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Sorcerous Origin: Bloodrager

Like other sorcerers, your innate magic comes from your bloodline. You might be descended from mighty dragons, otherworldly fiends, or elemental genies. Unlike other sorcerers, the power in your blood infuses your body, making you stronger and tougher as your arcane energy is depleted.

When your heritage transforms you, you manifest different physical traits as described below. You might also manifest different personality traits, adapt different speech patterns, or cause cosmetic changes in your appearance.

Bloodline Heritage

Starting at 1st level, you can read, write, and speak one exotic language associated with your bloodline (see page 123 of the Player's Handbook.) You also gain the thaumaturgy cantrip. It is considered a sorcerer spell for you, and doesn't count against your normal limit of cantrips known.


Credits

Created by u/Galemp. Inspired by the D&D NEXT playtest version of the sorcerer, and the Pathfinder Bloodrager class. "Ancestral Harbinger" art by Darren Ward, © 2015 Paizo Inc.

 

Bloodrage

Starting at 1st level, you can use a bonus action to channel your magical energy into a bloodrage. While bloodraging, you cannot cast spells, but you can concentrate on spells you have already cast and you have advantage on Constitution saving throws made to maintain concentration on a spell.

While bloodraging, you manifest a magical weapon in a form of your choice. This might be in the shape of fangs or horns, a skeletal claw, or a blade of energy. The magical weapon is considered a natural weapon. You are proficient with this weapon and cannot be disarmed of it. Your magical weapon has the finesse property, and it doesn't need to be held in hand. Whatever form the weapon takes, it deals 2d4 damage, which increases when you reach 5th level (2d6), 11th level (2d8) and 17th level (2d10).

When you enter your bloodrage, you choose whether your magical weapon deals bludgeoning, piercing, or slashing damage. Alternatively, if you know a damage-dealing cantrip, you can use the damage type of that cantrip instead. For example, if you know the chill touch cantrip, you can choose for your attacks to deal necrotic damage. You have resistance to the damage type of your magical weapon for the duration of the bloodrage, and you can't change your choice until your bloodrage ends.

Your bloodrage lasts until you finish a short rest or if you are knocked unconscious.

Sustaining Magic

Starting at 6th level, you can use your magic to heal yourself. As a bonus action, or when you convert a spell slot to sorcery points, you can expend a number of sorcery points up to your sorcerer level. You regain 1d4 hit points for each sorcery point you spend in this way, up to your hit point maximum.

Bloodrager Transformation

Starting at 14th level, while you are bloodraging, you have resistance to bludgeoning, piercing, and slashing damage, and immunity to the damage type of your chosen magical weapon.

Bloodrager Incarnation

Starting at 18th level, while you are bloodraging, you can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks. You also have advantage on attack rolls with your magical weapon.

 

Spell Points

At 1st level, you gain an early and improved version of the Font of Magic feature's Flexible Casting. You automatically convert all spell slots to sorcery points, and can create spell slots using sorcery points without using a bonus action.

You can't create spell slots that are higher than a spell you could normally cast. When you become capable of casting spells of 6th level or higher, you can use sorcery points to create one slot of each level of 6th or higher. These spells are particularly taxing, however, and once you do so, you can't create another slot of the same level until you finish a long rest. Reference the Spell Points variant rule in the Dungeon Master's Guide pages 288-289 for additional information.

If you have an item, ability, or feature that lets you regain spell slots without taking a long rest, such as the warlock's Pact Magic or the pearl of power, those regained spell slots can't be converted to sorcery points.

Bloodrage

Starting at 1st level, while your remaining sorcery points are equal to or less than your sorcerer level, you enter a bloodrage and your body transforms. While bloodraging, you have advantage on Constitution saving throws made to maintain concentration on a spell.

Additionally, while bloodraging, you manifest a magical weapon in a form of your choice. This might be in the shape of fangs or horns, a skeletal claw, or a blade of energy. You are proficient with this weapon, cannot be disarmed of it, and it doesn't need to be held in hand. Your magical weapon has the finesse property, and you have a +1 bonus to the attack and damage rolls you make using it.

The weapon deals 2d4 damage, which increases when you reach 5th level (2d6), 11th level (2d8) and 17th level (2d10). When you enter your bloodrage, you choose whether your magical weapon deals bludgeoning, piercing, or slashing damage. Alternatively, if you know a damage-dealing cantrip, you can use the damage type of that cantrip instead. For example, if you know the chill touch cantrip, you can choose for your attacks to deal necrotic damage. You can't change your choice until your bloodrage ends.