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Bloodrager Compressed

The document describes the Bloodrager class, a unique blend of martial prowess and magical abilities derived from one's bloodline. It outlines the character's features, abilities, and progression through levels, emphasizing their combat skills and spellcasting capabilities. Additionally, it details the Mystic Bloodlines that grant specific powers and spells, enhancing the Bloodrager's effectiveness in battle.
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0% found this document useful (0 votes)
45 views19 pages

Bloodrager Compressed

The document describes the Bloodrager class, a unique blend of martial prowess and magical abilities derived from one's bloodline. It outlines the character's features, abilities, and progression through levels, emphasizing their combat skills and spellcasting capabilities. Additionally, it details the Mystic Bloodlines that grant specific powers and spells, enhancing the Bloodrager's effectiveness in battle.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Bloodrager

A muscled woman stalks through a mountain pass, a massive The centaur woman has a joyous laugh, and an undeniable
greataxe in her hands. Her heavy braids conceal dully- beauty, with a crown of flowers and a brilliant smile. But
gleaming brass scales running down her back, and a pair of when she gallops into combat, her quiver full of vine-carved
vestigial wing-stumps between her shoulderblades. When the spears, her jaw is set. She commands the roots and trees to
kobolds leap out from the rocks, spears jabbing, her axe restrain her foes, as she ignites each javelin into a bolt of
cleaves through them like a scythe through wheat, and blue-white lightning and hurls it forward with a sky-splitting
draconic wings of fire erupt from her shoulders, searing the crack.
clan with the flame.
An elven man visits the city, clad in hides and furs, with Sorcerous Savagery
silver-white tattoos swirling down his neck and arms. When Bloodragers are warriors first and foremost, but warriors
he sees a group of bandits robbing a woman in an alley, he whose fight is fueled by their unique ancestry. Each
pulls a pair of axes off his back and sets them ablaze with a Bloodrager's magic is powered by their bloodline, while their
gleaming white light. He tears through the thugs, rescuing martial skills are governed by their discipline. Their magic
and alarming their victim in equal measure, as his eyes glow unfolds when they tap into their bloodline's power, but even
with holy purpose and the scriptures inked into his skin shine when that energy is spent, they are fearsome and capable
like justice. fighters.
The third son of a noble house returns to his birthplace, A bloodrager may not have the full arcane might of their
only to find the manor in ruins and his family vanished. His sorcerous cousins - their bloodlines do not express
skin is pallid since that disastrous night, but when he themselves so directly and yield a less focused and more
confronts the criminals responsible, his eyes turn coal-black. primal style of spellcasting. But with axes, blades, and fists to
As he pummels them, fists glowing with an unholy shadow, fall back on, a bloodrager is no less deadly a combatant.
passers-by instinctively know better than to stop and watch.

1
Bloodrager
Proficiency Blood Trance Spells
Level Bonus Features Damage Blood Trances 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

2
Creating a Bloodrager Blood Trance
Creating a bloodrager requires understanding your bloodline Also at 1st level, as a bonus action, you are able to enter a
and your discipline. Your character is empowered from the state of profound focus in combat. This may take the form of
beginning by their bloodline - a secret power hidden in their a berserker rage, a holy meditation, or any other appropriate
heritage, determining their magic and granting supernatural state. While in your blood trance, you gain the following
might. But they train in the way of their discipline, mastering benefits:
their weapons and learning techniques for channeling that
power through battle. Your attacks gain bonus damage, with the amount equal to
What inspired you to pick up the blade? How did you find one roll of your Blood Trance damage die and the type
the focus to turn your powers to adventurous ends? Do you determined by your bloodline.
struggle against temptation, contending with dark omens At the start of each of your turns, you gain resistance to
from the past? Or were you always destined for a life of the next instance of damage you receive.
glorious battle? You can calculate your spell attack modifier and saving
throw DCs using your Strength modifier.
Quick Build While in your blood trance, you can't cast or concentrate on
You can make a bloodrager quickly by selecting Strength as spells except your bloodrager spells. Your blood trance lasts
your highest attribute, followed by Charisma or Constitution. for 1 minute. It ends early if you fall unconscious or if you
Second, choose a background that reflects combat or military choose to end it early as a bonus action. You can use it a
training. number of times as indicated on the Bloodrager table,
regaining all uses after completing a long rest. Your blood
Class Features trance will gain additional benefits from your bloodline, and
after 3rd level, from your discipline.
As a bloodrager, you gain the following class features.

Hit Points Sorcerous Swordplay


Hit Dice: 1d10 per bloodrager level At 2nd level, you learn to augment your combat with small
Hit Points at 1st Level: 10 + your Constitution modifier flashes of magic.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
Distracting Flare: When you make an attack, you may
modifier per bloodrager level after 1st
expend 1 use to grant yourself advantage on the attack.
Proficiencies Uncanny Deflection: As a reaction when you take
Armor: Light armor, medium armor, shields damage, you may expend 1 use to roll your Blood Trance
Weapons: Simple weapons, martial weapons damage die and subtract the result.
Tools: None Lightning Rush: As a bonus action, you can expend 2
Saving Throws: Constitution, Charisma uses to immediately move up to half your speed without
Skills: Choose two from Acrobatics, Animal Handling, provoking attacks of opportunity.
Arcana, Athletics, Deception, Insight, Intimidation, Nature, Brutal Spellcasting: When you cast a spell while in your
Perception, Survival blood trance, you can expend 1 use to increase the spell's
level by 1.
Equipment
You start with the following equipment, in addition to the You can use this feature a number of times equal to your
equipment granted by your background: Charisma modifier + your Blood Trance uses, regaining all
uses after a long rest.
(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.

3
Spellcasting Extra Attack
Also at 2nd level, you learn to directly control the magic of Beginning at 5th level, you can attack twice, instead of once,
your bloodline. The bloodrager spell list is included at the whenever you take the Attack action on your turn.
end of this document.

Spell Slots Into the Fray


The Bloodrager table shows how many spell slots you have to At 7th level, your propensity for rushing headlong into danger
cast your bloodrager spells of 1st level and higher. To cast increases. Your AC increases by 1 + half your Charisma
one of these spells, you must expend a slot of the spell’s level modifier, and your walking speed increases by 10 feet.
or higher. You regain all expended spell slots when you finish
a long rest. Arcane Assault
For example, if you know the 1st-level spell cure wounds At 11th level, you are able to interweave your attacks and
and have a 1st-level and a 2nd-level spell slot available, you spellcasting. When you take the Attack action while in your
can cast cure wounds using either slot. blood trance, you can cast one of your bloodline spells in
place of one of your attacks.
Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice from the Unbreakable Focus
bloodrager spell list.
At 15th level, channeling magic puts you into a state of iron
The Spells Known column of the Bloodrager table shows
discipline. When you roll a saving throw to maintain
when you learn more bloodranger spells of your choice. Each
concentration on a spell, you may add your Charisma
of these spells must be of a level for which you have spell
modifier.
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
Born Ready
choose one of the bloodrager spells you know and replace it At 18th level, your blood trance gains the following benefits:
with another spell from the bloodrager spell list, which also
must be of a level for which you have spell slots. You can activate your blood trance immediately whenever
you roll initiative.
Spellcasting Ability The first time you take the Attack action in any combat,
Charisma is your spellcasting ability for your bloodrager you can make one additional attack.
spells. Your magic derives from your bloodline, which grants Your Sorcerous Swordplay uses now reset after every
you innate magical power. You use your Charisma whenever short rest.
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.

4
Mystic Bloodlines Gravemarked Bloodline Spells
Starting at 2nd level, you learn additional spells when you
Bloodragers have a variety of innate bloodlines, sources of reach certain levels in this class, as shown in the table below.
magical power which they inherit. You may choose which These spells count as bloodrager spells for you, but don’t
bloodline your bloodrager bears from the options listed count against the number of bloodrager spells you know.
below.
Bloodrager Level Bloodline Spells
Gravemarked Bloodline 2nd false life, minor drainS
You bear a deathly curse, your heritage tainted by the stink of
5th gentle repose, silence
undeath. Perhaps you descend from a line of foul
necromancers, or your ancestor crossed a mighty lich. Or 9th false deathS, fear
maybe you yourself died and were barely brought back from
13th death ward, stone coffinK
the brink. Whatever the reason, your skin is pallid and your
blood pumps slower than it ought. 17th antilife shell, necromantic stormS

Trance of Undeath Restless Warrior


Your bloodline trance damage type is necrotic. At 6th level, your blood trance imbues you with necromantic
energy. You gain the following benefits while in your blood
At the Threshold trance:
At 1st level, your affinity for death makes you unnaturally
difficult to kill. When you are reduced to 0 hit points, you may You gain resistance to necrotic damage.
make a Charisma saving throw, with a DC equal to half the When you cast a bloodline spell, one creature of your
damage dealt. On a success, you instead drop to 1 hit point. choice within 30 feet gains 3 temporary hit points per
You can cheat death in this way once, regaining the ability level of the spell.
after a short or long rest. Creatures of your choice within 5 feet only recover half as
many hit points when they would be healed.
Still as the Grave
Also at 1st level, you take on a corpselike manner. You can Ghost Form
hold your breath for 1 hour, and you have advantage on At 10th level, the connection between your soul and body
Dexterity (Stealth) checks when you take the Hide action. 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
DM: Consider calling for a Constitution (Stealth) resistance to all damage. Any damage dealt to your spirit or
check when pretending to be a corpse, and allow body is dealt to both, and your Ghost Form immediately ends
this feature to apply. 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.

5
Draconic Bloodline Draconic Transformation
At 18th level, your draconic heritage manifests itself fully,
Your blood is invested with the power of a mighty dragon.
bringing you as close to a great wyrm's power as a mortal
Perhaps your ancestor was granted a boon of draconic
might ever know. As an action, you can transform yourself for
magic, or maybe a shapeshifted dragon even played a part in
1 minute. You gain the following benefits:
your family tree. Regardless of its source, you feel a great
wyrm's power pulsing in your veins. Your Dragon's Wings manifest, without expending a
usage. Their flying speed increases to 60 feet.
Elemental Wyrm You become immune to your bloodline damage type.
At 1st level, select one color out of the chromatic and metallic
Once per turn when you hit an enemy with a melee attack,
dragon types. When your abilities refer to your bloodline
you can force them to make a Wisdom saving throw
damage type, they refer to the damage type associated with
against your spell save DC or become frightened until the
the dragon you chose. Your blood trance bonus damage is of
end of your next turn.
that type.
You can transform in this way once, regaining the ability
Dragon's Scales after a long rest.
Also at 1st level, your skin is coated in scales reminiscent of
your draconic ancestor. Your AC increases by 1. Draconic Bloodline Spells
When you reach 6th level in this class, you gain resistance
to your bloodline damage type. Dragon (Red/Gold/Brass)
Your bloodline damage type is fire.
Draconic Presence
Also at 1st level, you are able to imitate the fearsome Bloodrager Level Bloodline Spells
charisma of dragons. You gain proficiency in Persuasion or
2nd frightenK, burning hands
Intimidation, or another skill of your choice if you are already
proficient in both. 5th dragon surgeK, scorching ray
Also, after you roll a Charisma ability check but before you
9th fear, fireball
know the outcome, you may choose to reroll the die and use
the new result. You can reroll a check in this way once, 13th secret chest, wall of fire
regaining the ability after a short or long rest. 17th incinerateSDS, dominate person
Draconic Bloodline Spells
Starting at 2nd level, you learn additional spells when you Dragon (White/Silver)
reach certain levels in this class, as shown in the tables at the Your bloodline damage type is ice.
end of the bloodline description. These spells count as
bloodrager spells for you, but don’t count against the number
Bloodrager Level Bloodline Spells
of bloodrager spells you know. 2nd frightenK, arctic breathK
Dragonrage 5th dragon surgeK, cold snapK
At 6th level, you can summon the fury of a rampaging dragon. 9th fear, flash freezeK
While in your blood trance, you gain the following benefits:
13th secret chest , ice spikeK
You gain a breath weapon, which you may use as an action 17th mass freezeS, cone of cold
or in place of one attack when you take the Attack action.
All creatures within a 15-foot cone must make a Dexterity
Dragon (Black/Copper)
saving throw against your spell save DC or take 2d6
Your bloodline damage type is acid.
damage of your bloodline damage type. You can expend a
spell slot when you use this breath weapon to increase its Bloodrager Level Bloodline Spells
damage by 1d6 per slot level, but if you do so, you cannot
cast a spell on the same turn. 2nd frightenK, melting globK
As a reaction when you fail a saving throw to avoid being 5th dragon surgeK, acid arrow
frightened, you may reroll it and add your Charisma
9th fear, erodeK
modifier to the result.
13th secret chest , corrosive burstSDS
Dragon's Wings
At 10th level, you can manifest draconic wings. As a bonus
17th acid jetS, acid rainK
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.

6
Dragon (Bronze/Blue) Chaotic Trance
Your bloodline damage type is lightning. When you enter your blood trance, roll 1d6 on the following
table to determine your bloodline trance damage type.
Bloodrager Level Bloodline Spells
2nd frightenK, lightning tendrilK d6 Damage Type d6 Damage Type
1 Acid 4 Lightning
5th dragon surgeK, crackleK
2 Cold 5 Poison
9th fear, lightning bolt
3 Fire 6 Choose one of 1-5
13th secret chest , stormcloudSDS
17th sky burstK, stormwallS Scholar-Savant
Also at 1st level, your innate magic grants you occasional
Dragon (Green) flashes of knowledge. You gain proficiency in the Arcana skill,
Your bloodline damage type is poison. or another skill of your choice if you are already proficient.
When you make an Intelligence (Arcana) check, you may treat
Bloodrager Level Bloodline Spells a roll of 1 or 2 on the die as if it were a 20.
2nd frightenK, bad bloodK
Wild Power
5th dragon surgeK, poison dartK From 1st level, you pulse with magical energy which you can
9th fear, stinking cloud barely comprehend, but which you can unleash with a
concentrated effort of will. As a bonus action, you may choose
13th secret chest , poison puffK to draw upon this power. Roll 1d6, triggering one of the
17th venomous mawS, cloudkill following effects for 1 minute according to the result.
You may use this ability once, regaining its use after a short
Scintillant Bloodline or long rest.

Some bloodragers know exactly where their magic comes d6 Effect


from, or at least have a good hunch. Scintillant bloodragers
Magical winds lighten your feet. Your speed increases
rarely do. Your powers are chaotic and unpredictable, turning 1
by 10 feet, and your jump distance is doubled.
you into a vessel of pure magic. Wild, shimmering magic
pulses in your veins, unleashing itself at every opportunity. Dazzling motes of color obscure your form. The first
Given your unpredictable powers, scintillant bloodragers 2 attack every creature makes against you is at
tend to be somewhat unreliable comrades. Your magic is disadvantage.
impressive, especially with the ability to empower spells You gain resistance to one damage type of your choice,
beyond the norm, but the only universal rule for a scintillant
3
out of acid, cold, fire, lightning, and poison.
bloodrager is to make sure you're closer to the enemy than to
4 All your weapon attacks deal force damage.
your friends.
Once per turn on your turn when you cast a bloodrager
5 spell that deals damage, you may reroll one damage
die, keeping the new result.
6 Choose one of the effects above.

7
Scintillant Bloodline Spells
Sorcerous Surge Table
Starting at 2nd level, you learn additional spells when you
reach certain levels in this class, as shown in the table below. d12 Effect
These spells count as bloodrager spells for you, but don’t You must expend another spell slot of equal or higher
count against the number of bloodrager spells you know. 1 level or the spell is lost with no effects.

Bloodrager Level Bloodline Spells You suffer a magical backlash, taking 1d8 force
2 damage per level of the spell.
2nd color spray, prismatic boltSDS
3 Any damage dealt by the spell is halved.
5th mirror image, shifting bladeS
The spell's targets gain advantage on any saving
9th blink, imbue elementSDS 4
throws against the spell.
13th chaotic vortexS, confusion Your speed is reduced by half until the end of your
5 next turn.
S
17th prismatic shield , mislead
Every creature within 30 feet of you is hit by a force
6 bolt, dealing 1d4+1 force damage.
Sorcerous Surge
At 6th level, the magic inherent in your blood begins to
express itself in more powerful and unpredictable ways - but 7 You gain temporary hit points equal to the level of
the spell slot expended.
you also gain a greater measure of control over it. Anytime
you cast a bloodrager spell while in your blood trance, you 8 Every creature within 5 feet of you is hit by three
force bolts, dealing 1d4+1 force damage each.
may choose to roll a d12 on the Sorcerous Surge table. If an
effect references a saving throw, it uses your spell save DC. Every creature within 5 feet of you must make a
You may attempt to influence your Sorcerous Surge, 9 Constitution saving throw or be blinded until the start
bending it to your will. If you do so, you may add the spell's of their next turn.
level to the d12 roll, declaring so before the roll. You can do 10 You recover a 1st-level spell slot.
so a number of times equal to your proficiency bonus,
resetting after a long rest. You gain advantage on the next saving throw you
11
make against a spell within the next minute.
Wild Reflection As a reaction, you may immediately cast a 1st-level
At 10th level, you gain enough control to manipulate the 12
bloodrager spell without expending a spell slot.
spells of others, though not with much control. You learn
The spell takes effect as if you had used a spell slot
counterspell, or another 3rd-level bloodrager spell of your 13 one level higher.
choice if you already know it. When you successfully
counterspell a spell that would target you or one of your The spell's targets have disadvantage on any saving
14 throws against the spell.
companions, you may immediately cast the countered spell
without expending a spell slot, targeting the caster. Roll on 15 You immediately regain the spell slot expended.
the Sorcerous Surge table for this spell.
You may reflect a spell in this way once, regaining the The spell takes effect as if you had used a spell slot
16
ability to do so after a long rest. two levels higher.
As a reaction, you may immediately cast another
Sorcerous Avatar 17 bloodrager spell.
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:
Celestial Bloodline
Your blood is mingled with that of a mighty celestial. Perhaps
You gain resistance to acid, cold, fire, lightning, and poison a deva stands in your family tree, or a member of your line
damage. was the chosen of a good-aligned deity. Your bloodline carries
Every spell you cast rolls a Sorcerous Surge, and when a power of holy radiance, which flows through you and finds
you roll your Sorcerous Surge, you may roll twice and use expression in battle.
either result.
You are immune to the grappled and restrained Spark of the Divine
conditions, and cannot have your speed reduced below At 1st level, you carry within yourself a mote of celestial
your base speed. 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
You can transform in this way once, regaining the ability charge of divine energy. You can hold a number of charges up
after a long rest. 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.

8
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 Angel's Wings


Your bloodline trance damage type is radiant.
At 10th level, you can manifest heavenly wings, granting
Celestial Bloodline Spells yourself flight and a measure of divine resilience. As an
Starting at 2nd level, you learn additional spells when you action, you can summon these angelic wings for 10 minutes.
While you have them, you gain a 30-foot fly speed.
reach certain levels in this class, as shown in the table below.
These spells count as bloodrager spells for you, but don’t You can manifest these wings once, regaining the ability
count against the number of bloodrager spells you know. after a short or long rest.

Bloodrager Level Bloodline Spells Celestial Resistance


Also at 10th level, you can call upon the innate ability of many
2nd bless, guiding bolt celestials to resist magic. Before you roll a saving throw
5th aid, lesser restoration against a spell, you can expend 3 of your Spark of the Divine
charges to gain advantage on the roll.
9th beacon of hope, mass healing word
13th greater restoration, heavenly rayK Divine Avatar
At 18th level, you can transform yourself into a shape fitting
17th holy weapon, mass cure wounds your celestial heritage. As an action, you can assume this
form for 1 minute, gaining the following benefits:
Divine Light
At 6th level, entering your blood trance suffuses you with a Your Angel's Wings activate without expending a use.
holy luminance. While in your blood trance, you have All your attacks deal 1d8 additional radiant damage.
resistance to radiant damage, and can release a flash of holy You gain 2 Spark of the Divine charges at the start of each
light to blind your attackers. When a creature hits you with a of your turns.
melee attack, you can use your reaction to release any When you use your Divine Light feature, it affects all
number of charges from your Spark of the Divine feature. creatures of your choice within 15 feet.
The creature must make a Constitution saving throw against
your spell save DC. On a failure, it takes 1d8 radiant damage You can transform in this way once, regaining the ability
per charge expended and is blinded until the end of your next after a long rest.
turn. On a failure, it takes half as much damage and is not
blinded.

9
Additionally, you gain one benefit specific to your giantkind
Jotun Bloodline while in your blood trance.
Some bloodragers carry the blood of giants in their veins.
Whether changed by runic magic or carrying a long-lost Cloud. Your jumping distance is tripled, and you are
titan's blessing in their veins, these bloodragers are able to immune to falling damage.
call upon the powers of giantkind. They are titans of the Fire. You first weapon attack on each of your turns deals
battlefield, able to mark runes and grow to colossal size. additional fire damage equal to your Charisma modifier.
Warriors of this bloodline tend to prefer the term "Jotun" over Frost. Creatures that hit you with melee attacks have their
"Giant", using the language of these titanic beings. speed reduced by 10 feet.
Stone. You gain +2 to your AC.
Jotun's Blessing Storm. The first time you hit a creature with a melee
At 1st level, select one kind of giant, out of Stone, Frost, Fire, attack on your turn, they take 1d6 additional lightning
Cloud and Storm. Your bloodline damage type and blood damage and lose their reaction.
trance bonus damage are determined by the table below.
Jotun Affinity
Giantkind Damage Type At 10th level, you gain resistance to your bloodline damage
Cloud lightning type. In addition, you gain a benefit specific to your giantkind.

Fire fire Cloud. You can see through smoke and fog, and gain
Frost cold advantage on all saving throws to avoid being pushed or
knocked down by wind effects. Your thrown weapon
Stone force attacks do not suffer disadvantage at long range.
Storm lightning Fire. You remember secrets of fire giant forgecraft, and
can modify a suit of armor to receive a +1 bonus to its AC.
Jotun Resilience Only one suit of armor can have this benefit at a time.
Also at 1st level, the giant's blood running through your veins Frost. You can ignore difficult terrain due to ice and snow,
gives you tremendous resilience. Your hit point maximum and can't become restrained by ice or cold effects.
increases by 1, and it increases by 1 again whenever you gain Stone. You gain darkvision out to a range of 60 feet. If you
a level in this class. already have darkvision, its range increases by 30 feet.
Additionally, you can speak, read, and write Giant. Storm. You can cast gust of wind without expending a
spell slot, regaining its use after a long or short rest.
Jotun Bloodline Spells
Starting at 2nd level, you learn additional spells when you Jotun Transformation
reach certain levels in this class, as shown in the table at the At 18th level, you can assume a giant form, properly
end of the bloodline description. You learn the shared spells resembling your jotun forebears. As an action, you can
and the spells matching your specific giantkind. These spells transform, gaining the following benefits:
counts as bloodrager spells for you, but don’t count against
the number of bloodrager spells you know. Your size increases to Large or Huge (your choice). If
there isn't room, your size doesn't change.
Jotun Power Your walking speed increases by 10 feet.
At 6th level, your blood trance channels the might of the Your weapon reach increases by 5 feet.
giants. While in your blood trance, you gain the following Your weapon attacks deal 2d4 additional damage of their
benefits: type.
You gain advantage on Strength rolls to grapple or resist
Your size increases one category, up to Large. If there isn't being grappled.
room to become Large, your size doesn't change.
Every time you hit with an attack using your Strength, you You can transform in this way once, regaining the ability
can reroll one of the damage dice. You must use the new after a long rest.
result.
Bloodrager
Level Shared Spells Cloud Spells Fire Spells Frost Spells Stone Spells Storm Spells
frost lightning
2nd earth rumbleSDS fog cloud burning hands stone fistK
shurikenSDS tendrilK
stream of
5th enlarge/reduce levitate cold snapK stone pillarK dancing waveK
flameSDS
meld into
9th immutabilityK vortex blastK flamethrowerK flash freezeK sleet storm
stone
13th titan's mightS aero barrageK fire shield ice storm orbital stonesK geyserK
commune with shape
17th incinerateSDS cone of cold burial barrageK sky burstK
nature windsSDS

10
Fiendish Bloodline Brimstone Avatar
Your blood pulses with a fiery heat, tainted with the power of At 18th level, your blood pulses with corruption, and you can
the lower planes. Whether due to a corrupted ancestor, a call upon it to become as fearsome as any fiend. As an action,
dark bargain, or some other vile source, your magic is you can transform yourself for one minute, gaining the
empowered with a fiendish touch. following benefits for the duration:

Burning Rage Your creature type is Fiend.


Your walking speed increases by 30 feet.
Your bloodline trance damage type is fire.
You are immune to the grappled and restrained
Tricky Devil conditions.
At 1st level, your heritage grants you a mysterious and The bonus damage from your Aura of Immolation ability
unnatural charisma. You gain proficiency in Deception or increases to double your Charisma modifier.
Intimidation, or another skill of your choice if you are already
You can transform yourself in this way once, regaining the
proficient in both.
ability to do so after a long rest.
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.

11
Bloodrager Disciplines Fearsome Reputation
At 14th level, your prowess as a combatant has been noticed
Bloodragers specialize in certain combat disciplines, honing far and wide. When you roll a Charisma (Intimidation) or
their battle skill even as they channel arcane power. You may Charisma (Persuasion) check, you can treat a d20 roll of 9 or
choose which discipline your bloodrager follows from the lower as a 10.
options below.
Cleaving Rampage
Discipline of the Ravager At 20th level, you are irresistible and unstoppable on the
Ravagers are bloodragers who fight with brutality, dealing as battlefield. After you use your Mighty Cleave ability, you can
much damage as possible. They are often heedless of their choose to enter a Cleaving Rampage. For 1 minute, your
own health, willing to suffer grave wounds as long as they can Mighty Cleave ability has unlimited uses, and anytime you hit
inflict worse on their foes. They frequently specialize in great an enemy with an attack, you can move 10 feet without
weapons, choosing the deadliest tool for the job. provoking attacks of opportunity.
You can enter a Cleaving Rampage once, regaining its use
Heedless Warrior after a long rest.
At 3rd level, your fighting style emphasizes constant
aggression. When you take damage while in your blood Discipline of the Reaver
trance, you gain advantage on the next attack roll you make. Reavers are frenzied attackers, subscribers to the notion that
more attacks are always more effective. Their focus is
Mighty Cleave typically oriented around one target at a time - rather than
Also at 3rd level, you can cleave through your foes, gaining a
laying about with a great weapon, they tear through one
new use for your Sorcerous Swordplay feature. target at a time.
Mighty Cleave: Once per turn on your turn after you hit
Shredding Attacks
an enemy with a melee weapon attack, you can expend 1
At 3rd level, you develop a single-minded focus in combat.
use of your Sorcerous Swordplay feature to attack
Once per turn when you hit a creature with an attack, you
another enemy within your weapon's reach. gain advantage on your next attack against that target before
Bull Rush the end of your next turn.
At 7th level, your enemies are unable to constrain your Whirling Blades
aggression. Anytime you are grappled or restrained by an
At 7th level, your weapons strike so fast enemies struggle to
effect that allows a saving throw at the end of your turn, you
land a hit in the frenzy. If you hit a creature with two attacks
instead attempt the saving throw at the beginning of your
on your turn, you can choose to whirl your weapons, forcing
turn.
disadvantage on any attacks they make against you.

12
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
Battle Meditation combines with Precise Striking,
letting you potentially replace both die results.
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.

13
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.
Quick Fling
Studied Skill When you adopt this discipline at 3rd level, you master a
At 14th level, your patience in combat transfers over to all particular skill for hurling bombs. You can throw improvised
your other abilities. Anytime you observe another creature weapons as if proficient. Your thrown improvised weapon
attempting a skill check, you may add your Charisma attacks no longer suffer disadvantage when an enemy is
modifier to the result if you attempt a similar skill check within 5 feet.
within 1 minute. In addition, if you take ten times the normal In addition, you gain an additional use for your Sorcerous
duration when attempting a skill check, you automatically Swordplay feature.
have proficiency on the check.
Quick Fling: As a bonus action, you can expend 1 use of
Singular Devastation your Sorcerous Swordplay to throw a potion or
At 20th level, your skill at exploiting enemy weaknesses concoction (such as alchemist's fire, an acid vial, or a
increases. While you are in your blood trance, you gain the
bomber's brew). You can expend 2 uses to target two
following benefits:
adjacent creatures, making separate attack rolls for each.
When you first enter your blood trance, your Devastation Bomber's Brew
Dice pool immediately goes to its maximum (6d12).
Also at 3rd level, you are able to quickly produce unstable
Anytime you make an attack roll, you may expend one black-powder explosives to toss at your foes. These grenades
Devastation Die to gain advantage on the attack. count as improvised weapons for you with a thrown range of
As a bonus action when your Devastation Dice pool drops 15/30 feet. They deal 2d4 damage on a hit. When you get this
to 0, you may immediately add another die to it. ability, and again anytime you complete a long rest, you
choose the damage type for your Bomber's Brew out of fire,
Discipline of the Bombardier piercing, and your bloodline damage type.
Bombardier bloodragers are reckless warriors, mad You also gain proficiency with alchemist's tools, and can
alchemists who brew potions and hurl grenades on the use Charisma instead of Intelligence when making checks
battlefield. They throw dangerous concoctions or with them.
empowering mists in turn, rarely taking much care as to
who's on the receiving end. But as a result, they have perhaps Strengthening Salts
more faculty than any other for suddenly changing the At 7th level, you add to your repertoire a special incense, with
balance of combat, crippling multiple foes with a fearsome an aroma that reinforces your allies and quickens their steps.
blast. 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.

14
Amateur Alchemist Slashing Fury
At 14th level, your alchemical dabbling finally lends you Also at 3rd level, you can land a frenzy of furious blows on
enough confidence to try the real thing. You can expend a your enemy. When you take the Attack action and hit an
spell slot when making Medicine checks or checks with enemy with your Feral Claws, you can make another attack
alchemist's tools, adding 1d4 per slot level to the result. with them at disadvantage as a bonus action.
Additionally, the first time each day you attempt to craft
something with your alchemist's tools, you can make four Magical Might
hours' worth of progress over two hours. Also at 3rd level, you can empower your claws with your
magic. When you use your Feral Claws ability, you can
Mad Bomber expend a spell slot to empower them. If you empower them in
At 20th level, your skill at bomb-making and zeal for bomb- this way, you can make attacks with them using Charisma in
throwing reach new and terrifying heights. While you are in place of Strength, and they count as magical for the purpose
your blood trance, you gain the following benefits. of overcoming resistance and immunity to nonmagical
attacks and damage.
Targeting two adjacent creatures with your Quick Fling
If you used a 1st- or 2nd-level slot, they gain a +1 bonus to
ability no longer expends extra uses. attack and damage and the damage die increases to 1d8. If
Your Bomber's Brew damage increases to 4d4. you used a 3rd- or 4th-level slot, the bonus increases to +2
Your thrown improvised weapon attacks have their ranges and the damage die increases to 1d10. If you used a 5th-level
doubled. slot, the bonus increases to +3 and the damage die increases
to 1d12. This effect lasts for 1 minute.
Discipline of the Feral
Some bloodragers are so steeped with magic that it touches Hunter's Instinct
their minds, launching them into a savage fury in combat. At 7th level, nothing is able to keep you from dashing across
Ferals can even transform themselves, twisting their hands the battlefield to new targets. You have advantage on ability
into wicked claws and making their very bodies into checks and saving throws to avoid being grappled, and
weapons. They offer perhaps the purest expression of their opportunity attacks against you are made at disadvantage.
blood trance, becoming veritable monsters on the battlefield.
Keen Senses
Feral Claws At 14th level, you are able to adapt your senses to match
At 3rd level, you can transform yourself, growing vicious those of the beasts you emulate in combat. When you
claws to tear into your enemies. When you roll initiative or as complete a long rest, select one of the following benefits:
a bonus action at any time, you can turn one or both of your
hands into claws. These claws function as one-handed Keen Hearing. You gain advantage on Wisdom
natural melee weapons that deal 1d6 damage on hit. The (Perception) checks that rely on hearing.
damage is either slashing or your bloodline damage type Low-Light Vision. You gain darkvision out to 60 feet, or if
(your choice). you already have darkvision, its range is increased by 30
You cannot wield weapons or shields in transformed feet.
hands, but you can use them to grapple creatures. You can Peerless Tracking. You gain proficiency in Survival. If you
dismiss them as a bonus action. 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.

15
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. Multiclassing
If you do so, you gain the following additional benefits: Should you want to multiclass into bloodrager, the
prerequisites and proficiencies are listed below:
You can make one additional Arcane Blast attack when
you take the Attack action. Prerequisite: 13 in Strength, 13 in Charisma.
Your Specialized Blasting no longer costs a Sorcerous Proficiencies gained: Light armor, medium armor,
Swordplay use, and you can choose 2 options. martial weapons
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.

16
Bloodrager Spell List
1st Level Blindness/Deafness Fear Resilient Sphere
Arcane Weapon K Blur Fiery QuiverSDS Phantasmal Killer
Arctic BreathK Burning StrikeK Fly Quicksilver StepsK
Bad BloodK Burst of FlameSDS Gaseous Form Stoneskin
Blade MirageK Crescent Wind SlashK Ghost StepK SuffocateK
Burning Hands Darkness Haste Wall of Fire
Feather Fall Darkvision Imbue ElementSDS Wall of SnowS
FrightenK Earthen HandSDS Intellect Fortress 5th Level
Color Spray Enhance Ability Lightning ArrowPHB
Auric LanceS
Earth RumbleSDS Enlarge/Reduce Lightning Bolt
BlastwaveK
ElectrifyK Flaming Sphere Major Image
Cone of Cold
Eyes of ImmolationK Glacial AxeS Power Word NapSDS
Contagion
Faerie Fire Gust of Wind Protection From Energy
Dominate Person
FlashdaggersS Hold Person Quicksilver LashS
Drink LifeSDS
Fog Cloud Invisibility Sleet Storm
FissureK
Frost ShurikenSDS Magic Weapon Slow
Flickering StrikesK
Gale BoltK Mirror Image Sonic RiftSDS
Hold Monster
Grease Misty Step Spider BiteK
IncinerateSDS
Hideous Laughter Ray of Enfeeblement Stinking Cloud
Mass FreezeS
Inflict Wounds Scorching Ray Water Breathing
Mislead
Jump See Invisibility Water CannonK
Necromantic StormSDS
Keen WeaponS Shatter Water Walk
Passwall
Lightning TendrilK Silence Wind Wall
Seeming
Longstrider Stream of FlameSDS 4th Level Sky BurstK
Mage Armor Unbridled FurySDS
Arcane Eye StormwallS
Magic Missile Web
Blight Wall of Stone
Melting GlobK Whirling DaggersSDS
Charm Monster
Prismatic BoltSDS 3rd Level Confusion
Prismatic FlashK Aether LanceK Dimension Door
Silent Image Arctic AuraK Echoing LanceK
Thunderwave Bestow Curse Expose WeaknessSDS
2nd Level Blink Fire Shield
Acid Arrow Counterspell Freedom of Movement
AlacrityK Dispel Magic Greater Invisibility
Alter Self ElectrocuteK Hallucinatory Terrain
False FoesSDS Ice SpikeK

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.

17
Appendix 1: Spell Sources Credits & References:
Spells used are available in these collections, all of which are
free to use and reference for any purpose. Bloodrager created by somanyrobots
Discord | Patreon
Spells That Don't Suck is a set of spells by Omega Ankh
All systems and spells used with permission of
and somanyrobots, creating replacements for problematic
their creator.
spells contained in first-party WotC materials. These are
marked with SDS. Art
So Many Spells is a set of wholly original spells written by Draconic Meditative, by Alifka Hammam
somanyrobots. These are marked with S. Nugroho
Kibbles' Casting Compendium is the complete set of Grand Warlord Radha, by Anna Steinbauer ©
spells written by KibblesTasty. These are marked with K. Wizards of the Coast LLC
Firemantle Mage, by Chris Rahn © WotC
Gravemarked Reaver, by Zana Arnautovic
Thank you supporters! Scintillant Tempered, by Zana Arnautovic
A heartfelt thank you to all my patrons, whose Celestial Ravager, by Zana Arnautovic
generous support helps make this work possible. Fiendish Ravager, by Alifka Hammam Nugroho
And a special thank you to: Draconic Ravager, by Duong Thanh Lam
Meditative Bloodrager, by Alifka Hammam
arawnannwn
bluewarbler Nugroho
David Sharp Bombardier Bloodrager, by Alifka Hammam
Erratic Berry Nugroho
GlaciesGlace Feral Bloodrager, by Alifka Hammam Nugroho
Graham Hildebrandt Mystic Bloodrager, by Alifka Hammam Nugroho
Maya Screamreach Brawler, by Slawomir Maniak ©
WotC

Content
Discipline of the Tempered created by
commission from bel

Background Image Stains


Jared Ondricek

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.

18
Changelog v0.2.4
Added duration to Undying Colossus
v0.8 Fixed a couple copy-paste errors
A bunch of artwork updates
Removed AC buff from blood trance v0.2.3
Clarified Ghost Form Wrote first-page flavor text
Buffed Dragon's Scales Nerfed Dragonrage
Nerfed Dragonrage save benefit (removed charmed) Added spell sources
Nerfed Spark of the Divine (bonus action to action,
reduced uses) v0.2.2
Changed usage limit on Sorcerous Surge (overall a buff,
Corrected usage limits on bloodline capstones
but the change is for clarity.)
Corrected a few typos and copy-paste errors
Replaced Blood Trance regen with limited-use damage
Some language cleanup
resistance
Language tweak to Wild Power v0.2.1
Changed Precise Striking defensive benefit
Changed Sorcerous Swordplay defensive benefit Added Discipline of the Reaver
Corrected art credits
v0.7.1 Finished draconic and gravemarked bloodline spell lists
(mostly)
Clarified magic-weapons interaction on Magical Might
Reworked Blood Trance's defensive benefit
v0.7 v0.2
Added the Celestial Bloodline
Added Spell List
Added the Discipline of the Mystic
Buffed Blood Trance uses by 1 at lower levels v0.1.1
Added AC buff to blood trance
Rescaled Sorcerous Swordplay Fixed missing Gravemarked bloodline trance damage type
Added Brutal Spellcasting option to Sorcerous Swordplay
Adjusted Ravager's Mighty Cleave and Bombardier's
v0.1
Quick Fling to integrate with Sorcerous Swordplay Rough Draft
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

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