Sorcerer
Base Class: Sorcerer

Bloodragers channel their rage into their spellcasting, using magic to manifest their will in the form of arcane weaponry. The magic within their blood grants them impossible strength - fast, violent, and nearly unstoppable.

Based (vaguely) on the Pathfinder prestige class of the same name. This subclass was created as part of the Subclasseptember challenge of 2022.

Blood Rage

At 1st level, you gain the ability to go into a Blood Rage as a bonus action, similar to the raging of a barbarian. While in this state, you gain the following benefits:

  • You gain 2 temporary hit points for each Sorcerer level that you have. While you have these temporary hit points, you automatically succeed on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You add your Charisma modifier to Strength checks and saving throws (min: 1).
  • When you cast a spell using a spell slot of 1st level or greater, your armaments are empowered by the excess magic. The next time you hit a creature with a melee weapon attack it takes 1d6 additional force damage for each spell level of the spell slot expended.

You exit this state after 1 minute. You also exit it early if you are incapacitated or fail to either cast a spell or make an attack on your turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Bloodrager Magic

Also at 1st level, you learn additional spells when you reach certain levels in this class, as shown in the Bloodrager Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

(I can't actually give you Steel Wind Strike, Elemental Weapon, or *any of the Smite spells* for legal reasons; write a feat for that.)

Bloodrager Spells
Sorcerer Level Spells
1 searing smite, shield
3 blur, mirror image
5 elemental weapon, haste
7 staggering smite, stoneskin
9 banishing smite, steel wind strike

Manifest Ego

As a bonus action, you create a weapon out of pure magic, a manifestation of your very will to fight. You can take this bonus action as part of the action used to enter your Blood Rage. This weapon can take the form of any melee weapon. You can use your Ego Weapon as an arcane focus; in addition, it uses Charisma for its attack and damage rolls, and you are proficient with it.

The first time each turn you hit a creature with your Ego Weapon, it deals 1d6 bonus force damage. This force damage increases as you gain Sorcerer levels, as shown by the following table.

Ego Weapon
Sorcerer Level Bonus Damage
1 1d6
2 2d6
3 2d6
4 2d6
5 3d6
6 3d6
7 3d6
8 4d6
9 4d6
10 4d6
Sorcerer Level Bonus Damage
11 5d6
12 5d6
13 5d6
14 6d6
15 6d6
16 6d6
17 7d6
18 7d6
19 7d6
20 8d6

When you summon your Ego Weapon, you can also add any combination of the following additional effects to it, sacrificing bonus damage dice.

Blazing

Your Ego Weapon’s force damage is decreased by 1d6. When a creature takes force damage from your Ego Weapon, it is set ablaze with ethereal flames, taking 1d6 fire damage at the start of each of its turns. A creature can put out these flames on itself or another creature as an action.

Caustic

Your Ego Weapon’s force damage is decreased by 1d6. When a creature takes force damage from your Ego Weapon, you can choose a creature within 5 feet of it to take 2d6 acid damage, as burning acid splashes around your weapon.

Chilling

Your Ego Weapon’s force damage is decreased by 1d6. When a creature takes force damage from your Ego Weapon, its movement speed is reduced by 10 feet, as etheral frost coats it.

Oozing

Your Ego Weapon’s force damage is decreased by 1d6. When a creature takes force damage from your Ego Weapon, sticky ooze hampers its attacks. The damage of the next attack made by the creature before the start of your next turn is reduced by 2d6.

Shining

Your Ego Weapon’s force damage is decreased by 1d6. When a creature takes force damage from your Ego Weapon, it glows with radiant light. The next attack made against the creature before the end of your next turn has advantage.

Sparking

Your Ego Weapon’s force damage is decreased by 1d6. When a creature takes force damage from your Ego Weapon, it becomes unable to take reactions until the start of your next turn.

Withering

Your Ego Weapon’s force damage is decreased by 1d6. When a creature takes force damage from your Ego Weapon, it becomes unable to regain Hit Points until the start of your next turn.

Mystic Instinct

You gain the fortitude to withstand your own magic, its violent nature so familiar that it has become second nature to you. You automatically succeed on saving throws against any spell cast by yourself, and you take no damage if you would normally take half damage on a successful saving throw against your own spells. When you do so, you can also extend this protection to other creatures affected by your spells, expending 1 sorcery point for each creature you protect.

Arcane Blood

Your blood is further infused with magic. When you enter a Blood Rage, you can cast a spell with a casting time of 1 action that targets only yourself as part of the same bonus action.

Spite Beyond Death

Even the dying throes of your wrath are a thing to behold. If you would hit 0 HP or die while in a Blood Rage, you can explode, forcing other creatures within 30 feet to make a Dexterity save. On a failed save, creatures take force damage equal to your maximum Hit Points, halved on a successful save. Afterwards, you drop to 1 Hit Point, and your Blood Rage ends.

Previous Versions

Name Date Modified Views Adds Version Actions
4/16/2024 3:14:47 AM
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Coming Soon

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