
Bloodrager
Bloodlines
Nightborn Bloodline
You are touched by darkness. Perhaps you were born under a shadowed moon, or in a lightless deep; perhaps you were merely cursed by a power of shadow. Regardless, you find the darkness responds to your call, and you are drawn to hidden places.
Shadowed Fury
Your bloodline trance damage type is necrotic.
Power of the Night
At 1st level, you are strengthened by the night. When you are in darkness or dim light, your speed is increased by 10 feet. In addition, when you activate your Blood Trance while in darkness or dim light, the first attack made against you within one minute is made with disadvantage.
Darkness Dweller
Also at 1st level, you find yourself as comfortable in the dark as in the light. You gain darkvision out to 60 feet; if you already have darkvision, instead its range increases by 30 feet. Dim light doesn't impose penalties on your Wisdom (Perception) checks.
Nightborn Bloodline Spells
Starting at 2nd level, you learn additional spells when you reach certain levels in this class, as shown in the table below. The spell counts as a bloodrager spell for you, but it doesn’t count against the number of bloodrager spells you know.
| Bloodrager Level | Spells |
|---|---|
| 2nd | creeping shadowS, shadow bindK |
| 5th | darkness, steal shadowS |
| 9th | animate shadowK, deepen shadowsS |
| 13th | black boltS, devour shadowK |
| 17th | ebon spearS, midnight fireS |
Shadowed Blood
At 6th level, your blood trance allows you to tap into your affinity for the night. While you are in your Blood Trance, you gain the following benefits:
- When you cast a bloodline spell, your next weapon attack within 1 minute deals 1d8 bonus necrotic damage.
- Your darkvision allows you to see in magical darkness.
- When you cast a bloodline spell while in darkness, roll a d8. On a roll of 7 or 8, you can regain a spent spell slot of a lower level than the one you expended.
Midnight Step
At 10th level, you can shroud yourself in darkness and move from shadow to shadow. While you are in darkness, you can use your bonus action to teleport up to 30 feet to another area of darkness you can see.
You can use your Midnight Step twice, regaining all uses after you finish a long rest. While you are in your Blood Trance, you can use your Midnight Step freely and without expending any uses.
Warrior of Night
At 18th level, you can don a mantle of shadow and transform into the night's vengeance. As a bonus action or as part of entering your blood trance, you can transform yourself for 1 minute, gaining the following benefits for the duration:
- You Midnight Step's range increases to 60 feet.
- When you attack a creature in darkness, you do so with advantage, and you deal 1d8 bonus necrotic damage if the attack hits.
- You gain immunity to necrotic damage.
You can transform in this way once, regaining the ability after a long rest.
Discipline of the Powderburn
To some bloodragers, the perfect accompaniment to magical blasting power is mundane blasting powder. Powderburn bloodragers are enthralled with black-powder weapons, wielding them with deadly skill. Of course, a bloodrager's skills tend to encourage close combat — and powderburns are only happy to oblige, wading into melee with booming guns, and walking out with gunpowder on their clothing and scorch marks on their fingertips.
Powderburn's Proficiency
At 3rd level, you gain proficiency with firearms, and you can use Strength in place of Dexterity for attack and damage rolls with firearms.
Blade and Shot
Also at 3rd level, you develop techniques for close-quarters gun brawls. You gain the following benefits:
- Using a firearm within 5 feet of a hostile creature doesn't impose disadvantage on your attack roll.
- You are able to wield firearms as improvised melee weapons with which you are proficient. When wielded this way, a one-handed firearm deals 1d4 bludgeoning damage on a hit, and a two-handed firearm deals 1d8 bludgeoning damage on a hit.
- When you hit an enemy within five feet with an attack, you can use your bonus action to make one attack with a firearm you are holding. If this attack hits, it deals 1d4 bonus fire damage. You can make this special attack a number of times equal to your Charisma modifier, regaining all uses after finishing a long rest.
- When you attack with a firearm while in your Blood Trance, you can choose to deal your bloodline damage type in place of the firearm's normal damage type.
Staggering Blast
At 7th level, you learn to daze enemies with the thunder of your close-range blasts. Once per turn when you hit a creature within 30 feet with a firearm, you can choose to stagger it. The creature is deafened and has disadvantage on all opportunity attacks until the end of its next turn.
Additionally, you are immune to the deafened condition.
Powderhorn Brew
At 14th level, you devise a vile concoction containing a bit of gunpowder, to stiffen one's resolve for challenges. You can prepare this brew over the course of 1 minute, after which a creature can drink it as an action. A creature drinking your Powderhorn Brew takes 1 damage and then gains temporary hit points equal to half your bloodrager level. While it has these temporary hit points, it makes its next Constitution, Wisdom or Charisma saving throw with advavantage, and it can add your Charisma modifier to its next Strength (Athletics) check.
Blackpowder Berserker
At 20th level, your blood trance puts you into a gunpowder-fueled haze. While in your blood trance, you gain the following benefits:
- All your attacks with firearms deal bonus fire damage equal to your blood trance bonus damage.
- After you hit a creature with a ranged attack from a firearm, your next attack against it is made with advantage.
- You can make the special attack from your Blade and Shot feature without expending a use.
Code of the Nightblade
The stereotypical swashbuckler is a theatrical show-off, a debonair warrior who knows their own charm. But some prefer to keep to the shadows, putting their talents to use as infiltrators, ambushers, and assassins. A nightblade can navigate social situations, as they possess a swashbuckler's natural charm, but is more at home in the shadows.
Shadow's Grace
When you adopt this code at 3rd level, you gain proficiency in Stealth, or another swashbuckler proficiency of your choice if you are already proficient. Dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
Dark Dodge
Also at 3rd level, you become an expert in slinking through the shadows. When you use your Nimble Step, you can attempt to Hide as part of the same action. Creatures you are hidden from can't perceive you for the distance of your Nimble Step unless you reveal yourself.
When you hit a creature that is unaware of your presence, you gain 1 Panache.
Skulking Strike
Also at 3rd level, you learn a new deed.
Skulking Strike: If you hit a creature with a melee attack that is unaware of your presence, you can spend 1 Panache to make it a Skulking Strike, which deals an extra 1d8 damage.
Sneaky Swashbuckling
At 7th level, you move with such quickness your enemies struggle to react. You have advantage on initiative rolls. In addition, when you score a critical hit against an enemy, it has disadvantage on attacks against you until the end of its next turn.
Backstab
At 11th level, you grow even more fearsome as you strike from the shadows. When you hit a creature that is unaware of your presence, you now gain 2 Panache. In addition, you can spend 1 additional Panache when you use your Skulking Strike to deal 1d8 additional damage.
Infiltration Tools
At 15th level, you build specialized equipment to aid with your calling. Over the course of a short or long rest, you can build one of the following:
- Smoke Screen. At the start of your turn (no action required), you can drop a canister that spews a thick plume of smoke. A 5-foot space you choose within 30 feet of you becomes heavily obscured until the end of your next turn. You can see through this smoke.
- Pepper Egg. As a bonus action, you can crush an eggshell full of fine pepper mist in the direction of an adjacent creature. It must succeed on a Constitution saving throw against your Panache DC or be blinded until the end of its next turn.
- Water Spiders. As an action, you can don a set of inflatable pads on your feet. For 1 hour, you can walk on the surface of water and other liquids.
You can only have one infiltration tool at a time.
Shadow Draught
At 20th level, you have concocted a special elixir, tuned to your physique, that gives you the ultimate in stealth abilities. You can drink this elixir as a bonus action, which grants you the following benefits:
- You are invisible, as the improved invisibility spell.
- You have truesight out to 60 feet.
- If you take the Hide action, you can Hide even from creatures that would normally be able to perceive you with blindsight, truesight, or other senses.
- The first time each combat you use your Skulking Strike, it is an automatic critical hit.
The elixir's effects last for 10 minutes. You can brew a new elixir when you finish a long rest, but you can only ever have one at a time, and you are the only creature that can benefit from drinking it.
Stab in the Back
Melee rogues rarely make good use of the Hide action, because moving near an enemy usually reveals their position. Dark Dodge allows a nightblade to work around that issue.
The GM is also encouraged to let you Hide this way even in melee range. While D&D doesn't have official facing rules, if you are moving around a creature on your turn, it is sensible to say you're slipping into its peripheral vision or behind its back.
Tradition of the Forgesinger
Some troubadours are drawn to the heat of the foundry, enchanted by the ringing notes of hammer on anvil. Their music can be rhythmic, repetitive, emphasizing the vigor of industry and the cleansing blows of the smithy. These troubadours gain some skill with ferromantic magic as they sing the steady pulse of the forge.
Forgesinger Spells
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the table below. The spell counts as a troubadour spell for you, but it doesn’t count against the number of troubadour spells you know.
| Troubadour Level | Spell |
|---|---|
| 3rd | keen weaponS |
| 5th | heat metal |
| 9th | aura of ironS |
| 13th | cinder cloudS |
| 17th | alter metalS |
For a better-balanced but slightly less thematic experience, swap heat metal out for enkindleSDS.
Song of the Smithy
When you adopt this tradition at 3rd level, your heart beats in time to the forge. You gain proficiency with smith's tools, and when you make a check with smith's tools you can use your Charisma modifier in place of Strength. In addition, you gain proficiency in medium and heavy armor.
Hammering Beat
At 3rd level, your Mystic Songs pulse with every ring of the blacksmith's hammer. Every time a creature starts its turn affected by your Mystic Song, you gain temporary hit points equal to your proficiency bonus. These temporary hit points fade after 1 minute.
In addition, you learn the following Mystic Song, which doesn't count against your Mystic Songs known.
Annealing Ardah
You sing a steady and rhythmic tune, magically strengthening your allies' armor. Each targeted creature gains a +1 bonus to its AC. This increases to +2 when you reach level 14.
Forging Strike
At 6th level, your music rings out like an armorer's strike. When an enemy is damaged by one of your concordant notes, a spectral hammer rips into its armor to make way for another strike. The next attack that hits the same creature deals bonus thunder damage equal to one roll of your Concordance die. Also, when you grant a concordant note, you can choose for it to deal fire damage instead of thunder (including the damage from Forging Strike).
Foundry's Fires
At 10th level, when you begin singing a mystic song, you can select one target to gain resistance to fire damage for the song's duration. You can change this selection as a bonus action.
Metallic Music
Also at 10th level, you learn to command a bit more ferromantic magic. Choose one 1st-, 2nd-, and 3rd-level spell of your choice with the ferromancy tag. These count as tradition spells for you.
Awakened Thews
At 15th level, you can perform a song over the course of 1 minute which imbues your allies with the blacksmith's mighty strength. After the performance, select a number of listeners up to your Charisma modifier. For 1 hour, each target has advantage on saving throws to avoid being knocked prone and gains temporary hit points equal to 2d6 + half your troubadour level.
Once you perform in this way, you can't do so again until you finish a long rest.
Armored in Song
At 20th level, your song is able to conjure a suit of spectral mail over you. While you are singing a Mystic Song, all attacks against you are made with disadvantage.
Appendix 1: Spell Sources
Spells used are available in these collections, all of which are free to use and reference for any purpose.
- Spells That Don't Suck is a set of spells by Omega Ankh and somanyrobots, creating replacements for problematic spells contained in first-party WotC materials. These are marked with SDS.
- So Many Spells is a set of wholly original spells written by somanyrobots. These are marked with S.
- Kibbles' Casting Compendium is the complete set of spells written by KibblesTasty. These are marked with K.
Changelog
v0.5
- Added the Tradition of the Forgesinger!
v0.4
- Added the Code of the Nightblade!
v0.3
- Powderburn adjustments
- Gave Str for firearm attacks
v0.2
- Created the Powderburn Discipline!
v0.1
- Created the Nightborn Bloodline
Thank you supporters!
A heartfelt thank you to all my patrons, whose generous support helps make this work possible. And a special thank you to:
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- David Sharp
- EchoCereal
- expikah
- GlaciesGlace
- Graham Hildebrandt
- Gregory Miao
- Guillame DUPREZ
- Harper
- Mark Kranz
- Matias Torres
- matthew luisi
- Maya
- MH
- Nathanael Blackstone
- nitro_dynamite18
- Oldmanfranks
- Seita
- SendFeetPics
- Sojourn
- Ssenmad
- TikiShades
- Trevor Szewczyk
- William Davis
- Wyatt Zumbro
- Zane
- Zee Xorn
And a very special thank you to Archmage-tier supporters!
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Credits & References:
So Many Subclasses created by somanyrobots Discord | Patreon
All systems and spells used with permission of their creator.
Editing
None yet!
Art
- Depthguard Fighter, by Roberto Andreas
Background Image Stains
Includes spells from Spells That Don't Suck by Omega Ankh and somanyrobots, which is licensed CC-BY and available here.
Includes spells from Kibbles' Casting Compendium 2.0 by KibblesTasty Homebrew LLC, which is licensed CC-BY and available here.
Licensing
All rules & spell text in this document is licensed as CC-BY, under the Creative Commons Attribution 4.0 International license (CC-BY). Broadly, it can be republished freely or incorporated into commercial works as long as credit is given to the original creators.
Includes spells from Spells That Don't Suck by Omega Ankh and somanyrobots, which is licensed CC-BY and available here.
Includes spells from Kibbles' Casting Compendium 2.0 by KibblesTasty Homebrew LLC, which is licensed CC-BY and available here.
5E SRD Content
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC, available here.
The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available here.
