BloodragerSource War of Immortals pg. 60There is a visceral power in blood. It sustains life through its flow. Bloodragers exist throughout societies in different forms. Matanji
orcs are
demon hunters that turn the power of fiendish blood against its vessels. The Skoan-Quah protect the tombs of their dead, preserved with containers of their fallen companions’ blood. This blood is used by their closest living comrades in combat to utilize lost power and knowledge or drank during festivities to celebrate once more with their companions in battle. In Ustalav, cloaked ministers perform rituals with the blood of extraplanar entities to feed and strengthen their congregation against all manner of maladies and horrors. In Casmaron, divine entities coordinate with mortals to provide their blood as catalysts in wars against hidden threats.
Whatever the path, bloodragers have awakened magical powers to become dangerous forces of physical and magical might wherever there is blood to be found.
Bloodrager 1st
You use the power of ingested blood to generate magical power and fuel you in combat, transforming you into a horrifyingly fearsome opponent. You must select
Bloodrager Dedication as your 2nd-level class feat.
Prerequisites: You must be a
barbarian.
Bloodrager Adjustments: You are trained in
Athletics,
Medicine, and a number of additional skills equal to 2 plus your Intelligence modifier, instead of your normal starting skill proficiencies.
You must choose the bloodrager instinct for your barbarian instinct.
Bloodrager Instinct
Drinking the potent magical blood of supernatural creatures has changed you and awakened magical power within you, along with a grim thirst.
Blood Rage (Instinct Ability): When
raging, your physical attacks deal extra
persistent bleed damage equal to half your additional damage from Rage. When you
Cast a Spell that requires a spell attack roll while raging, apply the additional damage from Rage to that spell, even on a failure.
Specialization Ability: When using blood rage, increase the additional damage from Rage from 2 to 4. If you have greater weapon specialization, instead increase the damage from 4 to 8.
Raging Resistance: You resist slashing damage and persistent bleed damage, as well as damage dealt by the creature whose blood you last drank using Harvest Blood (see
Bloodrager Dedication), regardless of the damage type.
Additional Feats
Source Player Core pg. 215 2.0Some archetypes include a list of “Additional Feats” that appear in other sources. The list includes each feat’s level, which might be different than normal when gained from the archetype. You can take the feat as an archetype feat of that level, meaning it counts toward the number of feats required by the archetype’s dedication feat. When selected this way, a feat that normally has a class’s trait (such as the fighter trait) doesn’t have that class trait.
Click here for the full rules on Additional Feats.
Archetype Class Dedication Source War of Immortals pg. 60Archetype BloodragerPrerequisites Bloodrager
Drinking powerful blood has awakened magical potential within you. You gain a spell repertoire with two cantrips of your choice, from either the
arcane or
divine spell list. You choose these cantrips from the common spells for your tradition or from other spells you have access to on that tradition’s spell list. At least one cantrip must require a spell attack roll. You’re trained in spell attack modifier and spell DC. Your key spellcasting attribute for these spells is Charisma. Spells in your repertoire gain the
rage trait while you are
raging, and when you
Cast a Spell from your repertoire, you become
drained 1 (or increase the value of your drained condition by 1); you can reduce the value of this condition only by Harvesting Blood.
You become trained in Arcana if you chose arcane cantrips or Religion if you chose divine cantrips. If you were already trained in this skill, you become trained in a skill of your choice. You also gain the Harvest Blood action.
Harvest Blood [one-action] Requirements Your last action was a successful piercing or slashing melee Strike against a creature that is not immune to bleed;
Effect You consume the blood lingering upon your weapon. You reduce the value of your drained condition by 1, gain temporary Hit Points equal to your Constitution modifier, and gain a +1 circumstance bonus to saving throws against that creature's spells for 1 minute, or until you Harvest Blood from another creature.
Archetype Fortune Source War of Immortals pg. 60Archetype BloodragerPrerequisites Bloodrager DedicationTrigger You fail a flat check to
Cast a Spell or your spell would be
disrupted by another creature’s reaction.
The magical potency of your blood will not be denied. You finish
Casting the Spell, then become drained 1 or increase the value of your drained condition by 1.
Archetype Source War of Immortals pg. 61Archetype BloodragerPrerequisites Bloodrager Dedication
The power within your blood grows. You gain the
basic spellcasting benefits. Each time you gain a spell slot of a new rank from the bloodrager archetype, add a common spell of the appropriate tradition and rank to your repertoire. In addition, when you
Cast a Spell from your repertoire and you are at least
drained 1, increase the extra damage dealt by that spell from
Rage by 1.
Concentrate Sorcerer Spellshape Source Player Core 2 pg. 154 1.1Archetype Bloodrager
You fragment a ranged spell. If your next action is to
Cast a Spell without a duration that requires an
attack roll against a single target, you can choose a second target within range. You roll a single attack roll and compare the result to the AC of both targets. This counts as one attack for your multiple attack penalty. To the second target, the spell deals half the amount of damage it would normally deal and has no effects beyond the spell's initial damage (such as imposing conditions or penalties).
Archetype Rage Source War of Immortals pg. 61PFS Note Siphon Magic cannot not be used on friendly allies or defeated opponents.
Archetype BloodragerPrerequisites Bloodrager DedicationRequirements Your last action was to
Harvest the Blood of a creature that can cast spells
You gorge upon the magical energies of your foe’s blood. You regain one expended spell slot that must be of a lower rank than the highest rank spell you can cast. You become
drained 1 or increase the value of your drained condition by 1.
Oracle Sorcerer Wizard Source Player Core pg. 202 2.0,
Player Core 2 pg. 139 1.1Archetype BloodragerFrequency once per turn
Requirements Your most recent action was to cast a non-cantrip spell
* This version of the Bespell Strikes feat is intended for use with an Archetype and has a different level for access than the
original feat.
You siphon spell energy into one weapon you’re wielding, or into one of your unarmed attacks, such as a fist. Until the end of your turn, the weapon or unarmed attack deals an extra 1d6 force damage and gains the arcane trait if it didn’t have it already. If the spell dealt a different type of damage, the Strike deals this type of damage instead (or one type of your choice if the spell could deal multiple types of damage).
Archetype Source War of Immortals pg. 61Archetype BloodragerPrerequisites Rising Blood MagicRequirements Your last action was to
Harvest Blood.
You temporarily add a 3rd-rank spell to your spell repertoire, as determined by the type of creature whose blood you just drank. If the creature has more than one of the listed traits, choose one and gain the appropriate spell. If the granted spell is not on your chosen tradition’s list, you cast the spell as though it was from your chosen tradition. The spell is removed from your spell repertoire after 24 hours, the next time you use. Spelldrinker, or when you next make your
daily preparations, whichever comes first.
Special If you have
Surging Blood Magic, you can add the spell at 4th rank. If you have
Exultant Blood Magic, you can add the spell at 7th rank.
Archetype Fortune Rage Source War of Immortals pg. 61Archetype BloodragerPrerequisites Bloodrager DedicationRequirements Your last action was a
Strike that critically hit a creature that isn’t immune to bleed damage.
You bathe in the arterial fluids of your enemy, drinking deep of their freed essence to empower your magic and increase your spellcasting efficacy. If your next action is to
Cast a Spell that requires a spell attack roll, you roll the spell attack roll twice and use the better result; this is a
fortune effect. Alternatively, if your next action is to cast a spell that requires the creature damaged by the triggering strike to attempt a save, they roll twice and take the lower result; this is a
misfortune effect.
Energy Ward [free-action] Feat 12*
Sorcerer Source Player Core 2 pg. 154 1.1Archetype BloodragerFrequency once per turn
Requirements Your most recent action was to
cast a non-cantrip spell that dealt energy damage.
* This version of the Energy Ward feat is intended for use with an Archetype and has a different level for access than the
original feat.
You convert energy from the last spell you cast into a protective ward. Until the start of your next turn, you gain resistance to one type of energy (
acid,
cold,
electricity,
fire,
force,
sonic,
vitality, or
void) equal to 4 + the rank of the spell.
Archetype Source War of Immortals pg. 61Archetype BloodragerPrerequisites Rising Blood Magic; master in
Arcana or
Religion, depending on your chosen tradition
Your blood courses with magic. You gain the
expert spellcasting benefits. In addition, when you
Cast a Spell from your repertoire and you are at least
drained 2, increase the extra damage dealt by that spell from
Rage by an additional 2 (for a total of 3).
Archetype Source War of Immortals pg. 61Archetype BloodragerPrerequisites Surging Blood Magic; legendary in
Arcana or
Religion, depending on your chosen tradition
The magic in your blood sings an exultant song of battle. You gain the
master spellcasting benefits. Increase the spell slots you gain from the bloodrager archetype feats by 1 for each spell rank. In addition, when you
Cast a Spell from your repertoire and you are at least
drained 2, double the extra damage dealt by that spell from
Rage instead.