Bloodrager - Pathfinder to 5e Conversion - v.1

by triariios

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Bloodrager

While many ferocious combatants can tap into a deep reservoir of buried rage, bloodragers have an intrinsic power that seethes within. Like sorcerers, bloodragers’ veins surge with arcane power. While sorcerers use this power for spellcasting, bloodragers enter an altered state in which their bloodline becomes manifest, where the echoes of their strange ancestry lash out with devastating power. In these states, bloodragers can cast some arcane spells instinctively, and their magic is as fast, violent, and seemingly unstoppable as their physical prowess. The bloodrager’s place is on the front lines, right in their enemies’ faces, supplying tremendous martial force bolstered by a trace of arcane magic.

Hit Points

Hit die: 1d10 per bloodrager level
Hit Points at 1st Level: 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
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Charisma
Skills: Choose two from Arcana, Athletics, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
(a) a greataxe or (b) any martial melee weapon
(a) two handaxes or (b) a shield
(a) leather armor or (b) scale mail
An explorer's pack and a shield

Alternatively, you may start with 2d4 × 10 gp to buy your own equipment.


The Bloodrager
Level   Proficiency 
Bonus
Features Rages
/Day
Rage
Damage
Spells
Known
─Spell Slots per Spell Level─
  1st  
  2nd     3rd     4th  
1st +2 Bloodline, Bloodrage 2 +2
2nd +2 Danger Sense 2 +2
3rd +2 Bloodcasting, Additional Cantrip 3 +2 3 2
4th +2 Ability Score Improvement 3 +2 3 2
5th +3 Extra Attack, Fast Movement 3 +2 4 3
6th +3 Bloodline Feature 4 +2 5 4 2
8th +3 Ability Score Improvement 4 +2 6 4 2
9th +4 Blood Sanctuary, Additional Cantrip 4 +3 6 4 2
10th +4 Bloodline Feature 4 +3 7 4 3
11th +4 Tireless Bloodrage 4 +3 8 4 3
12th +4 Ability Score Improvement 5 +3 8 4 3
13th +5 Bloody Critical 5 +3 9 4 3 2
14th +5 Bloodline Feature 5 +3 10 4 3 2
15th +5 Persistent Bloodrage 5 +3 10 4 3 2
16th +5 Ability Score Improvement 5 +3 11 4 3 3
17th +6 Bloody Critical (2 dice) 6 +4 11 4 3 3
18th +6 Indomitable Will 6 +4 11 4 3 3
19th +6 Ability Score Improvement 6 +4 12 4 3 3 1
20th +6 Sanguine Paragon 6 +4 13 4 3 3 1

Bloodcasting

The power infusing your blood allows you to cast and even concentrate on spells while in a seemingly mindless rage. However, you can cast and concentrate on only your bloodrager spells; spells gained from other classes cannot be cast while you are in this state.

Spellcasting Ability

Charisma is your spellcasting ability for your bloodrager spells. 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.

Cantrips

At 1st level, you know one cantrip determined by your bloodline. You learn an additional cantrip of your choice when you reach 3rd level and 9th level.

Spell Slots

The Bloodrager table shows how many spell slots you have to cast your sorcerer 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.

Spells Known of 1st Level and Higher

At 3rd level, you learn 3 spells of your choice, which must be from the bloodrager spell list or the additional spells offered by your bloodline. The Spells Known column of the Bloodrager table shows when you learn more bloodrager spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. 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 and bloodline spell lists, which also must be of a level for which you have spell slots.

Bloodrage

The bloodrager’s source of internal power grants you the ability to go into a bloodrage. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
  • You have resistance to bludgeoning, piercing, and slashing damage.

Your bloodrage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You may also choose to end your rage on your turn as a bonus action.

Upon leaving the bloodrage, you gain one level of exhaustion for a number of rounds equal to the number of rounds you spent raging. You may not reenter a bloodrage again while you are exhausted from raging (exhaustion from other sources does not affect your ability to rage) unless a specific ability excepts this restriction.

Once you have entered a rage the maximum number of times for your bloodrager level, shown on the Bloodrager table, you must finish a long rest before you can rage again.

Bloodline

Choose from the Draconic, Shadow, or Verdant bloodlines, all 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, and 14th level.

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

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.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack

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

Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Blood Sanctuary

When you reach 9th level, while raging you have advantage on saving throws against spell effects and advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

Tireless Bloodrage

By 11th level, you have become more accustomed to channeling the power of your bloodline and experience less fatigue after using it. When you leave the bloodrage, the exhaustion gained now only lasts for a duration of half the rounds spent raging, rounded down (minimum of 1).

Bloody Critical

Beginning at 13th level, you can roll one additional damage die when determining the extra damage for a critical hit with a melee attack or a spell that requires an attack roll. This increases to 2 additional dice at level 17.

Persistent Bloodrage

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

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Sanguine Paragon

At 20th level, your bloodline has permanently infused you with its power. Your Strength, Constitution, and Charisma scores increase by 2. Your maximum for those scores is now 22.

Bloodrager Bloodlines

Each bloodrager has a source of magic somewhere in their background that empowers their bloodrages and gives them access to bonus features and spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in their family’s past.

Draconic Bloodline

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Some bloodragers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. However, others gain their abilities as a result of exposure to draconic magic or a personal bargain with one of the mighty creatures.

Dragon Blood

At 1st level, you choose one type of dragon. You gain the cantrip associated with the type of dragon, and while you are in a bloodrage, you can add your Charisma modifier to the cantrip damage.

Dragon Damage Type Cantrip
Black Acid Primal Savagery
Blue Lightning Shocking Grasp
Brass Fire Create Bonfire
Bronze Lightning Lightning Lure
Copper Acid Acid Splash
Gold Fire Produce Flame
Green Poison Poison Spray
Red Fire Fire Bolt
Silver Cold Frostbite
White Cold Ray of Frost

Additionally, you can speak, read, and write Draconic in addition to the languages you know from your race and/or background.

Draconic Resilience

At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Bloodline Spells

Starting at 3rd level when your spellcasting ability manifests in full, your ancestry gives you access to more spells.

Class Level   Bloodline Spells
3rd chromatic orb, guiding bolt
6th alter self, dragon's breath
13th elemental weapon, Melf's minute meteors
19th elemental bane, fire shield

Elemental Affinity

Starting at 6th level, you become resistant to the damage type associated with your draconic ancestry. Also, when you cast a spell that deals damage of that type you can add your Charisma modifier to one damage roll of that spell.

Power of the Elements

At 10th level, whenever you roll damage of the type associated with your ancestry you can treat any 1 on a damage die as a 2, and also ignore enemies' resistance to that damage type.

Dragon Wings

At 14th level, while you are raging, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed of 30 feet. You can create these wings as a bonus action on your turn. They last until your bloodrage ends or when you dismiss them as a bonus action on your turn.

Shadow Bloodline

Your blood runs thick with an inky taint, and your innate magic comes from someplace darker. You might trace your lineage to a shadowy entity such as a powerful lich, a demon, or another being from the lower planes, or perhaps you were transformed by dealing with dark powers yourself.

Strike Through Shadow

At 1st level, you learn the Eldritch Blast cantrip. When you are bloodraging and in dim light or darkness, you can add your Charisma modifier to the damage dealt by this cantrip.

Touched by Darkness

Starting at 1st level, you have darkvision with a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. Additionally, you can speak, read, and write Abyssal in addition to the languages you know from your race and/or background.

Bloodline Spells

Starting at 3rd level when your spellcasting ability manifests in full, your ancestry gives you access to more spells.

Class Level   Bloodline Spells
3rd hex, inflict wounds
6th pass without trace, shadow blade
13th hunger of Hadar, vampiric touch
19th shadow of moil, Evard's black tentacles

Shades of Rage

By 6th level, You have advantage on death saving throws. Additionally, when you succeed on three death saving throws and stabilize, you can expend two uses of your bloodrage to begin raging and regain consciousness with one hit point. Entering a bloodrage with this ability is allowed even if you have exhaustion remaining from a previous rage.

Shadow Veil

At 10th level, you gain resistance to necrotic damage, and you become able to see through both magical and nonmagical darkness up to the range of your darkvision. In addition, while you are in a bloodrage, any ally within 30 feet of you has advantage on death saving throws.

Cloaked Step

At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Verdant Bloodline

Your magic embodies the chaotic energy of wild nature, manifesting itself in colorful ways when you enter a bloodrage. One of your ancestors may have been fey, or the fey realm somehow intermixed with your bloodline, or an interaction with a powerful elemental or primal spirit suffused your being with this vibrant power.

Verdant Strike

You learn the Shillelagh cantrip, and while you are in a bloodrage you can add your Charisma modifier to the damage dealt with weapons it is cast on. Additionally, you can speak, read, and write Sylvan in addition to the languages you know from your race and/or background.

Verdant Growth

Your affinity with nature allows you to draw upon its strength to heal yourself while in the thick of battle. Once per rage, you can use your bonus action to roll hit dice up to a number equal to your proficiency modifier, provided you have them to spend.

Bloodline Spells

Starting at 3rd level when your spellcasting ability manifests in full, your ancestry gives you access to more spells.

Class Level   Bloodline Spells
3rd ensnaring strike, faerie fire
6th beast sense, spike growth
13th erupting earth, speak with plants
19th grasping vine, guardian of nature

Oaken Skin

At 6th level, the energy of nature surrounds and protects you when you draw on its power. While you are raging, your skin thickens and takes on a barklike appearance, giving you a +1 bonus to your Armor Class as long as you aren't wearing heavy armor.

Botanical Plasticity

Starting at 10th level, you can manipulate the plantlike features that emerge during your bloodrage to elongate your limbs. While in a bloodrage, the reach of your melee attacks is increased by 5 feet.

Nature's Thorns

Beginning at 14th level, your bloodline provokes swift retaliation against those who dare to strike you. Once on each of your turns, the first time you are hit with a melee attack the attacker must make a Dexterity saving throw or take 4d6 piercing damage on a failed save, or half as much on a success, as a tangle of protective thorns briefly manifests around you.

Bloodrager Spell List



Cantrips (0 level)
  • Acid Splash
  • Blade Ward
  • Booming Blade
  • Chill Touch
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Fire Bolt
  • Friends
  • Green-Flame Blade
  • Gust
  • Light
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Poison Spray
  • Prestidigitation
  • Ray of Frost
  • Shape Water
  • Shocking Grasp
  • Sword Burst
  • Thunderclap
  • True Strike
1st Level
  • Absorb Elements
  • Burning Hands
  • Cause Fear
  • Chaos Bolt
  • Color Spray
  • Compelled Duel
  • Earth Tremor
  • False Life
  • Feather Fall
  • Fog Cloud
  • Grease
  • Hellish Rebuke
  • Ice Knife
  • Jump
  • Longstrider
  • Ray of Sickness
  • Searing Smite
  • Shield
  • Tasha's Hideous Laughter
  • Thunderous Smite
  • Thunderwave
  • Witch Bolt
  • Wrathful Smite
  • Zephyr Strike
2nd Level
  • Blur
  • Cloud of Daggers
  • Crown of Madness
  • Darkness
  • Enhance Ability
  • Enlarge/Reduce
  • Flaming Sphere
  • Gust of Wind
  • Hold Person
  • Levitate
  • Magic Weapon
  • Maximilian's Earthen Grasp
  • Mirror Image
  • Pyrotechnics
  • Ray of Enfeeblement
  • Scorching Ray
  • Shatter
  • Silence
  • Spider Climb
  • Web
3rd Level
  • Blink
  • Daylight


  • Fear
  • Fireball
  • Fly
  • Gaseous Form
  • Haste
  • Hypnotic Pattern
  • Lightning Bolt
  • Protection from Energy
  • Sleet Storm
  • Slow
  • Stinking Cloud
  • Wind Wall
4th Level
  • Banishment
  • Confusion
  • Ice Storm
  • Phantasmal Killer
  • Polymorph
  • Sickening Radiance
  • Stoneskin
  • Storm Sphere
  • Vitriolic Sphere
  • Wall of Fire
  • Watery Sphere