The Bloodrager A Hybrid of the Barbarian and Sorcerer for Dungeons & Dragons 5th Edition

Bloodrager An orc's tribal tattoos glow an electric orange as she charges headlong into a formation of elven spearmen. Their weapons uselessly bounce off her skin as she sprouts dragon wings and a tail, and lightning explodes from her open jaws. A long, spiked, whiplike appendage dangles from the end of a cambion's arm as he convulses, releasing the demon inside him. The crowd gasps as his interrupted performance resumes to a song of screams and a dance of blood-slicked gore. A cloaked man's hood turns from shadow to light as his eyes become white fire. The garment burns away, revealing tendrils of radiance sprouting from his back like an angel's wings. The righteous fury in his heart will only conclude when the dead that threaten his temple have been returned to their graves. Combining spell and fury, bloodragers' power comes to them from a magical heritage rather than research and study, or even simple emotion. Whether it be that they can trace their ancestry back to mighty dragons, a fiend from the

lower planes, or the gods and archons above, each

bloodrager carries within themselves a genealogy

that sets them up for a place in legend.

Blood and Iron The wellspring of magic that runs in their veins sets

bloodragers apart from the mundane berserkers

that often surround them. Though

certainly not all hail from tribal

lands, it is a rare sort that lives

within the civilized world who

discovers they can wield arcane

power and still chooses to fight

their foes up close and personal.

However, for bloodragers, the

visceral release of melee combat

is sometimes unavoidable. Their

anger is such that nothing else

will satisfy their mystic blood

other than rending their foes

limb-from-limb by spell and

sword alike. Live and Die by the Blood Usually these men and women first manifest their powers after a traumatic event that triggers their first true fury, and the bloodrage that follows can be terrifying and life-changing. As their bodies warp and their minds are flooded with alien emotion, many neophyte bloodragers unexpectedly set themselves on a path of adventure when they inevitably cause unintended destruction and carnage. This outburst of uncontrolled magic may force them to flee their homes from aggrieved mobs or witch-hunters, or display their true value to those who want or need to put the bloodrager's strength to use for themselves. More importantly, it demonstrates to the bloodrager their own power, which they may choose to wield in any way they wish. 1

The Bloodrager Level Proficiency Bonus Features Bloodrages Bloodrage Damage Die Spells Known 1st 2nd 3rd 4th 5th 1st +2 Bloodrage, Bloodline 2 1d4 — — — — — — 2nd +2 Spellcasting, Reckless Power 2 1d4 2 2 — — — — 3rd +2 Blood Sanctuary 3 1d4 3 3 — — — — 4th +2 Ability Score Improvement 3 1d4 3 3 — — — — 5th +3 Extra Attack 3 1d4 4 4 2 — — — 6th +3 Bloodline Feature 4 1d4 4 4 2 — — — 7th +3 By Spell and Sword 4 1d4 5 4 3 — — — 8th +3 Ability Score Improvement 4 1d4 5 4 3 — — — 9th +4 — 4 1d6 6 4 3 2 — — 10th +4 Bloodline Feature 4 1d6 6 4 3 2 — — 11th +4 Spellrage 4 1d6 7 4 3 3 — — 12th +4 Ability Score Improvement 5 1d6 7 4 3 3 — — 13th +5 — 5 1d6 8 4 3 3 1 — 14th +5 Bloodline Feature 5 1d6 8 4 3 3 1 — 15th +5 Persistent Bloodrage 5 1d6 9 4 3 3 2 — 16th +5 Ability Score Improvement 5 1d8 9 4 3 3 2 — 17th +6 — 6 1d8 10 4 3 3 3 1 18th +6 Bloodline Feature 6 1d8 10 4 3 3 3 1 19th +6 Ability Score Improvement 6 1d8 11 4 3 3 3 2 20th +6 Lineal Culmination Unlimited 1d8 11 4 3 3 3 2 Some choose adventure for the opportunities it provides to unleash their bloodrage again and again, an incredible feeling to which they become addicted. Others seek to unravel the origins behind their arcane might. Regardless of their calling, bloodragers will find themselves welcome additions amidst adventuring parties unafraid of a bit of unrestrained power. Creating a Bloodrager When initially creating your bloodrager, you should determine two things; first, the source of your magic; and second, the circumstances under which you were born. Were you brought up in a remote village outside the fringes of civilization? Or was it a city you called home? Was your birth fortold by prophecy or marked with an astrological event? Or would no one be the wiser to your eventual greatness? Your bloodline was altered somehow by a greater, inhuman force. Perhaps an ancestor crossbred with a shape-changing dragon or a being from beyond this plane, and you were the inevitable result. Your lineage might have been intentionally cursed or blessed by said outsider instead, in return for a deed or as part of some celestial or infernal plan. Or your family may have been a great line of sorcerers themselves, with your powers even being expected, but rather the way you manifest them being remarkable. How and why do you use your bloodrage? Is it your first response to any sign of danger, where you let instinct and emotion take control and hope for the best? Or do you show restraint, unleashing it only when absolutely necessary for fear of what may happen when the beast within is let loose? Maybe you command it and leverage it as one would any other weapon, methodically channeling it to destroy the obstacles in your path and deftly containing it otherwise. 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. Multiclassing The prerequisites for multiclassing into a bloodrager are a Strength and Charisma score of 13. When you multiclass into bloodrager, you gain proficiency in light armor, medium armor, shields, simple weapons, and martial weapons. Add half your levels (rounded up) in the bloodrager class to the appropriate levels from other classes to determine your available spell slots. 2

Class Features As a bloodrager, you gain the following class features Hit Points Hit Dice: 1d10 per bloodrager level

1d10 per bloodrager level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per bloodrager level after 1st Proficiencies Armor: Light armor, medium armor, shields

Light armor, medium armor, shields Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: None Saving Throws: Strength, Constitution

Strength, Constitution Skills: Choose two from Arcana, Athletics, Intimidation, Persuasion, Survival, and Religion 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) leather armor or (b) scale mail

(a) a component pouch or (b) an arcane focus

an explorer's pack and four javelins Bloodrage Your heritage grants you untold fury in battle. On your turn, you can enter a bloodrage as a bonus action. While bloodraging, you gain the following benefits: You have advantage on Strength checks and Strength saving throws.

When you make a melee weapon attack, or cast a spell gained through this class that deals damage, you gain a bonus to the damage roll that increases as you gain levels as a bloodrager, as shown in the Bloodrage Damage Die column of the Bloodrager table.

You have resistance to bludgeoning, piercing, and slashing damage. You cannot cast or concentrate on spells granted by any class other than bloodrager while you are bloodraging. If a spell damages more than one target, you may only apply your bloodrage damage die to one of the targets. Your bloodrage damage die never gets multiplied on a critical hit. Your bloodrage lasts for one minute. It ends early if you are knocked unconscious, or if you haven't attacked a hostile creature since your last turn, cast a bloodrager spell, or taken damage since then. You can also end your bloodrage on your turn as a bonus action. Once you have bloodraged the number of times shown for your bloodrager level in the Bloodrages column of the Bloodrager table, you must finish a long rest before you can bloodrage again. Bloodline Choose the ancestry that fuels your furious power: Draconic, Fiendish, Celestial, or Zoanthropic, detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 10th, 14th, and 18th level. Bloodline Spells Each bloodline has a list of associated spells that you gain at the levels specified in the bloodline description. These spells count as bloodrager spells for you, but they don’t count against the number of bloodrager spells you know. Spellcasting By the time you reach 2nd level, you have learned to harness your blood's power to cast spells, much as a sorcerer does. Spell Slots The Bloodrager table shows how many spell slots you have to cast your bloodrager spells of 1st level and higher. To cast one of these 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 spell list, and they become bloodrager spells for you. The Spells Known column of the Bloodrager table shows when you learn more sorcerer 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 sorcerer 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 your magic is dependant on the ability to assert your will on 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 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 as a spellcasting focus for your bloodrager spells. 3

Reckless Power At 2nd level, you can tap into your blood, imbuing a spell with extra might but at a risk of overexerting yourself. When you cast a bloodrager spell on your turn, you can decide to fuel it with your blood. Doing so imposes disadvantage on the first saving throw made by all targets against that spell. However, you take an amount of damage equal to four times the spell's level. This damage cannot be reduced in any way. Blood Sanctuary When you reach 3rd level, while bloodraging you have advantage on saving throws against spell effects. 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. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. By Spell and Sword At 7th level, weapons and spells are equal expressions of your bloodrage. While you are raging and you use your action to cast a spell, you can make a single weapon attack as a bonus action. Spellrage Starting at 11th level, you can cast a spell with a range of self or touch on yourself as part of the bonus action to begin raging, consuming a spell slot as normal. If the spell's duration is greater than 1 round, it instead lasts for the duration of the bloodrage. Persistent Bloodrage 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. Lineal Culmination At 20th level, your supernatural blood has completely supplanted the rest of your ancestry. Two of your Strength, Constitution, or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, once per turn, when you would roll a Bloodrage Damage Die, you can instead choose the maximum. Bloodlines Bloodragers draw their power from various ancestries. Some are literally descended from dragons, while others may be marked by their forebears' deals with fiends or blessings from the very gods themselves. 4

Draconic One of your anscestors was a shape-changing dragon, and that pedigree has resulted in your abilities. When they rage, bloodragers with the Draconic bloodline become as mighty as the ancient creatures from which they claim descent. Draconic Bloodline Spells Bloodrager Level Spells 1st burning hands 5th Melf's acid arrow 9th lightning bolt 13th ice storm 17th cloudkill Dragon Ancestor At 1st level, choose the elemental type of your dragon ancestor's breath weapon from acid, cold, fire, lightning, poison, or thunder. The damage from your bloodrage damage die changes to this type. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. Draconic Resilience Also at 1st level, parts of your skin are covered by a thin sheen of dragonlike scales. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit. Elemental Affinity Beginning at 6th level, whenever you cast a spell that deals damage of an elemental type other than the one you chose for Dragon Ancestor, you can change its damage type to the one you chose. You also have resistance to the damage type you chose for your Dragon Ancestor. Destroyer Starting at 10th level, you can add your bloodrage damage die to the damage taken by all targets of a spell that damages more than one target, as long as the spell deals the energy type you chose for your Dragon Ancestor. Also, whenever you add your bloodrage damage die to an attack or spell the targets take an additional effect on a critical hit, or if the target rolls a 1 on its saving throw against the effect, based on the energy type chosen. Acid. The target's AC is reduced by your bloodrage damage die until the end of its next turn. Cold. The target is restrained until the end of its next turn. Fire. The target is set on fire, taking your bloodrage damage die in fire damage at the beginning of each of its turns until the fire is put out. Lightning. The lightning jumps to the nearest hostile creature to the target, causing it to take your bloodrage damage die in lightning damage. If the number rolled on your bloodrage damage die is the maximum, the lightning jumps again to a different hostile creature. Poison. The target takes your bloodrage damage die at the beginning of its next turn, and is poisoned until the end of its next turn. Thunder. The target is deafened until the end of its next turn and it is knocked prone. Dragon Breath At 14th level, the elemental energy churning within your belly during your bloodrage can be expelled in one glorious heave. While raging, as an action on your turn, you can end your bloodrage early and unleash your breath weapon in a 25-foot cone or 50-foot by 5-foot line (your choice when this ability is used). Every creature in this area must make a saving throw - Dexterity for acid, fire, and lightning; or Constitution for cold, poison, or thunder. The DC for this saving throw is your spell save DC. On a failed save, a creature takes 1d10 damage for each round you’ve spent in bloodrage and suffers the additional critical effect of Destroyer, or half as much damage and no critical effect on a successful one. The damage is of the type you chose for your Dragon Ancestor. Dragon Form By 18th level, you gain passive immunity to your chosen energy type. When you enter your bloodrage, you can choose to assume the form of a young dragon. If you do so, your size becomes large and you sprout wings that give you a 40 ft. fly speed. You gain two claw attacks and one bite attack that gain any magical properties of the weapons or shield that were equipped before you began raging. Your hands each become claws that deal slashing damage equal to 1d8 + your Strength modifier. You also gain a bite attack that deals piercing damage equal to 1d8 + your Strength modifier. You may use each of these attacks once as part of the attack action, and you may apply your bloodrage damage die to all three of these attacks. Finally, as part of the bonus action to begin this bloodrage, you can emit an aura of draconic awe or fear (your choice) out to 30 feet. Each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until your bloodrage ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. Once you have used Dragon Form, you must finish a long rest before you can use it again. 5

Fiendish Your blood is tainted by a fiend from the lower planes, either by crossbreeding or through a curse laid upon your lineage. Fiendish bloodragers' forms twist and change to reflect their inner darkness as they unleash untold fury. Fiendish Bloodline Spells Bloodrager Level Spells 1st hellish rebuke 5th crown of madness 9th summon lesser demons 13th summon greater demon 17th infernal calling Chaotic Manifestation Starting at 1st level, you can alter one of your arms into a living weapon while you rage. While you’re bloodraging, you cannot hold a weapon or shield in one of your hands, but you effectively gain a weapon that deals slashing, piercing, or bludgeoning damage (your choice) equal to 1d4 + your Strength or Dexterity modifier. You also add +1 to your AC provided you aren't wielding a shield, or +3 to damage with this weapon if you are. This weapon has the Light and Finesse properties and gains any magical effects of the weapon or shield that was equipped in that hand before you began bloodraging. This hand can also perform any somatic components necessary for spellcasting. This weapon's damage increases when you reach certain levels in this class, increasing to 1d6 at 5th level, 1d8 at 10th level, and 1d10 at 18th level. Abyssal Aspect At 6th level, elemental energy roils within your body, begging to be let loose. Choose acid, cold, fire, lightning, poison, or thunder. You passively gain resistance to this damage type, and the damage type of your bloodrage damage die changes to this type. You can change your elemental choice whenever you gain a level in this class. Abominable Spray Also at 6th level, you gain a breath weapon of the damage type chosen for your Abyssal Aspect while you rage. Once during your bloodrage, as an action, you may vomit up elemental energy. When you use your breath weapon, each creature in a 15-foot cone or a 5 by 30-foot line (Your choice when the breath weapon is used) must make a saving throw - Dexterity for acid, fire, and lightning; or Constitution for cold, poison, or thunder. The DC for this saving throw is your spell save DC. A creature takes 6d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 7d6 at 11th level, and 8d6 at 16th level. Diabolical Aura At 10th level, your fiendish energy becomes more potent, lashing out at nearby enemies at random. The effect is based on the energy type you chose for your Abyssal Aspect.

This subclass is intended to be used with alternate two-weapon fighting rules, described on the last page. As part of the bonus action to begin bloodraging, and as a bonus action on any turn during which you are bloodraging, you may cause all other creatures within 10 feet of you to take 4 damage of the chosen energy type each. The damage increases when you reach certain levels in this class, increasing to 5 at 15th level, and 6 at 20th level. Fiendish Charge At 14th level, you can end your bloodrage in an explosive finale. While raging, when you take the dash action on your turn, you may use a bonus action to end your bloodrage early, forcing each creature within 15 feet of you to make a saving throw - Dexterity for acid, fire, and lightning; or Constitution for cold, poison, or thunder. The DC for this saving throw is your spell save DC. On a failed save, a creature takes 1d12 damage for each round you’ve spent in bloodrage and is knocked prone, or half as much on a successful one. The damage is of the type you chose for your Abyssal Aspect. Infernal Metamorphosis At 18th level, you gain immunity to your chosen energy type. Additionally, you can shift into a full fiend while you bloodrage. You further reduce all bludgeoning, piercing, and slashing damage from nonmagical weapons by 3, both of your arms gain the attributes of Chaotic Manifestation (including the +1 to AC from not wielding a shield), you grow wings which give you a flying speed of 40 feet, and you may choose to become one size category larger. 6

Celestial You have an ancestor that is an archon, possibly even a god - or at least your lineage was blessed by one. Celestial bloodragers can castigate their foes with the power of the heavens, and have other abilities based on the domains of their divine benefactors. Celestial Bloodline Spells Bloodrager Level Spells 1st shield of faith 5th magic weapon 9th crusader's mantle 13th aura of purity 17th circle of power Heavenly Resilience Beginning at 1st level, your divinity allows you to ignore a portion of the attacks of mere mortals. While bloodraging, when you take damage, you may roll your bloodrage damage die, reducing the damage taken by the amount rolled + half your bloodrager level (rounded down). You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest. Minor Ascendancy At 6th level, you gain influence over a small fraction of creation and with it a passive benefit based on the domain of your divine ancestor or benefactor. Choose an ascendancy from the list below. Earth. All bludgeoning, piercing and slashing damage you take from nonmagical weapons is reduced by half your proficiency bonus, rounded down. Fire/Sun. The damage dealt by your bloodrage damage die changes to fire or radiant (your choice). You gain resistance to the same type of damage. Frost/Water. The damage dealt by your bloodrage damage die changes to cold. You gain resistance to cold damage. Hunting. You can add your bloodrage damage die to attacks made with ranged weapons. Mind. The damage dealt by your bloodrage damage die changes to psychic. You gain resistance to psychic damage. Nature. Whenever you roll for initiative, you gain a number of temporary hit points equal to your bloodrage damage die + your Charisma modifier. Protection. You can add half your proficiency bonus, rounded down, to any saving throw you make that doesn't already include your proficiency bonus. Spirit. The damage dealt by your bloodrage damage die changes to necrotic. You gain resistance to necrotic damage. Storms. The damage dealt by your bloodrage damage die changes to lightning. You gain resistance to lightning damage. Trickery. The damage dealt by your bloodrage damage die changes to poison. You gain resistance to poison damage. Warfare. All bludgeoning, piercing, and slashing damage you deal with weapon attacks is increased by half your proficiency bonus, rounded down. Castigate Also at 6th level, whenever you can add your bloodrage damage die to an attack (but not a spell), you may expend a spell slot to castigate the target, dealing additional damage of the same type as your bloodrage damage die. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. You may only expend a spell slot in this way once per turn. Major Ascendancy At 10th level, your influence over creation grows, and with it you gain a benefit you can employ while bloodraging. You can choose the same ascendancy you selected previously or a different one. Earth. While bloodraging, when you hit a creature that is wearing metal armor or a creature made of inorganic material such as stone, crystal, or metal with an attack, you deal additional bludgeoning damage equal to your bloodrage damage die. This additional damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Fire/Sun. You may ignite yourself with holy flame or plasma as part of the bonus action to begin bloodraging. Any creature that begins its turn within 5 feet of you while you are ignited takes fire or radiant damage (your choice) equal to your bloodrage damage die. You may extinguish this flame or plasma on your turn as a bonus action. Frost/Water. You may embrace yourself with chilling air as part of the bonus action to begin bloodraging. All creatures within 5 feet of you have disadvantage on their first attack roll each round, and the ground within 5 feet of you counts as difficult terrain. Creatures immune to cold are immune to this effect. You may cease this chilling embrace on your turn as a bonus action. Hunting. Your speed increases by 10 feet and moving through nonmagical difficult terrain costs you no extra movement while bloodraging. Additionally, while bloodraging, you gain darkvision out to 60 feet and advantage on checks made to discern illusions from reality. If you already have darkvision from another source, its range increases by 30 feet while bloodraging. Mind. While bloodraging, your appearance changes to resemble the worst fears of nearby creatures, shaking their resolve. As part of the bonus action to begin bloodraging, you may force all hostile creatures within 10 feet of you to make a Wisdom saving throw against your spell save DC. On a failure, the creature is frightened of you and its speed is reduced to 0 until the end of your next turn. Nature. While bloodraging, you grow claws, horns, or fangs with which you can use to make an single melee attack as a bonus action on your turn. This natural weapon deals bludgeoning, piercing, or slashing damage (your choice) equal to 1d6 + your Strength modifier, benefits from your bloodrage damage die, and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Protection. During your bloodrage, you may add your bloodrage damage die to your AC or a saving throw you make, potentially causing an attack to miss or turning a failed save into a success. You may use this an amount of times equal to your Charisma modifier per bloodrage. 7

Spirit. As part of the bonus action to begin bloodraging, you may summon a spirit from the underworld up to 60 feet away from you and order it to attack a creature. Make a melee spell attack against a creature within 5 feet of the spirit. On a hit, the target takes 1d8 necrotic damage + your bloodrage damage die. As a bonus action on your turn, you can move the spirit up to 20 feet and repeat the attack against a creature within 5 feet of it. When your bloodrage ends, the spirit returns to the underworld. Storms. As part of the bonus action to begin bloodraging, you may designate a creature within 30 feet of you as your lightning tether. You cause a discharge of lightning to arc between you and your lightning tether, dealing your bloodrage damage die in lightning damage to all creatures caught between the two of you (including to your lightning tether). You may cause another discharge as a bonus action on each of your turns. You may not designate a different lightning tether until your current one is reduced to 0 hit points, the distance between you increases beyond 30 feet, or your bloodrage ends, thus breaking the tether. Trickery. You can become invisible as part of the bonus action to begin bloodraging or as a bonus action on any turn during your bloodrage thereafter. This invisibility lasts until you make an attack, cast a spell, or your bloodrage ends. You can do this once per bloodrage. Additionally, during your bloodrage, you may add your bloodrage damage die again to the damage of any attack you make if you have advantage on the roll. Warfare. While bloodraging, you gain a fighting style of your choice. Additionally, once on each of your turns when you hit with a weapon attack while bloodraging, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. Intercession At 14th level, as an action, you can end your bloodrage early, calling out to your benefactor for an intercession on your behalf. Choose a number of creatures within 60 feet of you that you can see equal to twice the number of rounds you've spent in rage. Friendly creatures have advantage on attack rolls and saving throws, and can add your bloodrage damage die to their attacks' damage until the start of your next turn, and hostile creatures take damage equal to your bloodrage damage die and have disadvantage on attack rolls and saving throws until the end of your next turn. Final Ascendancy At 18th level, you are a demigod unto yourself, able to exert great control over creation. You can choose the same ascendancy you selected previously or a different one. Earth. You gain immunity to the stunned and petrified conditions, and to being moved or knocked prone. Additionally, as an action, you can take the form of stone, incapacitating you, but granting you immunity to bludgeoning, piercing, and slashing damage, as well as resistance to all other damage types, and advantage on all saving throws until the beginning of your next turn. During this time you draw power from the earth, regaining hit points equal to your bloodrager level + twice your Charisma modifier. Once you have used this feature, you may not use it again until you have completed a long rest. Fire/Sun. You gain resistance to fire or radiant damage, and immunity to the blinded condition. If you already have resistance to fire or radiant damage from your Minor Ascendancy, you instead gain immunity to fire or radiant damage. Additionally, you may grow long, tendril-like wings made of fire or sunlight as a bonus action on your turn, including the bonus action to begin bloodraging. These wings give you a flying speed of 40 feet, and can be used to grapple creatures as if you had one hand free at all times. While an opponent is grappled by your wings, it takes your bloodrage damage die in fire or radiant damage at the beginning of each of its turns. Frost/Water. You gain resistance to cold damage, a swim speed of 40 feet, and you can breathe and attack normally underwater. If you already have resistance to cold damage from your Minor Ascendancy, you instead gain immunity to cold damage. Additionally, whenever you reduce a creature to 0 hit points, you may choose to turn it into a frozen statue with 1 hit point for 1 minute. If this statue is destroyed, it shatters, sending deadly shards of ice in every direction for 10 feet. Any creature in the area (other than you) must make a dexterity saving throw vs. your spell save DC or take your bloodrage damage die in cold damage and have its speed is reduced by half until the end of its next turn, taking half as much damage and no reduction in speed on a success. Hunting. You are permanently under the effects of the spell freedom of movement. Additionally, on your turn, you can choose a creature you can see within 90 feet and mark it as your quarry (no action required). For the next 24 hours, you gain the following benefits: Once per round, when you hit your quarry with a weapon attack, you can add your bloodrage damage die again to it.

You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find your quarry while it’s on the same plane as you. You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest. 8

Mind. You gain resistance to psychic damage and immunity to the charmed and frightened conditions. If you already have resistance to psychic damage from your Minor Ascendancy, you instead gain immunity to psychic damage. Additionally, as an action, you can create the illusion of a phantom army for 1 minute. Choose a 25-foot cube within 120 feet of you. Hostile creatures that fail an Intelligence saving throw vs. your spell save DC perceive the cube to be a formation of enemy soldiers, even if they or their allies are inside it. Once per turn, a hostile creature attempting to attack the phantom army can make another Intelligence saving throw to discern it as an illusion, but only after their attack is made. If a creature or creatures are within the cube when it is attacked, they become the target of the attack, chosen randomly. As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. Once you have used this feature, you may not use it again until you have completed a long rest. Nature. As a bonus action, including the bonus action to begin raging, you can change your form to that of a chimera; any combination of three animals you desire. Choose three features from the following list: Wings. You gain a flying speed of 40 ft.

You gain a flying speed of 40 ft. Hard shell/tough hide. All damage taken is reduced by 1.

All damage taken is reduced by 1. Claws. You gain an unarmed attack that deals slashing damage equal to 1d6 + your Strength modifier. If you have an unarmed attack already, such as the one gained through the Nature Major Ascendancy, it instead deals 1 additional damage.

You gain an unarmed attack that deals slashing damage equal to 1d6 + your Strength modifier. If you have an unarmed attack already, such as the one gained through the Nature Major Ascendancy, it instead deals 1 additional damage. Venomous fangs/stinger. You gain an unarmed attack that deals piercing damage equal to 1 + your Strength modifier. On a hit, provided the target takes piercing damage, they must make a Constitution saving throw vs. your spell save DC, taking your bloodrage damage die in poison damage and becoming poisoned until the end of their next turn on a failure.

You gain an unarmed attack that deals piercing damage equal to 1 + your Strength modifier. On a hit, provided the target takes piercing damage, they must make a Constitution saving throw vs. your spell save DC, taking your bloodrage damage die in poison damage and becoming poisoned until the end of their next turn on a failure. Extra walking limbs/snake tail. Your walking speed increases by 10 feet, you can add 10 feet to your long jump distance and 5 feet to your high jump distance. You also have advantage on all saving throws to resist being knocked prone.

Your walking speed increases by 10 feet, you can add 10 feet to your long jump distance and 5 feet to your high jump distance. You also have advantage on all saving throws to resist being knocked prone. Tentacles. You gain a climbing speed equal to your walking speed, and you can grapple opponents as if you have an additional free hand.

You gain a climbing speed equal to your walking speed, and you can grapple opponents as if you have an additional free hand. Gills and fins. You gain a swim speed of 40 feet, and you can breathe and attack normally underwater.

You gain a swim speed of 40 feet, and you can breathe and attack normally underwater. Horns. If you take the Dash action on your turn, you can make one attack with your horns that deals piercing damage equal to 1d10 + your Strength modifier as a bonus action, with the choice of shoving the target of that attack.

If you take the Dash action on your turn, you can make one attack with your horns that deals piercing damage equal to 1d10 + your Strength modifier as a bonus action, with the choice of shoving the target of that attack. Pincers. As part of the attack action, you can make another attack dealing additional bludgeoning damage equal to 1d6 + your Strength modifier to grappled targets.

As part of the attack action, you can make another attack dealing additional bludgeoning damage equal to 1d6 + your Strength modifier to grappled targets. Senses. You add 5 to your passive perception, have darkvision out to 60 feet, and have advantage on Wisdom (Perception) checks that rely on hearing or smell. If you already have darkvision from another source, its range increases by 30 feet.

You add 5 to your passive perception, have darkvision out to 60 feet, and have advantage on Wisdom (Perception) checks that rely on hearing or smell. If you already have darkvision from another source, its range increases by 30 feet. Camouflage. You may add your Charisma modifier to your Dexterity (Stealth) checks.

You may add your Charisma modifier to your Dexterity (Stealth) checks. Sticky Tongue. You may attempt to grapple a target your size or smaller at a distance of up to 20 feet away. A target successfully grappled is immediately pulled in a straight line to within 5 feet of you, and only remains grappled if you have a free hand. This form lasts until you take a short or long rest. Alternatively you may dismiss it as another bonus action. Once you have used this feature, you may not use it again until you have completed a long rest. 9

Protection. Any critical hit against you becomes a normal hit. Additionally, as a bonus action, including the bonus action to begin raging, you may assume the form of a towering colossus. While in this form, you become one size category larger, you gain temporary hit points equal to twice your level + twice your Charisma modifier, and your bloodrage damage die becomes a d10. You remain in this form until you run out of temporary hit points, you take a short or long rest, or until you dismiss it as another bonus action. Once you have used this feature, you may not use it again until you have completed a long rest. Spirit. You gain resistance to necrotic damage, and immunity to effects that cause instant death. If you already have resistance to necrotic damage from your Minor Ascendancy, you instead gain immunity to necrotic damage. Additionally, as a bonus action, including the bonus action to begin raging, you may empower your attacks with vampiric energy. For one minute, any time you deal damage with your bloodrage damage die, you regain that number of hit points. Once you have used this feature, you may not use it again until you have completed a long rest. Storms. You gain resistance to lightning damage, and you gain a fly speed of 40 feet. If you already have resistance to lightning damage from your Minor Ascendancy, you instead gain immunity to lightning damage. Additionally, as a bonus action, including the bonus action to begin raging, you may charge yourself with static power. For one minute, any time you are hit in melee, you deal your bloodrage damage die in lightning damage to the attacker. Once you have used this feature, you may not use it again until you have completed a long rest. Trickery. You gain resistance to poison damage and the poisoned condition, and you have darkvision out to 60 feet. If you already have resistance to poison damage from your Minor Ascendancy, you instead gain immunity to poison damage. If you already have darkvision from another source, its range increases by 30 feet. Additionally, your footsteps no longer make noise, and you are considered to be lightly obscured at all times. If you are in an area that would normally be lightly obscured, you are instead heavily obscured. Warfare. All bludgeoning, piercing, and slashing damage you deal with weapon attacks is increased by 2. This stacks with the Warfare Minor Ascendancy. Additionally, the gods alone will choose the day you die. When you have to make a death saving throw at the start of your turn, you may spend one of your bloodrages, regaining hit points equal to half your hit point maximum and entering your bloodrage as normal. During this bloodrage, your bloodrage damage die becomes a d10. Once you have used this feature, you may not use it again until you have completed a long rest. Zoanthropic Your blood carries the curse of zoanthropy, though you may see it as a gift from nature instead. Zoanthropes, also known as werebeasts, change into half-animal creatures when they bloodrage to hunt down their prey. Zoanthropic Bloodline Spells Bloodrager Level Spells 1st hunter's mark 5th pass without trace 9th conjure animals 13th freedom of movement 17th commune with nature Bonus Proficiency Starting at 1st level, you gain proficiency in your choice of either the Nature, Perception, Survival, or Stealth skills. Nature Magic Your link to the natural world enables you to learn spells from the druid class. When your spellcasting feature lets you learn or replace a sorcerer spell, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all restrictions for selecting the spell, and it becomes a bloodrager spell for you. Werebeast Form At 1st level, you have the ability to shapeshift into a terrifying bipedal beast. Your creature type now includes shapechanger. You can be affected by a game effect if it works on either of your creature types. Your bloodrage is altered in the following ways: Your hands and teeth become lethal claws and fangs that deal slashing damage equal to 1d6 + your Strength or Dexterity modifier. They count as light and finesse, so they can be used in conjunction with two-weapon fighting and you are considered proficient with them. This damage increases to 1d8 if you gain the Dual Wielder feat.

Silvered weapons ignore your resistance to bludgeoning, piercing, and slashing damage.

You have darkvision out to 60 feet. If you already have darkvision from another source, its range increases by 30 feet.

You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

You become adapted to cold environments. While bloodraging, you cannot use weapons or shields, but can cast spells as normal. Additionally, you cannot perform tasks involving fine manipulation (unless you choose wererat – below), and you make all Intelligence checks and Intelligence saving throws at disadvantage. Your claws and teeth gain any magical effects of one weapon that was equipped before you began bloodraging. Your bloodrage no longer ends after one minute; you can remain in your bloodrage for as long as you wish. However, each time you roll for initiative while bloodraging, you expend another use of bloodrage. Once you have expended all uses, the next time you roll for initiative, you may no longer resist damage or add your bloodrage damage die to the damage of your attacks until you complete a long rest. On a night of a full moon, you have disadvantage on all Wisdom saving throws unless you are bloodraging. Finally, choose werebear, wereboar, wererat, weretiger, or werewolf. You gain additional features at later levels based on this choice. Once made, this choice cannot be changed. 10

Eldritch Claws At 6th level, your attacks while bloodraging count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, choose poison, cold, fire, or lightning. While bloodraging, you gain resistance to this damage type, and your bloodrage damage die changes to this damage type. Predator’s Agility Also at 6th level, your speed increases by 10 feet. You also can add 10 feet to your long jump distance and 5 feet to your high jump distance. Additionally, you gain a climbing speed equal to your walking speed, you can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace. Shifter’s Blood Finally at 6th level, you can regenerate a portion of your health rapidly. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your bloodrager level. Once you use this feature, you must finish a short or long rest before you can use it again. You cannot use this feature within one minute of having been hurt with a silver weapon. Ferocity At 10th level, you gain an offensive benefit based on the werebeast you chose at 1st level: Werebear. You may add your Constitution modifier to the damage of your attacks that add your Strength modifier, and to checks made to grapple opponents. Wereboar. You can take the Dash action as a bonus action. If you move at least 10 feet in a straight line immediately after taking this bonus action, you gain a bonus to your next melee attack’s damage roll equal to 5 + half your bloodrager level, rounded down, and may attempt to shove the target as part of this attack if you hit. Wererat. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with if you have advantage on the attack roll. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. This extra damage increases to 3d6 at 13th level, 4d6 at 16th level, and 5d6 at 19th level. Weretiger. You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target. Werewolf. You have advantage on attack rolls against any creature that is within an ally's reach. Tenacity Starting at 14th level, you gain a defensive benefit based on the werebeast you chose at 1st level: Werebear. The damage you take from all weapons and spells is reduced by an amount equal to half your proficiency bonus, rounded down. This stacks with the damage reduction you gain from bloodraging. You may also choose to become one size category larger when you bloodrage. Wereboar. Your hit point maximum increases by 1 per level you have in this class and increases by 1 again whenever you gain another level in this class. All hit dice gained from this class become d12s. Wererat. The first attack against you each round has disadvantage. If the attack misses you, you may, as a reaction, move 10 feet away from your attacker without incurring an attack of opportunity. Weretiger. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. Werewolf. When you are subjected to an effect that allows you to make a Dexterity 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. Instant Healing At 18th level, the amount of health you can regenerate improves. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points. If you have been hurt by a silver weapon within one minute, this effect only regains 2 + your Constitution modifier hit points.

Alternate Spellcasting It is recommended that you use Wisdom rather than Charisma as your spellcasting ability for the zoanthropic bloodline to represent that your magic draws upon attunement to nature. This will also change the skills you are best with to ones that represent general awareness rather than social graces, which may better fit a zoanthrope character. 11