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Barbarian Paths

Path of the Bloodrager


Spellcasting
When you reach 3rd level, you augment your violent frenzies with the ability
to cast spells.
Cantrips. You learn two cantrips of your choice from the Sorcerer Spell List.
You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots. The Bloodrager Spellcasting table shows how many spell slots
you have to cast your spells of 1st level and higher. [This class is a third-
caster]. To cast one of these spells, you must expend a slot of the spells
level or higher. You regain all expended spell slots when you finish a long
rest. For example, if you know the 1st-level spell shield and have a 1st-level
and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level sorcerer
spells of your choice, two of which you must choose from the evocation or
transmutation spells on the Sorcerer Spell List. The Spells Known column of
the Bloodrager Spellcasting table shows when you learn more wizard spells
of 1st level or higher. Each of these spells must be an evocation or
transmutation spell of your choice, and must be of a level for which you have
spell slots. For instance, when you reach 7th level in this class, you can learn
one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th
level can come from any school of magic. Whenever you gain a level in this
class, you can replace one of the sorcerer spells you know with another spell
of your choice from the sorcerer spell list. The new spell must be of a level
for which you have spell slots, and it must be an evocation or transmutation
spell unless youre replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer
spells, since the power of your magic relies on your ability to project your will
into the world. 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 sorcerer 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


Blood Magic
At 3rd level, you have mastered the power of transforming might into magic.
You are able to cast and concentrate on Bloodrager spells while raging.
Additionally, as a bonus action on your turn while you are raging, you can
spend hit points to create a spell slot. The number of hit points lost is equal
to 10 times the level of the spell slot you wish to create. You cannot create a
spell slot of a higher level than the highest level spell slot granted by your
barbarian level. The number of hit points lost when using this ability cannot
be reduced by any effect or ability.

Bloody Mark
At 6th level, you can infuse you blood with magic and use it to create a
temporary enchantment. As a bonus action on your turn, you can lose 1 hit
point and place a mark in blood on a nonmagic weapon. The weapon gains a
+1 bonus to attack and damage rolls, and counts as magic for the purpose of
resistances and immunities. Alternatively, you can place your mark on the
skin of another creature; that creature gains a +1 bonus to AC. The effect of
the mark lasts for 1 minute. If you place another mark while one is already in
effect, the previous mark loses effect. A creature or weapon can only gain
the benefit of one mark at a time. At 10th level the bonus provided by the
mark increases to +2, and at 14th level it increases to +3.

Unnatural Resilience
At 10th level, magic fortifies your fury. While you are raging, you have
advantage on saving throws against spell effects, and you cannot be put to
sleep. In addition, you automatically succeed on saving throws against spells
that you cast.

Explosive Strike
At 14th level, you can empower your attacks with incredible force. When you
hit a creature with a weapon attack you can spend a 1st level spell slot, if you
do the target and every enemy creature within 10 feet of the target must
make a Constitution saving throw or take 2d10 force damage, taking half as
much damage on a successful save. Spending a spell slot of higher level
adds 1d10 force damage to the attack for each level beyond the first.

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