Bloodrager (5e Class)

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Bloodrager[edit]

What is a Bloodrager?[edit]

A Bloodrager is a rare form of barbarian that has both a Sorceror's bloodline and a Barbarian's ancestors. In the battlefield they blend their intense anger and the burning fervor of their spells to destroy any foe who would dare apose them.

Creating a Bloodrager[edit]

Why do you fight? Did your magical powers come to you by freak accident or natrually? How has the ancestral blood in your veins molded who you are? Do you view your ferocious magic as a curse or a blessing?

Quick Build

You can make a Bloodrager quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Outlander background. Third, choose a greataxe and handaxes for equipment.

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 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Bloodrager level after 1st

Proficiencies

Armor: shields
Weapons: All simple and martial weapons
Tools: None
Saving Throws: Charisma, Constitution
Skills: Choose two from Arcana, Athletics, Intimidation, Insight, Animal Handling, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial melee weapon and a shield or (b) two martial melee weapons
  • (a) any simple weapon or (b) two handaxes
  • (a) Explorer's Pack or (b) Dungeoneer's Pack

Table: The Bloodrager

Level Proficiency
Bonus
Spells Known Bloodrages Bloodrage damage die Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 - 2 1d4 Bloodrage, Bloodrager's Bloodline, Unarmored Defense
2nd +2 2 2 1d4 Spell Casting 2
3rd +2 3 3 1d4 Savage Spellslinger, Reckless Attack, Blood Siphon 3
4th +2 4 3 1d4 Ability Score Improvement 3
5th +3 5 3 1d4 Extra Attack 4 2
6th +3 5 4 1d4 Blood Line Feature 4 2
7th +3 6 4 1d4 Slash & Spell 4 3
8th +3 7 4 1d4 Ability Score Improvement 4 3
9th +4 8 4 1d4 Blood Hunt 4 3 2
10th +4 8 4 1d6 4 3 2
11th +4 9 4 1d6 Reckless Spell 4 3 3
12th +4 10 5 1d6 Ability Score Improvement 4 3 3
13th +5 10 5 1d6 4 3 3 1
14th +5 11 5 1d6 Bloodline Feature 4 3 3 1
15th +5 11 5 1d6 Primeval Anger 4 3 3 2
16th +5 12 5 1d6 Ability Score Improvement 4 3 3 2
17th +6 12 6 1d6 Superior Bloodrage 4 3 3 3 1
18th +6 12 6 1d8 Bloodline Feature 4 3 3 3 1
19th +6 12 6 1d8 Ability Score Improvement 4 3 3 3 2
20th +6 12 Unlimited 1d8 Avatar of Blood 4 3 3 3 2

Bloodrage[edit]

At 1st level, you learn to fight with the primal energy of your bloodline. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits, as long as you aren't wearing armor.

• You gain resistance to the damage type specified by your Bloodrager's Bloodline.
• Whenever you land a successful melee weapon attack using Strength, you deal an additional 1d4 damage determined by your Bloodrager's Bloodline. This damage die increases to 1d6 at 10th level, and 1d8 at 18th level.
• Starting at 2nd level, when you activate your Bloodrage, you may cast a spell you know with the range of self as part of the same bonus action. You may also use any spell listed in the personal cast list at the end of the class description, so long as it's used on yourself. The duration of this spell ends immediately after your rage ends or until you lose concentration.

Your rage lasts 1 minute. It ends early if you are knocked unconscious or if your turn ends without attacking a hostile creature, casting a spell targeting a hostile creature (or the space they occupy), or taking any damage since your last turn. You can also end your rage on your turn as a bonus action.

Bloodrager's Bloodline[edit]

At 1st level, you chose what bloodline has given you your magical powers. You may choose your lineage from the following options: Draconic Bloodline, Flame Bloodline, Abyssal Bloodline, Divine Bloodline, or Ocean Bloodline. Your choice grants you features at 1st level and again at 6th, 14th, and 18th level.

Unarmored Defense[edit]

When you aren't wearing any armor, your Armor Class is 10 + your Charisma modifier + your Strength modifier. You can use a shield and still gain this benefit.

Spell Casting[edit]

Starting at 2nd level, your affinity with the ancient blood that flows through you grants you the ability to cast spells.

Spell Slots: The Bloodrager table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Bloodrager 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 burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher: You know two 1st-level spells of your choice from the Sorcerer or Bloodrager spell list.

The Spells Known column of the Bloodrager table shows when you learn more Bloodrager 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, since the power of your magic relies on your ability to project your will into the world. 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 sorcerer 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

Savage Spellslinger[edit]

Starting at 3rd level, you've grown used to casting violent spells in close quarters. Ranged spell attacks you make while within 5ft of a hostile creature are no longer at disadvantage.

Reckless Attack[edit]

Starting at 3rd level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Blood Siphon[edit]

Starting at 3rd level, whenever you reduce a creature's hit points to 0 and it dies, you regain hit points equal to your proficiency bonus

Ability Score Increase[edit]

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[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Slash & Spell[edit]

Starting at 7th level, when you use the attack action on your turn, you may forgo one of those attacks as a bonus action to cast a 1st level spell with a cast time of 1 action from your spell list. At 9th level, you may cast a 2nd level spell using this feature. At 13th level, you may cast a 3rd level spell using this feature.

Blood Hunt[edit]

Starting at 9th level, the ancient primordial forces within you scream to bath in the blood of your enemies, urging your body past its normal limit. Your speed increases by 10ft as long as you are not wearing armor. In addition you have advatage on Survival checks used to hunt wounded creatures.

Reckless Spell[edit]

Starting at 11th level, whenever you use your reckless attack feature you have advantage on spell attacks made against creatures within 5ft of you.

Primeval Anger[edit]

Beginning at 15th level, your bloodrage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Superior Bloodrage[edit]

At 17th level, your Bloodrage reaches a new level of potency. While bloodraging, you gain immunity to the damage type specified by your Bloodrager's Bloodline. In addition, you may select an additional spell to cast on yourself when entering a bloodrage, potentially concentrating on two spells at once.

Avatar of Blood[edit]

At 20th level you have become completely in tune with your bloodline, allowing you to manipulate it as you see fit. Your Strength and Charisma scores permanently increase by 4. The maximum for these scores is now 24.

Flame Bloodline[edit]

You draw elemental power from the ancient blood of creatures that dwell in the planes of fire. You've cultivated their intense firey rage and learned to weave spell Casting into an unexpected onslaught that is sure to burn the world down.

Fire Affinity

At 1st level your affinity for fire is impossible to hide. Smoldering embers and Ash are almost a part of your body, ready to be ignited by your anger. Your Bloodline damage type is Fire.

Flames of War

Starting at 1st level, When you roll fire damage, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.

Unquestionable Flames

Starting at 6th level, Fire damage you deal ignores resistance.

Elemental Transformation

Starting at 14th level, your attunement with the Planes of fire allows you to momentarily transcend your mortal body and become a powerful elemental. Once per day, when you enter a Bloodrage, you may transform it into a Burning Bloodrage. Your Burning Bloodrage provides all the usual benefits of your blood rage. In addition it also includes the following effects:

•You become vulnerable to cold damage
•Whenever you are subjected to Fire damage, you take no damage and regain a number of hit points equal to half the Fire damage dealt.
•Whenever you take damage from a melee weapon attack or a spell with a range of touch, you deal 1D8 Fire damage to the attacker.
•Once per Burning Bloodrage, If you drop below 0 Hit Points, you rise from the fire like the phoenix, dealing 4D8 Fire damage in a 15ft circle centered on yourself. You take this Fire damage as well.
Flames of Life

Starting at 18th level, you have tamed the fire in your blood and can use it's flames to heal your wounds. Once per turn, when you deal Fire damage to a hostile creature, regain 1D12 Hit points.

Draconic Bloodline[edit]

The power of dragons flows through your veins, ready to exert itself in anyway possible through both magical and physical superiority.

Draconic Element

At 1st level, the elemental damage type applied to your Bloodrage feature is determined by the breath weapon of the dragon you are a descendant of. Black and Copper dragons breathe acid, Blue and Bronze dragons breathe lightning, Green dragons breathe poison, Silver and White dragons breathe cold, and Brass, Gold, and Red dragons all breathe fire.

Dragon Scales

At 1st level, you grow a layer of tough scales over your skin to protect yourself from blows. While you aren't wearing armor, you gain a +1 bonus to AC.

Dragon's Roar

At 6th level, you can use your action to force each creature of your choice within 30 feet of you to make a Wisdom saving throw against your spell save DC. A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. Once you use this feature, you can’t do so again until you finish a long rest.

Dragon's Wings

At 14th level, you gain the ability to summon a pair of dragon wings from your back, gaining a flying speed equal to your movement speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You may not use this feature while wearing armor.

Dragon's Majesty

Starting at 18th level, the prowess of a dragon shines through you. You have advantage on all charisma and intimidation checks. If your check succeeds, you may choose one creature you are trying to persuade or intimidate. That creature must succeed on a Charisma saving throw against your spell save DC or be frightened or charmed (your choice) by you for 1 minute. After this effect ends, affected creatures are unaware that magic had influenced them.

Bloodrager Spell List[edit]

You know may learn all spells on the Bloodrager spell list and gain additional spells based on your subclass.

1st Level

Searing Smite, Burning hands, False Life, Feather Fall, Ice Knife, Mage Armor, Shield, Thunderous Smite, Wrathful Smite, Ray of Sickness, Jump, Long Strider, Cause Fear, Compelled Duel, Command, Chromatic Orb

2nd Level

Scorching Ray, Invisibility, Mirror Image, Alter Self, Branding Smite, Enlarge/Reduce, Darkvision, Enhance ability, Hold Person, Heat Metal, Magic Weapon, Knock, Misty Step, See Invisibility, Maximilian’s Earthen Grasp, Dragon's Breath, Aganazzar’s Scorcher, Gust of Wind, Blur, Melf’s Acid Arrow, Snilloc’s Snowball Swarm, Spider Climb

3rd Level

Fireball, Fly, Elemental Weapon, Fear, Blinding Smite, Erupting Earth, Haste, Protection from Energy, Tidal Wave, Vampiric Touch, Wind Wall, Wall of Water, Lightening Bolt, Water Walk, Remove Curse

4th Level

Freedom of Movement, Greater Invisibility, Staggering Smite, Ice Storm, Stone Shape, Stoneskin, Storm Sphere, Vitriolic Sphere, Wall of Fire, Watery Sphere, Staggering Smite, Confusion, Blight, Banishment, Mordenkainen’s Private Sanctum, Dimension Door, Control Water

5th Level

Cone of Cold, Cloudkill, Control Winds, Dominate Person, Immolation, Insect Plague, Hold Monster, Wall of Stone, Wall of Force, Banishing Smite, Animate objects

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Bloodrager class, you must meet these prerequisites: 13 Constitution and 13 Charisma.

Proficiencies. When you multiclass into the class, you gain the following proficiencies: Simple and Martial weapons



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