Phoenix Legendary Bloodline

Your blood flows with incandescent power of these fantastical birds. You can channel that light into blades of flame or to regenerate yourself or your allies.

Class Skill(s)

A legendary bloodrager gains Heal as a class skill.

Bloodline Spell(s)

A legendary bloodrager with this bloodline gains produce flame (5th), cure moderate wounds (8th), firefall (11th), breath of life (14th)

Blood Source

When you regain hit points due to a spell or spell-like or supernatural effect, you gain 1 blood point.

Bloodline Apotheosis

You count as having the fire subtype whenever it would be beneficial. You gain immunity to disease, poison, death effects, and fire, and allies within close range (25 feet + 5 feet per 2 levels) gain fire resistance 20. Your fly speed from resplendent pinions doubles and your maneuverability becomes good.

Bloodline Powers

Incandescent Blade (Su)

You may manifest a blade of fire as a free action. This appears and functions in all ways as a melee or thrown weapon of your choice (allowing you to make use of abilities and feats such as Weapon Finesse or Weapon Focus), chosen when you create it, except that it always deals fire damage equal to 1d8 + your Strength modifier + its enhancement bonus. (Your Strength modifier is not multiplied for wielding the blade as a two-handed weapon.) A thrown weapon gains bonuses to attack from bloodrage as if it were a melee weapon and disappears upon hitting or missing an enemy. It has an enhancement bonus equal to +1 plus +1 per five levels. You may spend a blood point as a swift action to make your next attack with your fire blade as a touch attack. You do not gain blood points for damaging a creature with this touch attack. While in a bloodrage your blade ignores fire resistance and immunity. At 3rd level, and every 3 levels thereafter, the blade gains a +1 effective enhancement bonus you may only use to apply weapon special abilities. You may add weapon special abilities with a flat cost as if they had the equivalent enhancement bonus in Table: Incandescent Blade. You may spend 8 hours in contemplation and communion with your bloodline to change these abilities. During this time you must perform no activities beyond eating, drinking, and stoking a fire.

Table 4: Incandescent Blade


Equivalent enhancement bonus

Up to +2,000 gp +1

+2,001-8,000 gp +2

+8,001-18,000 gp +3

+18,001-32,000 gp +4

+32,001 or more +5

Enkindled Vitality (Su)

Starting at level 7, conjuration (healing) spells cast on you restore additional hit points equal to your Constitution modifier. As an immediate action, you may spend a blood point to instead heal another creature within close range (25 feet + 5 feet per 2 levels) by the same amount or to gain it as a bonus to the next damage roll you make before the end of your next turn.

Resplendent Pinions (Su)

At 13th level you may manifest a pair of numinous wings as a swift action. While manifested you gain a fly speed equal to twice your base speed (maneuverability average) and you may use your Constitution modifier instead of your Charisma modifier on all Charisma-based skill checks. As long as you have at least one blood point all Conjuration (healing) spells and all fire spells and effects cast by allies within close range (25 feet + 5 feet per 2 levels) have their caster level increased by 1. You may dismiss your wings as a free action.

Ash And Dust (Su)

Your immense regenerative powers allow you to absorb blows that would fell your allies. Once per day, you can expend all but 1 bloodpoint as an immediate action to redirect an attack or source of damage that would kill an ally or reduce them below 0, to yourself. For each bloodpoint spent, you nullify 1 point of damage per 4 levels of legendary bloodrager, regardless of it’s damage type or source, for a maximum of 5 damage negated per bloodpoint at level 20. If this would kill you, you may use from the pyre as part of the same immediate action. Bloodpoints spent on this ability count towards from the pyre’s time reduction.

Bloodline Defenses


At 2nd level you gain a +4 bonus to saving throws against disease, poison, and death effects, and to remove negative levels, and fire resistance 5. At 4th level, and every 4 levels thereafter, the bonus to saving throws increases by 1 and your fire resistance increases by 5.

Aura of Renewal (Su)

Starting at 9th level, when you are in a bloodrage, all allies within close range (25 feet + 5 feet per 2 levels), including yourself, gain temporary hit points equal to your Constitution modifier at the end of your turn. While you are in bloodrage, if you successfully deal fire damage to an enemy on your turn, you or one ally of your choice within close range gains temporary hit points equal to your Constitution modifier. Temporary hit points from this ability stack with temporary hit points normally gained by entering bloodrage last until the end of your next turn.

From the Pyre (Su)

At 16th level whenever you have at least one blood point and would be reduced to 0 hit points or fewer, you may spend all your blood points as an immediate action to explode in a glorious flame of rebirth. Every creature within close range (25 feet + 5 feet per 2 levels) takes 20d6 fire damage or half that on a successful Reflex save. You may exempt a number of creatures from this explosion equal to your Constitution modifier. You also die, leaving no remains. After one week you are resurrected, fully healed, in a safe location of your choice. You also gain two permanent negative levels, just as if you had been hit by an energy-draining creature, and cannot gain blood points until these are removed. The time to resurrect is reduced by 1 day for every two bloodpoints expended, but this ability cannot be used for a week after resurrection regardless.

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.

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