Bloodrager Bloodlines
Aberrant
There is a taint in your blood that is both alien and bizarre. When you bloodrage, this manifests in peculiar and terrifying ways.
Bonus Feats: Combat Reflexes, Great Fortitude, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will.
Bonus Spells: Enlarge person (6th)
Bloodline Powers: While bloodraging, you gain the abilities and immunities of some aberrations, but show signs of your tainted heritage.
Staggering Strike (Su)
At 1st level, when you confirm a critical hit the target must succeed at a Fortitude saving throw or be staggered for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. These effects stack with the Staggering Critical feat; the target must save against each effect individually.
Abnormal Reach (Su)
At 4th level, your limbs elongate; your reach increases by 5 feet.
Abyssal
Generations ago, a demon spread its filth into the essence of your bloodline. While it doesn’t manifest in all of your kin, in those moments when you’re bloodraging, you embody its terrifying presence.
Bonus Feats: Cleave, Great Fortitude, Improved Bull Rush, Improved Sunder, Intimidating Prowess, Power Attack, Toughness.
Bonus Spells: Ray of enfeeblement (6th)
Bloodline Powers: The power of the Abyss courses through your veins, causing horrific transformations during your bloodrage.
Claws (Su)
At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance.
Demonic Bulk (Su)
At 4th level, when entering a bloodrage, you can choose to grow one size category larger than your base size (as enlarge person) even if you aren’t humanoid.
Aquatic
The anger in your blood rises from the ocean depths, seeded by descent from undersea empires, creeping ichthyic infiltrators into remote seaside villages, or something deeper still.
Bonus Feats: Aquadynamic Focus, Dodge, Lightning Reflexes, Mobility, Skill Focus (Fly), Steam Spell, and Toughness.
Bonus Spells: Hydraulic push (6th)
Bloodline Powers:
Underwater Attacks (Su)
At 1st level, your bludgeoning and slashing melee attacks underwater ignore the usual underwater penalties.
Aquatic Adaptation (Ex)
At 4th level, you gain a swim speed of 30 feet and the ability to breathe both underwater and in air.
Arcane
While others of your kin may be powerful wizards and sorcerers, the eldritch nature of the blood coursing through your veins transforms you into a spell-breaking terror.
Bonus Feats: Combat Reflexes, Disruptive*, Improved Initiative, Iron Will, Power Attack, Quick Draw, Spellbreaker*. (Your bloodrager levels count as fighter levels for the purposes of qualifying for any feats marked with an asterisk [*]. This stacks with any levels in fighter you have.)
Bonus Spells: Magic missile (6th)
Bloodline Powers: When you bloodrage, arcane power transforms you into an arcane juggernaut who can cut down even the most careful caster.
Disruptive Bloodrage (Su)
At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.
Arcane Bloodrage (Sp)
At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as you continue bloodraging, regardless of the spell’s normal duration.
Black Blood
Contact with the mystical black blood—by you or one of your ancestors—transformed your bloodline. This necromantic taint in your blood mutates you into something peculiar.
Bonus Feats: Combat Reflexes, Diehard, Endurance, Great Fortitude, Improved Initiative, Iron Will, Toughness.
Bonus Spells: Chill touch (6th)
Bloodline Powers: The insidious magic of black blood grants you profane powers and hideous resistances.
Black Blood (Su)
At 1st level, your blood runs thick with black blood. You are immune to the effects (both beneficial and destructive) of black blood. You have this benefit constantly, even while not bloodraging. When you take damage from a slashing or piercing attack while bloodraging, as an immediate action you can grant your melee attacks the frost weapon special ability for 2 rounds.
You can use this ability three times per day.
Abnormal Reach (Su)
At 4th level, the black blood pumping within you twists and elongates your limbs. Your reach increases by 5 feet.
Celestial
By way of a celestial ancestor or divine intervention, the blood of angels fills your body with a holy potency, granting you a majestic visage and angelic powers when you enter your bloodrage.
Bonus Feats: Dodge, Improved Initiative, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Weapon Focus.
Bonus Spells: Bless (6th)
Bloodline Powers: Your bloodline grants a number of resistances and changes your form to something angelic and terrible to behold when you bloodrage.
Angelic Attacks (Su)
At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.
Celestial Resistances (Ex)
At 4th level, you gain resistance 5 to acid and cold.
Destined
Your bloodline is destined for great things. When you bloodrage, you exude a greatness that makes all but the most legendary creatures seem lesser.
Bonus Feats: Diehard, Endurance, Improved Initiative, Intimidating Prowess, Leadership, Lightning Reflexes, Weapon Focus.
Bonus Spells: Shield (6th)
Bloodline Powers: Your future greatness grants you the might to strike your enemies with awe.
Destined Strike (Su)
At 1st level, as a free action up to three times per day you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack.
Fated Bloodrager (Su)
At 4th level, you gain a +1 luck bonus to AC and on saving throws.
Draconic
At some point in your family’s history, a dragon interbred with your bloodline. Now, the sublime monster’s ancient power fuels your bloodrage.
Bonus Feats: Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Fly), Toughness.
Bonus Spells: Shield (6th)
Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. Once chosen, this cannot be changed. A number of your bloodline powers deal damage and grant resistances based on your dragon type, as noted below.
Dragon Type | Energy Type | Breath Shape |
Black | Acid | 60-foot line |
Blue | Electricity | 60-foot line |
Green | Acid | 30-foot cone |
Red | Fire | 30-foot cone |
White | Cold | 30-foot cone |
Brass | Fire | 60-foot line |
Bronze | Electricity | 60-foot line |
Copper | Acid | 60-foot line |
Gold | Fire | 30-foot cone |
Silver | Cold | 30-foot cone |
Claws (Su)
At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction.
Draconic Resistance (Ex)
At 4th level, you gain resistance 5 against your energy type and a +1 natural armor bonus to AC.
Elemental
The power of the elements resides in you, and at times you can hardly control its fury. This influence comes either from an elemental outsider in your family history or from a moment when you or your ancestors were exposed to a powerful elemental force or cataclysm.
Bonus Feats: Cleave, Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus.
Bonus Spells: Burning hands* (6th) (Spells marked with an asterisk [*] always deal a type of energy damage determined by your element, regardless of the spell’s normal effects. In addition, the subtype of these spells changes to match the energy type of your element.)
Bloodline Powers: One of the four elements infuses your being, and you can draw upon its power while bloodraging. At first level, you must select an element: air, earth, fire, or water. Once chosen, this cannot be changed. A number of your abilities deal damage and grant resistances based on your element, as noted below.
Element | Energy Type | Elemental Movement |
Air | Electricty | Fly 60 feet (good) |
Earth | Acid | Burrow 30 feet |
Fire | Fire | +30 feet base land speed |
Water | Cold | Swim 60 feet |
Elemental Strikes (Su)
At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal 1d6 points of additional damage of your energy type.
Elemental Resistance (Ex)
At 4th level, you gain energy resistance 10 against your energy type.
Fey
One of your ancestors was fey, or the fey realm somehow intermixed with your bloodline. It affects your bloodrage in tricky and surprising ways.
Bonus Feats: Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Step Up, Intimidating Prowess.
Bonus Spells: Entangle (6th)
Bloodline Powers: The power of the natural world saturates your being, and manifests itself when you bloodrage.
Confusing Critical (Su)
At 1st level, fey power courses through your attacks. Each time you confirm a critical hit, the target must succeed at a Will saving throw or be confused for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. This is a mind-affecting compulsion effect.
Leaping Charger (Su)
At 4th level, you are able to leap over overgrowth and similar impediments with ease while charging. When you charge, you ignore difficult terrain (but not other creatures). You can move through it at normal speed, and it does not impede your charge.
Hag
Hags interbreed with other races frequently, and those children who escape their grasp may pass their heritage on to later generations before it reemerges. The potent humors that accompany hag blood are better suited to a bloodrager’s ferocity than to traditional spellcasting.
Bonus Feats: Blind-Fight, Deceitful, Great Fortitude, Improved Natural Attack, Intimidating Prowess, Mother’s Gift.
Bonus Spells: chill touch (6th)
Bloodline Powers: While bloodraging, you manifest the physical power and arcane corruption of your hag ancestor.
Evil Eye (Su) At 1st level, you can curse an opponent with a wicked glance. As a standard action, you can afflict one target within 30 feet that you can see, causing it to take a –2 penalty to AC and on attack rolls for 1 round per class level or until the target hits you with an attack. The target can negate this effect with a successful Will saving throw (DC = 10 + half your bloodrager level + your Charisma modifier). You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Hag Fortitude (Su) At 4th level, you become immune to mundane and magical diseases.
Infernal
The Pit lives in your blood. Maybe one of your ancestors was seduced by the powers of Hell or made a deal with a devil. Either way, its corruption seethes within your lineage.
Bonus Feats: Blind-Fight, Combat Reflexes, Deceitful, Improved Disarm, Improved Sunder, Intimidating Prowess, Iron Will.
Bonus Spells: Protection from good (6th)
Bloodline Powers: When you bloodrage, hellfire infuses your blood with terrifying effects.
Hellfire Strike (Su)
At 1st level, as a swift action up to three times a day you can infuse your attacks with hellfire. When you do, your melee attacks gain the flaming weapon special ability for 1 round.
Infernal Resistance (Ex)
At 4th level, you gain fire resistance 5, as well as a +2 bonus on saving throws against poison.
Kyton
The influence of the kytons has been released from deep within you.
Bonus Feats: Alertness, Blind-Fight, Exotic Weapon Proficiency (spiked chain), Great Fortitude, Improved Dirty Trick, Iron Will, Toughness.
Bonus Spells: Persuasive goad (6th)
Bloodline Powers: The sadistic power of the kytons flows through you, twisting you into a creature of pain and darkness when you bloodrage.
Painful Strike (Su)
At 1st level, when you confirm a critical hit, the target is sickened for a number of rounds equal to 1/2 your bloodrager level (minimum 1). During this time, the creature must succeed at a concentration check (DC = 15 + the spell’s level) in order to cast a spell.
Grasping Chains (Su)
At 4th level, chains cover your body and extend from your arms, grasping at the air around you and granting you a +4 bonus on Climb skill checks.
Martyred
The following new bloodline is available to bloodragers. Bloodragers who want to take levels in sorcerer (or sorcerers who want to take levels in bloodrager) should make note of the martyred sorcerer bloodline.
One of your ancestors paid the ultimate price for her beliefs. This distant relative martyred herself out of a devout dedication to some specific cause, and that sacrifice has infused you with power that you can use for good—or for ill. When you bloodrage, an inspiring fury conjures echoes of your forebear’s incredible determination and selfless dedication, both offering you protection and amplifying your ability to punish any who dare incur your wrath.
Bonus Feats: Diehard, Endurance, Heroic Defiance, Heroic Recovery, Leadership, Persuasive, Toughness.
Bonus Spells: Endure elements (6th)
Bloodline Powers
When you bloodrage, you channel the power of your ancestor’s self-sacrifice to urge yourself and your allies on to greater feats of strength than would otherwise be possible.
Ancestral Strikes (Su)
At 1st level, three times per day as a swift action, you can imbue your melee attacks with a measure of your ancestor’s power. For 1 round, your melee attacks deal 1d6 additional points of good-aligned damage if you are good, or they deal 1d6 additional points of evil-aligned damage if you are evil. If you are neutral, you must choose which type of damage this ability deals when you choose this bloodline, and the decision cannot be changed later.
Martyr’s Resistances (Su)
At 4th level, you gain fire resistance 5 and you gain a +2 bonus on saving throws against fear and pain effects.
Medusa
No magical creature is more iconic than the medusa. Perhaps your lineage traces back to a medusa, or an ancestor survived a medusa’s petrifying gaze and was forever changed by the experience. However the medusa’s influence entered your bloodline, when you bloodrage, you gain fearsome and ancient powers.
Bonus Feats: Alertness, Blind-Fight, Great Fortitude, Improved Initiative, Improved Unarmed Strike, Intimidating Prowess, Toughness.
Bonus Spells: Cause fear (6th).
Bloodline Powers: The cold fury of your cursed rage can freeze others in their tracks.
Gaze (Su)
At 1st level, you can harness the power of the medusa through your gaze. As a standard action, choose a creature within your line of sight who is within 30 feet of you. The creature must succeed at a Fortitude saving throw or have its speed halved for a number of rounds equal to your Constitution modifier (minimum 1 round). The DC of this save is equal to 10 + half your bloodrager level + your Constitution modifier.
Gift of the Ancients (Su)
At 4th level, you gain a +2 resistance bonus on saving throws against gaze attacks and to resist poison. You also gain a +2 competence bonus on Perception checks.
Phoenix
One of your ancestors may have witnessed the fiery resurrection of a phoenix or been healed by the grace of this legendary bird. Whatever the case, the flames of the phoenix burn brightly within your soul, filling you with an inextinguishable vitality that can withstand the most harrowing of assaults. When you bloodrage, vibrant energy boils forth from beneath your skin, granting you both the soothing warmth to heal a friend’s wounds and the brutal power to burn flesh from bone. Your rage is an awesome and terrible thing to behold, as the raw power of your untamed life force can allow you to pull yourself back from the grasp of death itself.
Bonus Feats: Combat Reflexes, Critical Focus, Diehard, Dodge, Endurance, Improved Initiative, Mobility.
Bonus Spells: Burning hands (6th)
Bloodline Powers: When you bloodrage, you channel the molten fires of the phoenix to sear your foes and fill your allies with an unquenchable vigor.
Dispelling Strikes (Su)
At 1st level, when you confirm a critical hit against a target, you can also attempt to dispel the target as if you had cast dispel magic as a bloodrager spell and used the targeted dispel function. You can dispel only a single magical effect per use of this ability, and you can use this ability against a particular creature only once per day.
Heart of Fire (Su)
At 4th level, you gain fire resistance 5.
Whenever you are subjected to a magical healing effect from a cure spell, you regain 1 additional hit point per die rolled.
Salamander
Salamanders are fierce warriors and master smiths, and you wield their might and mastery of metal by birthright.
Bonus Feats: Cleave, Improved Grapple, Improved Iron Will, Iron Will, Power Attack, Skill Focus (Perception), Toughness.
Bonus Spells: Lead blades (6th)
Bloodline Powers: When you bloodrage, you gain the form and flame of the salamander and the following powers.
Serpent’s Tail (Su)
At 1st level, your legs twist together into a slithering serpentine tail. Your speed is reduced by 10 feet (to a minimum of 5 feet), and you can’t be tripped.
Your footwear melds into your body and is nonfunctional unless it provides a constant bonus and does not need to be activated. You also gain a tail slap natural attack that deals 1d6 points of damage (1d4 if you are Small) + your Strength modifier. At 4th level, your speed is no longer reduced by 10 feet.
Salamander Scales (Ex)
At 4th level, you gain fire resistance 5 and a +1 natural armor bonus to AC.
Shadow
Because of your heritage, you can move and see through shadows as if you are part of them. Your fury absorbs light, warmth, and strength.
Bonus Feats : Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes, Quick Draw, Step Up.
Bonus Spells : Ray of enfeeblement (6th)
Bloodline Powers : Your bloodline gives you powers over light and darkness.
Shadow Vision (Su)
While bloodraging, you gain low-light vision if you don’t already have it. If you already have low-light vision, you gain darkvision to a distance of 30 feet.
Shades of Rage (Su)
At 4th level, whenever you enter a bloodrage, the light level within 30 feet of you decreases by one step. Natural light is always affected, but magical illumination dispels this ability if the caster of the light effect succeeds at a caster level check against a DC equal to 10 + your class level.
Shapechanger
The blood of doppelgangers, faceless stalkers, lycanthropes, or other shapechangers courses through your veins.
Bonus Feats: Dodge, Fleet, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Power Attack, Weapon Focus.
Bonus Spells: enlarge person (6th)
Bloodline Powers
Transformative powers in your blood emerge when you bloodrage.
Shifting Aspect (Su) At 1st level, you gain the benefit of the Aspect of the Beast feat while bloodraging. As part of the action to enter a bloodrage, you can choose any one of the four manifestations to affect you for the duration of your bloodrage.
Spontaneous Change (Sp) At 4th level, when entering a bloodrage, you can cast a transmutation spell that affects only you as a swift action, provided that the spell’s normal casting time is 1 round or shorter. The spell lasts for as long as you continue bloodraging, regardless of the spell’s normal duration. You can use this ability only to cast bloodrager spells you know.
Sphinx
Those who successfully traded riddles with sphinxes sometimes find themselves or their descendants exhibiting both arcane power and violent fury. These bloodragers find being outwitted or outmaneuvered especially infuriating; though they are usually scholarly and erudite, their fits of frenzied rage are all the more terrifying in comparison.
Bonus Feats: Alertness, Combat Casting, Dazzling Display, Improved Critical, Iron Will, Rending Fury, Skill Focus (Intimidate), Voice of the Sibyl.
Bonus Spells: Divine favor (6th)
Bloodline Powers: You gain the ruthless claws and implacable voice of the sphinx while bloodraging.
Claws (Su)
At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction.
Roar (Su)
At 4th level, the bloodrager learns the secrets of the sphinx’s roar. He can roar as a standard action a number of times per day equal to 3 + his Charisma modifier. Enemies within 60 feet of the bloodrager that can hear the roar must succeed at a Will save (DC = 10 + half the bloodrager’s character level + his Charisma modifier) or become frightened for 1d6 rounds. At Whether or not the save is successful, a creature cannot be the target of the bloodrager’s roar again for 24 hours.
Undead
The foul corruption of undeath is a part of you. Somewhere in the past, death became infused with your lineage. Your connection to the attributes of the undead bestows frightening power when your bloodrage.
Bonus Feats: Diehard, Dodge, Endurance, Intimidating Prowess, Iron Will, Mobility, Toughness.
Bonus Spells: Chill touch (6th)
Bloodline Powers: When you enter a bloodrage, the powers of undeath manifest, empowering your attacks with fear and your body with foul resistances.
Frightful Charger (Su)
At 1st level, when you hit a creature with a charge attack, that creature becomes shaken for a number of rounds equal to 1/2 your bloodrager level (minimum 1). This effect does not cause an existing shaken or frightened condition (from this ability or another source) to turn into frightened or panicked. This is a mind-affecting fear effect.
Ghost Strike (Su)
At 4th level, your melee attacks are treated as if they have the ghost touch weapon special ability.
Verdant
Your body is suffused with raw plant life. When you bloodrage, your plantlike characteristics bolster your durability and grant you some control over vegetation.
Bonus Feats: Bolstered Resilience, Diehard, Endurance, Great Fortitude, Power Attack, Raging Vitality, Toughness.
Bonus Spells: entangle (6th)
Bloodline Powers: While bloodraging, you gain plantlike abilities and immunities as you become overgrown with jagged branches, rugged bark, and thick vines.
Verdant Growth (Su)
At 1st level, you gain fast healing 1 while bloodraging. Your fast healing increases by 1 at 4th level. If you have a bloodrager class feature that also grants you fast healing (such as the spelleater’s blood of life class feature), you can stack up to half of your fast healing from such abilities with the fast healing gained from this ability, but you cannot do so by an amount that exceeds your Charisma bonus (minimum 0).
Oaken Skin (Ex)
At 4th level, when entering a bloodrage, your skin thickens like bark and you gain a +2 enhancement bonus to your natural armor.
Vestige
You are the descendant of great heroes from a lost civilization.
Bonus Feats: Combat Casting, Exotic Weapon Proficiency, Greater Weapon Focus*, Greater Weapon Specialization*, Iron Will, Weapon Focus, Weapon Specialization*.
(The bloodrager counts his total bloodrager levels as fighter levels for the purpose of qualifying for any feats marked with an asterisk [*]. If he also has levels in fighter, these levels stack.)
Bonus Spells: true strike (6th)
Bloodline Powers: When you bloodrage, you transform into an ancestor or another notable figure from a lost civilization.
Warrior’s Discipline (Su): At 1st level, you tap into untold generations of battle experience to control your battle fury. As a swift action, you can halve any morale bonuses gained from bloodrage to be able to use Intelligence– or Charisma-based skills, or any abilities requiring patience or concentration. This effect lasts for 1 round.
Ancient Tactics (Su): At 4th level, while you are bloodraging, whenever you or an ally within 30 feet of you would gain a bonus on attack rolls or to AC due to battlefield position (such as flanking or cover), that bonus is increased by 1. Allies must be able to see and hear you to gain this bonus. You can expend a spell slot as an immediate action to further increase this bonus by 1 per level of the spell slot expended until the beginning of your next turn.