Base Class: Barbarian
While many ferocious combatants can tap into a deep reservoir of buried rage, bloodragers have an intrinsic power that seethes within. Like sorcerers, bloodragers’ veins surge with arcane power. While sorcerers use this power for spellcasting, bloodragers enter an altered state in which their bloodline becomes manifest, where the echoes of their strange ancestry lash out with devastating power. In these states, bloodragers can cast some arcane spells instinctively, and their magic is as fast, violent, and seemingly unstoppable as their physical prowess. The bloodrager’s place is on the front lines, right in their enemies’ faces, supplying tremendous martial force bolstered by a trace of arcane magic.
Spellcasting
At 3rd level, you learn 3 spells of your choice, which must be from the bloodrager spell list or the additional spells offered by your bloodline. The Spells Known column of the Bloodrager table shows when you learn more bloodrager spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. 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 and bloodline spell lists, which also must be of a level for which you have spell slots.
Blood Rager Spellcasting
|
Barbarian Level |
Cantrips Known |
Spells Known |
1st |
2nd |
3rd |
4th |
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Blood Sanctuary
Starting at 3rd level, due to the power of your blood, you can stand confidently amidst the effects of spells cast by yourself or your allies. When you are subjected to a saving throw from spells that you or an ally casts that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Legacy Style
At 6th level, you can channel the experience of your ancestors when you fight. Whenever you enter bloodrage, roll a d12. You gain a fighting style based on the value rolled as detailed in the table below. You can expend a spell slot at any time during your bloodrage to manually choose a fighting style to adopt.
| 1 | Archery |
| 2 | Dueling |
| 3 | Great Weapon Fighting |
| 4 | Two Weapon Fighting |
| 5 | Tunnel Fighting |
| 6 | Blind Fighting |
| 7 | Interception |
| 8 | Protection |
| 9 | Thrown Weapon Fighting |
| 10 | Unarmed Fighting |
| 11 | Mariner |
| 12 | Close Quarters Shooter |
War’s Memory
At 10th level, you can manifest an illusion of an ancestor’s bloody battlefield once per day. This functions as hallucinatory terrain, except it can create only battlefields drawn from a civilization’s past, and the effect ends when your bloodrage ends. The saving throw to disbelieve is an wisdom saving throw equal to 12 + your Constitution modifier. The horrifying scene causes creatures within the area of effect to take a –2 penalty on saves versus fear effects until they disbelieve the illusion. If a creature fails the save to disbelieve the illusion, it gains disadvantage on attack rolls until it passes the save, leaves the area of effect, or your bloodrage ends.
Call to Arms
At 14th level, you can summon a ghostly army from a fallen civilization as an action. Once per day, you may summon a number of Phantom Warriors equal to your Charisma modifier. Each ally can attack a different target or the same target, as you direct and each warrior moves on their own separate turn. You may direct these warriors using a bonus action. The allies remain for an hour or until your bloodrage ends.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/18/2022 1:21:06 AM
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8
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3
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Coming Soon
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