Sorcerer
Base Class: Sorcerer

We were all sure that our only hope of salvation was gone, the powerful sorcerer in our midst had just been incinerated by a huge fireball, cast by enemy mages amongst the soldiers we fought against. it was to our shock, that when the smoke cleared there stood our sorcerer. despite elves peaceful nature, she was obviously shaking with rage and screaming at the sky, with angry bloodshot eyes. very few of the enemy army made it out alive. -a soldiers account of a powerful bloodrager

 

bloodragers embody the red-hot burning rage of their ancestors, who were fearsome barbarians. they can enter a battle rage, empowering their spells and physical abilities.

Raging ancestors 

at 1st level your ancestry has made you more resilient than most sorcerers. your hit die becomes a D8 instead of a d6, you start with hit points equal to 8+your constitution modifier, and you gain 5+your constitution modifier hit points per level above first. your AC becomes 10 plus your dexterity modifier plus your charisma modifier. you can rage a number of times equal to your proficiency bonus and regain all expended uses when you finish a short or long rest.

you are proficient with all simple weapons.

Blood rage.

at 1st level as a bonus action, you enter a fearsome battle rage. Your rage lasts for 1 minute. It ends early if you haven't dealt damage to a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. while raging, you have the following benefits:

  • you have resistance to bludgeoning piercing and slashing damage, and damage from spells
  • you can add your charisma modifier to the damage of any melee attack or spell
  • you have advantage on constitution saves to maintain concentration on spells

Extra attack

at 6th level when you take the attack action on your turn you can make on additional attack

Arcane blood

at 14th level your attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks, and make an opportunity attack you can cast a spell instead of the attack, and when you are raging and concentrating on a spell you gain a +2 bonus to your AC and your speed increases by 10-feet. 

Arcane fury

at 18th level, your arcane blood can prevent death. when you drop to 0 hit points, but are concentrating on a spell you drop to 0 hit points but don't make death saves. you stay conscious and can take your turn as normal. when your concentration ends, or after 5 rounds, you fall unconscious and make 1 death save for every round you were up. then any healing you received while at 0 hit points is applied.

 

raging ancestors

at 1st level your ancestry has made you more resilient than most sorcerers. your hit die becomes a D8 instead of a d6, you start with hit points equal to 8+your constitution modifier, and you gain 5+your constitution modifier hit points per level above first. your AC becomes 10 plus your dexterity modifier plus your charisma modifier. you can rage a number of times equal to your proficiency bonus and regain all expended uses when you finish a short or long rest.

you are proficient with all simple weapons.

 

Blood rage

at 1st level as a bonus action, you enter a fearsome battle rage. Your rage lasts for 1 minute. It ends early if you haven't dealt damage to a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. while raging, you have the following benefits:

  • you have resistance to bludgeoning piercing and slashing damage, and damage from spells
  • you can add your charisma modifier to the damage of any melee attack or spell
  • you have advantage on constitution saves to maintain concentration on spells

Extra attack

when you take the attack action on your turn, you can make one extra attack

Arcane blood

at 14th level your attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks, and make an opportunity attack you can cast a spell instead of the attack, and when you are raging and concentrating on a spell you gain a +2 bonus to your AC and your speed increases by 10-feet. 

Arcane fury

at 18th level, your arcane blood can prevent death. when you drop to 0 hit points, but are concentrating on a spell you drop to 0 hit points but don't make death saves. you stay conscious and can take your turn as normal. when your concentration ends, or after 5 rounds, you fall unconscious and make 1 death save for every round you were up. then any healing you received while at 0 hit points is applied.

 

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