the Bombardier
Bombardier bloodragers are reckless warriors, mad alchemists who brew potions and hurl grenades on the battlefield. They throw dangerous concoctions or empowering mists in turn, rarely taking much care as to who's on the receiving end. But as a result, they have perhaps more faculty than any other for suddenly changing the balance of combat, crippling multiple foes with a fearsome blast.
Quick Fling
When you adopt this discipline at 3rd level, you master a particular skill for hurling bombs. You can throw improvised weapons as if proficient. Your thrown improvised weapon attacks no longer suffer disadvantage when an enemy is within 5 feet.
In addition, you gain an additional use for your Sorcerous Swordplay feature.
- Quick Fling: As a bonus action, you can expend 1 use of your Sorcerous Swordplay to throw a potion or concoction (such as alchemist's fire, an acid vial, or a bomber's brew). You can expend 2 uses to target two adjacent creatures, making separate attack rolls for each.
Bomber's Brew
Also at 3rd level, you are able to quickly produce unstable black-powder explosives to toss at your foes. These grenades count as improvised weapons for you with a thrown range of 15/30 feet. They deal 2d4 damage on a hit. When you get this ability, and again anytime you complete a long rest, you choose the damage type for your Bomber's Brew out of fire, piercing, and your bloodline damage type.
You also gain proficiency with alchemist's tools, and can use Charisma instead of Intelligence when making checks with them.
Strengthening Salts
At 7th level, you add to your repertoire a special incense, with an aroma that reinforces your allies and quickens their steps. As an action, or in place of an attack when you take the Attack action, you can throw an incense bomb at a 5-foot radius sphere you can see within 30 feet. All creatures in the area gain advantage on their next attack roll and have their movement speed increased by 10 feet. The effect fades at the end of your next turn.
Amateur Alchemist
At 14th level, your alchemical dabbling finally lends you enough confidence to try the real thing. You can expend a spell slot when making Medicine checks or checks with alchemist's tools, adding 1d4 per slot level to the result.
Additionally, the first time each day you attempt to craft something with your alchemist's tools, you can make four hours' worth of progress over two hours.
Mad Bomber
At 20th level, your skill at bomb-making and zeal for bomb-throwing reach new and terrifying heights. While you are in your blood trance, you gain the following benefits.
- Targeting two adjacent creatures with your Quick Fling ability no longer expends extra uses.
- Your Bomber's Brew damage increases to 4d4.
- Your thrown improvised weapon attacks have their ranges doubled.
Discipline of the Feral
Some bloodragers are so steeped with magic that it touches their minds, launching them into a savage fury in combat. Ferals can even transform themselves, twisting their hands into wicked claws and making their very bodies into weapons. They offer perhaps the purest expression of their blood trance, becoming veritable monsters on the battlefield.
Feral Claws
At 3rd level, you can transform yourself, growing vicious claws to tear into your enemies. When you roll initiative or as a bonus action at any time, you can turn one or both of your hands into claws. These claws function as one-handed natural melee weapons that deal 1d6 damage on hit. The damage is either slashing or your bloodline damage type (your choice).
You cannot wield weapons or shields in transformed hands, but you can use them to grapple creatures. You can dismiss them as a bonus action.
Slashing Fury
Also at 3rd level, you can land a frenzy of furious blows on your enemy. When you take the Attack action and hit an enemy with your Feral Claws, you can make another attack with them at disadvantage as a bonus action.
Magical Might
Also at 3rd level, you can empower your claws with your magic. When you use your Feral Claws ability, you can expend a spell slot to empower them. If you empower them in this way, you can make attacks with them using Charisma in place of Strength, and they count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
If you used a 1st- or 2nd-level slot, they gain a +1 bonus to attack and damage and the damage die increases to 1d8. If you used a 3rd- or 4th-level slot, the bonus increases to +2 and the damage die increases to 1d10. If you used a 5th-level slot, the bonus increases to +3 and the damage die increases to 1d12. This effect lasts for 1 minute.
Hunter's Instinct
At 7th level, nothing is able to keep you from dashing across the battlefield to new targets. You have advantage on ability checks and saving throws to avoid being grappled, and opportunity attacks against you are made at disadvantage.
Keen Senses
At 14th level, you are able to adapt your senses to match those of the beasts you emulate in combat. When you complete a long rest, select one of the following benefits:
- Keen Hearing. You gain advantage on Wisdom (Perception) checks that rely on hearing.
- Low-Light Vision. You gain darkvision out to 60 feet, or if you already have darkvision, its range is increased by 30 feet.
- Peerless Tracking. You gain proficiency in Survival. If you are already proficient, your proficiency bonus is doubled for all Survival checks.
Battle Frenzy
At 20th level, you are able to enter a savage, unstoppable rage. When you activate your blood trance, you can choose to make it a Battle Frenzy. If you do so, you gain the following additional benefits:
- Your Slashing Fury no longer costs a bonus action to use, but you can still only use it once per turn on your turn.
- Your movement speed increases by 10 feet.
- If you deal damage with a spell of 1st level or higher, your Feral Claws gain bonus damage of that spell's type equal to your Charisma modifier until the end of your next turn.
You can enter a Battle Frenzy in this way once, regaining the ability after a long rest.
Discipline of the Mystic
Some bloodragers choose to focus on their magical abilities, honing their sorcery until spellcasting is as natural as breathing. Mystics can channel their bloodline magic into arcane bolts of power, allowing them to eschew weapons entirely if they so choose.
Arcane Blast
When you adopt this discipline at 3rd level, you gain the ability to channel bolts of power from your hands. Your Arcane Blast is a ranged spell attack with a 60/90 range, and deals 1d8 + your Charisma modifier damage on a hit of your bloodline damage type. When you take the Attack action, you can hurl Arcane Blasts in place of any number of attacks.
Specialized Blasting
Also at 3rd level, you gain new uses for your Sorcerous Swordplay, allowing you to modify your Arcane Blasts. As a bonus action, you can expend 1 use of your Sorcerous Swordplay feature to alter your Arcane Blasts in one of the following ways until the end of your next turn:
- Your Arcane Blast's range is doubled.
- You can change your Arcane Blast's damage type to force.
- The next creature you hit with an Arcane Blast must make a Strength saving throw against your spell save DC or be knocked prone.
Mystic Insight
Also at 3rd level, you gain an intuitive grasp of magical principles. You gain proficiency in Arcana or a bloodrager skill of your choice if you are already proficient. Additionally, you can use your Charisma in place of Intelligence when making Arcana checks.
Arcane Agility
At 7th level, your arcane blasts produce excess power, which you can use to propel yourself around the battlefield. Once per turn when you use your Arcane Blast, you can move up to 10 feet without triggering opportunity attacks.
Thaumic Investigator
At 14th level, you learn the spells detect magic, identify, and unseen servant. They count as bloodrager spells for you, and Charisma is your spellcasting modifier for them.
You can cast any of these spells a number of times equal to your Charisma modifier without expending a spell slot, regaining all uses after a long rest.
Mystic Trance
At 20th level, you can tap into a deep well of magical power, transforming yourself with arcane might. When you activate your blood trance, you can choose to make it a Mystic Trance. If you do so, you gain the following additional benefits:
- You can make one additional Arcane Blast attack when you take the Attack action.
- Your Specialized Blasting no longer costs a Sorcerous Swordplay use, and you can choose 2 options.
- You gain a 30-foot fly speed with hover. If you already have a fly speed, it increases by 15 feet and gains hover.
You can enter a Mystic Trance in this way once, regaining the ability after a long rest.
Multiclassing
Should you want to multiclass into bloodrager, the prerequisites and proficiencies are listed below:
- Prerequisite: 13 in Strength, 13 in Charisma.
- Proficiencies gained: Light armor, medium armor, martial weapons
Bloodrager Spell List
1st Level
- Arcane WeaponK
- Arctic BreathK
- Bad BloodK
- Blade MirageK
- Burning Hands
- Feather Fall
- FrightenK
- Color Spray
- Earth RumbleSDS
- ElectrifyK
- Eyes of ImmolationK
- Faerie Fire
- FlashdaggersS
- Fog Cloud
- Frost ShurikenSDS
- Gale BoltK
- Grease
- Hideous Laughter
- Inflict Wounds
- Jump
- Keen WeaponS
- Lightning TendrilK
- Longstrider
- Mage Armor
- Magic Missile
- Melting GlobK
- Prismatic BoltSDS
- Prismatic FlashK
- Silent Image
- Thunderwave
2nd Level
- Acid Arrow
- AlacrityK
- Alter Self
- Blindness/Deafness
- Blur
- Burning StrikeK
- Burst of FlameSDS
- Crescent Wind SlashK
- Darkness
- Darkvision
- Earthen HandSDS
- Enhance Ability
- Enlarge/Reduce
- Flaming Sphere
- Glacial AxeS
- Gust of Wind
- Hold Person
- Invisibility
- Magic Weapon
- Mirror Image
- Misty Step
- Ray of Enfeeblement
- Scorching Ray
- See Invisibility
- Shatter
- Silence
- Stream of FlameSDS
- Unbridled FurySDS
- Web
- Whirling DaggersSDS
3rd Level
- Aether LanceK
- Arctic AuraK
- Bestow Curse
- Blink
- Counterspell
- Dispel Magic
- ElectrocuteK
- False FoesSDS
- Fear
- Fiery QuiverSDS
- Fly
- Gaseous Form
- Ghost StepK
- Haste
- Imbue ElementSDS
- Intellect Fortress
- Lightning ArrowPHB
- Lightning Bolt
- Major Image
- Power Word NapSDS
- Protection From Energy
- Quicksilver LashS
- Sleet Storm
- Slow
- Sonic RiftSDS
- Spider BiteK
- Stinking Cloud
- Water Breathing
- Water CannonK
- Water Walk
- Wind Wall
4th Level
- Arcane Eye
- Blight
- Charm Monster
- Confusion
- Dimension Door
- Echoing LanceK
- Expose WeaknessSDS
- Fire Shield
- Freedom of Movement
- Greater Invisibility
- Hallucinatory Terrain
- Ice SpikeK
- Resilient Sphere
- Phantasmal Killer
- Quicksilver StepsK
- Stoneskin
- SuffocateK
- Wall of Fire
- Wall of SnowS
5th Level
- Auric LanceS
- BlastwaveK
- Cone of Cold
- Contagion
- Dominate Person
- Drink LifeSDS
- FissureK
- Flickering StrikesK
- Hold Monster
- IncinerateSDS
- Mass FreezeS
- Mislead
- Necromantic StormSDS
- Passwall
- Seeming
- Sky BurstK
- StormwallS
- Wall of Stone
Spells marked with SDS were created as part of the Spells That Don't Suck project. Spells marked with S were created by somanyrobots otherwise. Spells marked with K were created by KibblesTasty and used with permission.
Appendix 1: Spell Sources
Spells used are available in these collections, all of which are free to use and reference for any purpose.
- Spells That Don't Suck is a set of spells by Omega Ankh and somanyrobots, creating replacements for problematic spells contained in first-party WotC materials. These are marked with SDS.
- So Many Spells is a set of wholly original spells written by somanyrobots. These are marked with S.
- Kibbles' Casting Compendium is the complete set of spells written by KibblesTasty. These are marked with K.
Thank you supporters!
A heartfelt thank you to all my patrons, whose generous support helps make this work possible. And a special thank you to:
- arawnannwn
- bluewarbler
- David Sharp
- Erratic Berry
- GlaciesGlace
- Graham Hildebrandt
- Maya
Credits & References:
Bloodrager created by somanyrobots Discord | Patreon
All systems and spells used with permission of their creator.
Art
- Draconic Meditative, by Alifka Hammam Nugroho
- Grand Warlord Radha, by Anna Steinbauer © Wizards of the Coast LLC
- Firemantle Mage, by Chris Rahn © WotC
- Gravemarked Reaver, by Zana Arnautovic
- Scintillant Tempered, by Zana Arnautovic
- Celestial Ravager, by Zana Arnautovic
- Fiendish Ravager, by Alifka Hammam Nugroho
- Draconic Ravager, by Duong Thanh Lam
- Meditative Bloodrager, by Alifka Hammam Nugroho
- Bombardier Bloodrager, by Alifka Hammam Nugroho
- Feral Bloodrager, by Alifka Hammam Nugroho
- Mystic Bloodrager, by Alifka Hammam Nugroho
- Screamreach Brawler, by Slawomir Maniak © WotC
Content
- Discipline of the Tempered created by commission from bel
Background Image Stains
Licensing
All rules text in this document is licensed as CC BY-NC 4.0, under the Creative Commons Attribution 4.0 International license (CC-BY). Broadly, it can be republished freely or incorporated into non-commercial works as long as credit is given to the original creator.
The document in its entirety, including artwork, is licensed under WotC's Fan Content Policy, included below.
Includes spells from Spells That Don't Suck by Omega Ankh and somanyrobots, which is licensed CC-BY and available here.
Includes spells from Kibbles' Casting Compendium 2.0 by KibblesTasty Homebrew LLC, which is licensed CC-BY and available here.
Fan Content Policy
This work 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.
Changelog
v0.8
- A bunch of artwork updates
- Removed AC buff from blood trance
- Clarified Ghost Form
- Buffed Dragon's Scales
- Nerfed Dragonrage save benefit (removed charmed)
- Nerfed Spark of the Divine (bonus action to action, reduced uses)
- Changed usage limit on Sorcerous Surge (overall a buff, but the change is for clarity.)
- Replaced Blood Trance regen with limited-use damage resistance
- Language tweak to Wild Power
- Changed Precise Striking defensive benefit
- Changed Sorcerous Swordplay defensive benefit
v0.7.1
- Clarified magic-weapons interaction on Magical Might
v0.7
- Added the Celestial Bloodline
- Added the Discipline of the Mystic
- Buffed Blood Trance uses by 1 at lower levels
- Added AC buff to blood trance
- Rescaled Sorcerous Swordplay
- Added Brutal Spellcasting option to Sorcerous Swordplay
- Adjusted Ravager's Mighty Cleave and Bombardier's Quick Fling to integrate with Sorcerous Swordplay
- Reworked Born Ready (and added it to features table, where it was missing)
v0.6
- Added the Jotun Bloodline
- Added the Discipline of the Feral
- Added (minimum 1) on Sorcerous Swordplay
- Added usage limit on Battle Meditation
v0.6
- Fixed incorrect discipline-levels text
v0.5
- Added Fiendish Bloodline
- Added Discipline of the Bombardier
- Reworked Sorcerous Swordplay
v0.4
- Added Tempered Discipline
- Changed Blood Trance casting from Str to average of Str and Cha
- Replaced Fighting Styles with Sorcerous Swordplay
- Fixed Scintillant's trance damage type
v0.3
- Finished Draconic spell lists
- Added Scintillant Bloodline
- Added Meditative Discipline
v0.2.4
- Added duration to Undying Colossus
- Fixed a couple copy-paste errors
v0.2.3
- Wrote first-page flavor text
- Nerfed Dragonrage
- Added spell sources
v0.2.2
- Corrected usage limits on bloodline capstones
- Corrected a few typos and copy-paste errors
- Some language cleanup
v0.2.1
- Added Discipline of the Reaver
- Corrected art credits
- Finished draconic and gravemarked bloodline spell lists (mostly)
- Reworked Blood Trance's defensive benefit
v0.2
- Added Spell List
v0.1.1
- Fixed missing Gravemarked bloodline trance damage type
v0.1
- Rough Draft