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Legendary Bloodrager

The sorcerer whose magic derives from their heritage and the berserker whose fury empowers them in battle are two of the most archetypal characters from fantasy. The bloodrager blends these two into a seamless whole, a magical warrior whose blood fuels their bursts of rage. While they share certain features, their bloodlines make each unique. Whether their power derives from the legendary phoenixes or fiends from the deepest hells, it drives them to great feats of martial prowess enhanced by arcane might.

For bloodragers, heritage is more important than most. From it they draw magical power as well as physical fortitude far beyond the norm. Whether this power is from a magical ancestor, a pact with a dreadful being from beyond the material, or contact with an occult energy, they blend spells, martial prowess, and the supernatural manifestations of their bloodline make them fearsome warriors.

Role: The arcane energies that roil through the bloodrager’s veins and the terrible strength it affords them lends a fearsome reputation which is not undeserved. Though they are not always as quick to anger as legend tells, the explosive rage they can unleash makes them as potentially destructive and dangerous as an earthquake. Moreover, their unique bloodlines influence how they shatter their enemies, with guile or bulk, instilling panic or confusion, standing resolute as a mountain or moving as quickly and violently as a cyclone. Though the thought of encountering one may turn the bowels of those who claim to be “civilized” to water, adventurers know that they make excellent allies.

Legendary Class: While it shares some abilities with its base class, as well as the same ability to do massive damage to an opponent in melee, the changes introduced to the legendary bloodrager grant it more flexibility and diversity. In particular, the modified and expanded spell list (and the fact that they gain spellcasting from 1st level), as well as the increased influence their bloodline has on their abilities makes each legendary bloodrager more unique. In addition, the introduction of blood points and the change to how bloodrage works makes combat both more dynamic and more seamless. Combined with new and rebalanced feats and archetypes, these give the legendary bloodrager a unique playstyle and niche that fits in almost any adventuring party.

Alignment: Any.

Hit Dice: d10

Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The legendary bloodrager’s class skills are Acrobatics (Dex) Climb (Str), Craft (Int), Fly (Dex),Handle Animal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis) Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier

Table 1: Legendary Bloodrager
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells Per Day
1st 2nd 3rd 4th
1st +1 +2 +0 +0 Spellcasting, Blood pool, bloodline, bloodline power, bloodrage, fast movement 2
2nd +2 +3 +0 +0 Bloodline defense, uncanny dodge 3
3rd +3 +3 +1 +1 Blood secrets 3
4th +4 +4 +1 +1 Blood casting, eschew materials 4
5th +5 +4 +1 +1 Bloodline skill specialist, bloodline spell, improved uncanny dodge 4 1
6th +6/+1 +5 +2 +2 Blood secret 4 2
7th +7/+2 +5 +2 +2 Bloodline power 5 2
8th +8/+3 +6 +2 +2 Bloodline spell, taste of magic 5 3
9th +9/+4 +6 +3 +3 Blood secret, bloodline defense 5 3 1
10th +10/+5 +7 +3 +3 Blooded focus, taste of steel 6 4 2
11th +11/+6/+1 +7 +3 +3 Bloodline spell, greater Bloodrage 6 4 2
12th +12/+7/+2 +8 +4 +4 Blood secret 6 4 3
13th +13/+8/+3 +8 +4 +4 Bloodline power 6 5 3 1
14th +14/+9/+4 +9 +4 +4 Bloodline spell, scent of magic 6 5 4 2
15th +15/+10/+5 +9 +5 +5 Blood secret 6 5 4 2
16th +16/+11/+6/+1 +10 +5 +5 Bloodline defense 6 6 4 3
17th +17/+12/+7/+2 +10 +5 +5 Tireless bloodrage, dweomer analysis 6 6 5 3
18th +18/+13/+8/+3 +11 +6 +6 Blood secret, mighty bloodrage 6 6 5 4
19th +19/+14/+9/+4 +11 +6 +6 Bloodline power 6 6 5 4
20th +20/+15/+10/+5 +12 +6 +6 Bloodline apotheosis 6 6 5 4

Class Features

Weapon and Armor Proficiencies

Legendary Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A legendary bloodrager can cast legendary bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a legendary bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.

Table 2: Legendary Bloodrager Spells Known
Level Spells Known
0 1st 2nd 3rd 4th
1st 2 1
2nd 3 2
3rd 4 2
4th 4 3
5th 4 3 1
6th 5 4 2
7th 5 4 2
8th 5 4 3
9th 6 5 4 1
10th 6 5 4 2
11th 6 5 4 3
12th 6 6 5 4
13th 6 6 5 4 2
14th 6 6 5 4 3
15th 6 6 6 5 4
16th 6 6 6 5 4
17th 6 6 6 5 4
18th 6 6 6 6 5
19th 6 6 6 6 5
20th 6 6 6 6 5

Spellcasting

A legendary bloodrager casts arcane spells drawn primarily from the legendary bloodrager spell list. They can cast any spell they know without preparing it ahead of time. To learn or cast a spell, a legendary bloodrager must have a Constitution score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a legendary bloodrager’s spell is 10 + the spell level + the legendary bloodrager’s Constitution modifier. A legendary bloodrager can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: Legendary Bloodrager. In addition, they receive bonus spells per day if they have a high Constitution score. A legendary bloodrager’s selection of spells is extremely limited. A legendary bloodrager begins play knowing two 0-level spells and one 1st-level spell of their choice. At each new legendary bloodrager level, they gain one or more new spells, as indicated on Table: Legendary Bloodrager Spells Known. (Unlike spells per day, the number of spells a legendary bloodrager knows is not affected by their Constitution score; the numbers on Table: Legendary Bloodrager Spells Known are fixed.) These new spells can be common spells chosen from the legendary bloodrager spell list, or they can be unusual spells that the legendary bloodrager has gained some understanding of through study. Upon reaching a new legendary bloodrager level, a legendary bloodrager can choose to learn a new spell in place of one they already know. In effect, the legendary bloodrager loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A legendary bloodrager may swap any number of spells at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level.

Unlike a wizard or a cleric, a legendary bloodrager need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. A legendary bloodrager does not increase the casting time of their spells by applying metamagic to them. Eschew Materials At 1st level, the legendary bloodrager gains Eschew Materials as a bonus feat. Bloodline Each legendary bloodrager has a source of magic somewhere in their heritage that empowers their bloodrages, helps fill their blood pools, and grants both bonus spells and an additional class skill. 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. Regardless of the source, this influence manifests in a number of ways. A legendary bloodrager must pick one bloodline upon taking their first level of legendary bloodrager. Once made, this choice cannot be changed. When choosing a bloodline, the legendary bloodrager’s alignment doesn’t restrict their choices. A good legendary bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil legendary bloodrager generations later, a legendary bloodrager from an infernal bloodline could be chaotic, and so on. Though their bloodline empowers them, it doesn’t dictate or limit their thoughts and behavior. The legendary bloodrager gains bloodline powers at 1st level and every six levels thereafter, as well as a bloodline defense at 2nd level and every seven levels thereafter. The bloodline powers and defenses a legendary bloodrager gains are described in their chosen bloodline. For all spell-like bloodline powers, treat the character’s legendary bloodrager level as the caster level. The saving throw DC of all bloodline powers is equal to 10 + 1/2 the legendary bloodrager’s class level + their Constitution modifier.

At 20th level, the legendary bloodrager becomes a near-perfect embodiment of their bloodline, and gains its bloodline apotheosis. While this apotheosis often changes the legendary bloodrager’s creature type, their ability scores and other statistics are not changed outside the description of the bloodline’s ability.

At 5th, 8th, 11th, and 14th levels, a legendary bloodrager learns an additional spell derived from their bloodline. Regardless of their normal spell level on the legendary bloodrager or other spell lists, they count as 1st level (for the spell learned at 5th level), 2nd level (for the spell learned at 8th level), 3rd level (for the spell learned at 11th level), and 4th level (for the spell learned at 14th level). These spells are in addition to the number of spells given on Table 1: Legendary Bloodrager. These spells cannot be exchanged for different spells at higher levels. If the legendary bloodrager takes levels in another class that grants a bloodline, the bloodlines may be of different selections. If the bloodlines match, the legendary bloodrager counts levels in the other class as ½ legendary bloodrager levels, only for the purpose of DCs and other scaling effects of bloodline powers, and counts legendary bloodrager levels as ½ levels of the other class for the same purpose.

Bloodline Abilities Outside of Bloodrage

Unlike the bloodrager base class, legendary bloodragers may use their bloodline abilities outside of bloodrage unless otherwise stated.

Blood Pool (Ex)

At first level a legendary bloodrager learns to focus their aggression and pain to fuel their latent talents. A legendary bloodrager starts the day with no blood points, but can gain blood points in the following ways (a legendary bloodrager cannot gain blood points from each of these more than once per round and a legendary bloodrager must be in combat to gain blood points):

  • Bloodlust: Whenever a legendary bloodrager deals damage with a weapon, unarmed strike, or natural attack to a creature, they gain one blood point.
  • Embrace Pain: Whenever the legendary bloodrager takes damage from a weapon attack or natural attack, they gain two blood points. In addition, each bloodline gives a legendary bloodrager a unique way to gain blood points, again no more than once per round. Their blood pool goes up or down throughout the day, but usually cannot go higher than their Constitution modifier (minimum 1), though some feats, abilities, and magic items may affect this maximum. At 3rd level and every three levels afterwards, their maximum blood ponts increase by 1. If a legendary bloodrager spends 1 minute or longer outside of combat, they lose all blood points they possess.

Bloodrage (Ex)

Legendary bloodragers may channel their anger and ancestry into a bloodrage. A legendary bloodrager may enter a bloodrage as a move action, gaining a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, they take a -2 penalty to Armor Class. They also gain 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the bloodrage ends, and are not replenished if the legendary bloodrager re-enters bloodrage within one minute of it ending. While in a bloodrage, a legendary bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting from other classes). A bloodrage ends after a number of rounds equal to their Constitution modifier or if they lose consciousness or end it as a free action. Bloodrage can last indefinitely otherwise. You may not enter a bloodrage in the same round your bloodrage ends. A legendary bloodrager is fatigued for 1 minute after their bloodrage ends. If the Legendary Bloodrager has at least one blood point they may enter bloodrage as a free action and if they end their turn with at least 1 blood point the bloodrage does not end until the end of their next turn, even if the normal duration has elapsed, unless they fall unconscious or end it as a free action. This counts as the rage class feature for the purpose of qualifying for feats. If a feat requires spending rounds of rage, you may instead spend an equal number of blood points.

Blood Casting (Su)

Starting at 1st level, the legendary bloodrager may cast spells even while bloodraging. They can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, they can cast and concentrate on only their legendary bloodrager spells (see below); spells from other classes cannot be cast during this state.

Fast Movement (Ex)

A legendary bloodrager’s land speed is faster than is normal for their race by 10 feet. This benefit applies only when they are wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the legendary bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the legendary bloodrager’s land speed.

Uncanny Dodge (Ex)

At 2nd level, a legendary bloodrager can react to danger before their senses would normally allow them to do so. They cannot be caught flat-footed, nor do they lose their Dexterity bonus to AC if the attacker is invisible. They still lose their Dexterity bonus to AC if immobilized. A legendary bloodrager with this ability can still lose their Dexterity bonus to AC if an opponent successfully uses the feint action against their. If a legendary bloodrager already possesses uncanny dodge from a different class, they automatically gain improved uncanny dodge (see below) instead.

Blood Secrets (Su)

At 3rd level a legendary bloodrager gains a more intimate understanding of what powers their blood affords them. They gain a blood secret, which they can use by spending the stated number of blood points, from the following list:

  • Sanguine Vitality: For each blood point spent on this ability, the legendary bloodrager gains a number of temporary hit points equal to their class level. These temporary hit points stack with the ones gained from bloodrage, but only last until the beginning of the legendary bloodrager’s next turn.
  • Haemosossification: For each blood point spent on this ability, the legendary bloodrager gains DR 1/-, up to a maximum of half their legendary bloodrager level. This DR lasts until the beginning of the legendary bloodrager’s next turn.
  • Excitement: By spending one blood point, the legendary bloodrager gains a +20 ft enhancement bonus to their base movement speed until the end of their turn.
  • Hemostasis: For every 1 blood point spent on this ability, the legendary bloodrager gains a +2 circumstance bonus to their AC or save against the next non-harmless spell that would affect them. If the legendary bloodrager is not subjected to a hostile spell effect by the beginning of their next turn, they regain half the blood points they spent on this ability. At 9th level, a legendary bloodrager adds the following blood secrets to the list they can choose from:
  • Ragecasting: As part of entering a bloodrage the legendary bloodrager may cast a legendary bloodrager spell as a free action by spending a number of blood points equal to the spell’s level. (They do not gain blood points from arcane excitation as they normally would.) The spell must have only the legendary bloodrager as a target.
  • Martial Knowledge: At the start of the day, the legendary bloodrager picks three combat feats they do not have but meet the prerequisites for. By spending 2 blood points the legendary bloodrager gains the benefit of one of these feats for one minute.
  • Counterspelling Strike: The legendary bloodrager can spend 3 blood points whenever they make a successful attack against a creature or object to treat the results of that attack roll as a caster level check against 1 spell as though using the targeted dispel option of dispel magic; if this attempt fails, the legendary bloodrager cannot use this blood secret against that creature or object for 24 hours. At 12th level and every 4 levels afterwards, they can dispel an additional spell with this ability as though using greater dispel magic. At 15th level, a legendary bloodrager adds the following blood secrets to the list they can choose from:
  • Sanguine Arcanum: As a move action, the legendary bloodrager can expend blood points equal to 2 times a spell slot’s level, to regain one spell slot of that level. A legendary bloodrager can only perform Sanguine Arcanum once per day.
  • Instinctive Replication: When the legendary bloodrager is the target of a spell, or included in the area of a spell, the legendary bloodrager can spend 5 blood points, to absorb a copy of that spell. The legendary bloodrager can cast that spell once, using his constitution as the modifier and his legendary bloodrager level as his caster level, as if it was a legendary bloodrager spell. If a spell has spell level variant effects, and is above 4th level, the effect functions as if it is a 4th level spell. At 6th level and every three levels afterwards, the legendary bloodrager gains an additional blood secret. They cannot take a blood secret more than once. A legendary bloodrager can benefit from multiple blood secrets at a time, but multiple uses of the same blood secret do not stack. Unless specified, using a blood secret is a free action.

Bloodline Skill Specialist (Ex)

At 5th level, a legendary bloodrager gains the skill unlock for their bloodline class skill and may use it while in a bloodrage if they would not normally be able to.

Improved Uncanny Dodge (Ex)

At 5th level, a legendary bloodrager can no longer be flanked. This defense denies rogues (or other classes with the sneak attack ability) the ability to sneak attack the legendary bloodrager by flanking them, unless the attacker has at least four more rogue levels (or levels in the class granting sneak attack) than the target has legendary bloodrager levels. If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum rogue level required to flank the character.

Arcane Excitation (Su)

At 6th level, a legendary bloodrager gains the following ways to gain blood points:

  • Eldritch Elation: Whenever a legendary bloodrager casts a spell, they gain a number of blood points equal to the spell’s level.
  • Arcane Defiance: Whenever a legendary bloodrager fails a save against a non-harmless spell, spell-like ability, or supernatural effect, they gain 2 blood points.

Taste of Magic (Su)

At 8th level, a legendary bloodrager can sense even the most minuscule amounts of magic in the air, granting them a constant detect magic effect; this can be turned on or off as a free action, on their turn. In addition, the legendary bloodrager gains a +2 circumstance bonus to reflex saves against magical traps while this ability is active.

Blooded Focus (Ex)

Starting at 10th level, a legendary bloodrager gains a bonus to Concentration checks equal to twice the number of blood points in their blood pool.

Taste of Steel (Su)

At 10th level, the legendary bloodrager can, as a standard action, use identify as a spell-like ability at will to determine the magical properties of weapons, armor and wondrous items.

Greater Bloodrage (Su)

At 11th level, a legendary bloodrager’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while in a bloodrage increases to +3. In addition, the amount of temporary hit points gained when entering a bloodrage increases to 3 per Hit Die.

Scent of Magic (Su)

At 14th level, a legendary bloodrager becomes so attuned to the magic around them that they can detect it within other creatures. They gain scent (60 ft.), but only in regards to creatures that have a caster level or can use at least one spell-like ability.

Tireless Bloodrage (Ex)

At 17th level, a legendary bloodrager is no longer fatigued when their bloodrage ends.

Dweomer Analysis (Su)

At 17th level, a legendary bloodrager’s sense of magic becomes honed to a fine edge and they can use analyze dweomer as a spell-like ability 3 times per day.

Mighty Bloodrage (Su)

At 18th level, a legendary bloodrager’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while in a bloodrage increases to +4. In addition, the amount of temporary hit points gained when entering a bloodrage increases to 4 per Hit Die.

Section 15: Copyright Notice

Legendary Bloodragers © 2021, Legendary Games; Authors Tara Collins, Kieran Easter, Lilith Carter, Andrew J. Gibson, Dave Nelson, Nathan A. Reinecke, Adam Ricks.