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This mod introduces the Bloodrager class from PF1E to Baldur's Gate 3. A tanky hybrid between a Barbarian and a Sorcerer, Bloodragers have access to unique powers depending on their Bloodline - the ancestral source of their magical power.

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!!! READ BEFORE YOU UPDATE!!! Respec your characters to a class other than Bloodrager before you update. Changes to active character progression tables may break saves.

This mod introduces the Bloodrager class from PF1E to Baldur's Gate 3. A tanky hybrid between a Barbarian and a Sorcerer, Bloodragers have access to unique powers depending on their Bloodline - the ancestral source of their magical power. Choose to play as the quick and evasive Fey Bloodrager, walk the line between life and death as the Undead Bloodrager, or launch guerilla strikes out of the darkness as the Shadow Bloodrager. These and other Bloodlines have been reimagined as DND 5E subclasses, and adjusted from the source material to fit the world of BG3.

Role
: Masters of the battlefield, Bloodragers unleash fearful carnage on their enemies using their bloodlines and combat prowess. The Bloodrager’s place is on the front lines, right in his enemies’ faces, supplying tremendous martial force bolstered by a trace of arcane magic.

While many ferocious combatants can tap into a deep reservoir of buried rage, Bloodragers have an intrinsic power that seethes within. Like Sorcerers, Bloodragers’ veins surge with arcane power. While Sorcerers use this power for spellcasting, Bloodragers enter an altered state in which their bloodline becomes manifest, where the echoes of their strange ancestry lash out with devastating power. In these states, Bloodragers can cast some arcane spells instinctively. The Bloodrager’s magic is as fast, violent, and seemingly unstoppable as their physical prowess.

Notable Class Features:
Bloodrage - Bloodrage is the core mechanic for this class. Their specific Bloodline powers require that they be in this state to access the power lying dormant within.
Blood Sanctuary - You have Advantage on all saving throws to resist effects of spells cast by the Bloodrager or their allies. Take the fight right to your enemies' faces without regard for pesky Fireballs.
Blood Casting - As a hybrid the Bloodrager is fully capable of casting spells while Bloodraging, including spells granted by other classes.
Extra Attack - Like other martial classes, Bloodrager's get an Extra Attack at Level 5. This doesn't stack with Extra Attack
from other classes, as normal.
Greater Bloodrage - Bloodragers can cast one non-hostile, single target spell they know on themselves at the start of their Bloodrage without using an Action or Bonus Action, and any statuses applied this way will last until the end of the Bloodrage and not require concentration to maintain. They'll still need to burn the required Spell Slot, but now you don't have to choose between activating your Rage or casting a powerful buff at the start of combat.
Bloodrager Feats - Additional passives tailored to benefit the Bloodrager class chosen at levels 6, 10, and 12. Separate from the normal feat selection menu, but may overlap or synergize with certain vanilla or modded feats.
Subclasses (Bloodlines): In addition to the above class features and selecting spells from the Bloodrager spellbook, each Bloodline receives the following powers and spells at the appropriate caster level:

Abyssal  Summon Quasit, Bull's Strength, Fear
Level 1    Abyssal Claws - You grow claws while Bloodraging,  giving your unarmed attacks slashing damage and allowing you to make a bonus action attack with an empty off hand. Your claws increase in power and gain additional benefits at levels 4, 8, and 12. Can be toggled from normal Mainhand/Offhand mode to a reckless Multiattack mode that adjusts your attacks based on remaining Action Resources.
Level 3    Demonic Resistance - While Bloodraging, you gain Resistance to Acid and Fire damage. At 12th level, this becomes Immunity and is always active.
Level 6    Demonic Bulk - When entering a Bloodrage, you grow in size and gain a bonus to Strength but a penalty to AC. Using living creatures as thrown or improvised weapons while enlarged deals additional fire damage and causes your summoned minions to explode with Demonfire. This effect can be toggled off.
               We Are Legion - If you use your Greater Bloodrage power to cast Summon Quasit, you will summon two minions instead of one.
Level 9   Demonic Aura - When entering a Bloodrage you can choose to exude an aura of fire. The aura is a 2 meter burst centered on you, and deals 2d6 plus your Constitution Modifier Fire damage to creatures that end their turns within it. This aura has no effect on Demons, but strips Devils and Celestials of their Fire Resistance against all your spells and attacks.
Level 12  Demonic Frenzy - Killing creatures with fire damage while Bloodraging, including the fire damage from your claws and other passives, grants stacks of Demonic Bloodlust. Reaching 3 stacks sends you into a Demonic Frenzy for 2 rounds, making all your unarmed attacks Multiattacks at a reduced action cost. Stacks will continue to accrue while Frenzied, refreshing its duration for every 3 stacks gained.
 
Fey          Faerie Fire, Knock, Hypnotic Pattern
Level 1    Confusing Critical - While Bloodraging, any time you score a critical hit the enemy must pass a Wisdom save or be Confused for one round.
Level 3    Leaping Charger - Any time you jump or use any leaping or charging attack while Bloodraging, you ignore the effects of  Difficult Terrain for the duration of the action.
Level 6    Blurring Movement - While Bloodraging, any time your movement speed exceeds 15 meters, receive the effects of Blur for one round.
Level 9     Flight of Fancy - Once per Bloodrage, invoke your Fey ancestry to take Flight and activate the benefits of Leaping Charger. Activating the benefits of Leaping Charger now afflicts enemies near your point of origin with Faerie Fire unless they pass a Dexterity Saving Throw.
Level 12  Quickling Bloodrage - While Bloodraging, receive the effects of Haste.
 
Infernal    Hellish Rebuke, Flame Blade, Fireball
Level 1    Hellfire Strike - Up to three times a day you can infuse your Main Hand weapon with Hellfire for 1 round during your Bloodrage. If it already has the Flame Blade or Ever-Burning property, it gains an additional Flaming Burst. Starting at 9th level, you can use this ability five times per day.
Level 3    Infernal Resistance - While Bloodraging, you have Resistance to Fire and Poison damage and Advantage on Saving Throws against Poison. At Level 12, this upgrades to Immunity and is always active.
Level 6    Diabolical Arrogance - While Bloodraging, you gain Advantage on Saving Throws against Enchantment and Fear effects, and you can use your reaction to attempt to Dominate any foe instead of killing them.
                Twinned Flames - If you use your Greater Bloodrage power to cast Flame Blade and don't have a shield equipped, you will summon two scimitars instead of one.
Level 9     Dark Wings - When entering a Bloodrage, bat-like wings grow from your back, granting you Flight.
Level 12  Hellfire Charge - While Bloodraging, any charging attack you make gains the benefit of your Hellfire Strike and Flaming Burst without expending a use of it, and the fire damage ignores the enemy's fire Resistance.
 
Shadow   Armor of Agathys, Misty Step, Hunger of Hadar
Level 1     Shadow Vision - While Bloodraging, you gain Darkvision to 24 meters and are immune to Blindness effects caused by magical darkness.
Level 3     Darkness Within - On activating your Bloodrage and at the end of each turn while it lasts, create a pool of magical darkness at your location.
Level 6     Strength of Shadow - While Bloodraging, add cold damage to all your melee critical hits equal to half the damage done.
Level 9     Step Through Shadow - Once per Bloodrage, you may teleport from one shadow to another as a bonus action.
Level 12   Shadow Spree- Using Step Through Shadow now creates a pool of darkness at your destination, and melee killing blows refresh your use of it and remove the Bonus Action cost for one turn.

Undead    False Life, Silence, Vampiric Touch
Level 1     Frightful Charger - Any time you make a charging attack, including those from items and feats, the target may become Shaken and receive disadvantage on all actions for one round.
Level 3     Ghost Strike - While Bloodraging, your weapons become incorporeal. They're treated as magical for the purpose of overcoming enemy damage resistances and immunities.
Level 6     Frightful Strikes - Once per Bloodrage, charge your weapons with the power of fear for one round. Each hit applies increasingly harsh debuffs on enemies, rendering them unable to act.
Level 9     Disturb the Dead - At the beginning of each turn while Bloodraging, there's a chance a Restless Spirit will join you in battle and Haunt your enemies. Haunted enemies have disadvantage against fear effects, and your fear debuffs on them don't expire.
Level 12   Incorporeal Bloodrage - While Bloodraging, if you are reduced to 0 Hit Poitns, you become ghostly and incorporeal instead of being incapacitated. You take half damage from magical slashing, bludgeoning and piercing  weapons, and no damage from non-magical sources. Landing a killing blow in this state will restore you to life, but if your Bloodrage ends before then you will cross the threshold into death.
 
Verdant   Goodberry, Spike Growth, Plant Growth
Level 1    Oaken Skin - While Bloodraging and unarmored, your AC becomes 12 plus your CON and DEX modifiers. This bonus increases by 1 each turn you remain stationary, up to 14 base AC.
Level 3    Insidious Roots - While Bloodraging you may root yourself to the ground. Your movement speed drops to zero but you extend a network of entangling roots in an expanding radius around you.
                Verdant Reach - Extend a Thorn Whip from your body to damage and pull enemies. Damage and pull force scale with your Strength. Counts as a ranged unarmed attack for damage boosts and Extra Attack.
Level 6     Nature's Thorns - Enemies who hit you in melee combat take 1d6 + proficiency piercing damage. Each enemy can receive this damage once per round.
Level 9     Verdant Growth - You can absorb nutrients from the recently deceased. Any creature that dies within reach of your roots heals you for a percentage of their max health. If you're already at full health, grow a cluster of Goodberries instead.
Level 12   Biting Vines - Creatures Ensnared by yourInsidious Roots suffer your thorns damage as if they had attacked you.

My newest mod Bloodrager Spell Pack makes 16 spells from the official Bloodrager spell list available to all arcane casters. Both mods can function independently, but the spells were built specifically with this class in mind.
 
Utmost thanks to content creator Jay Dunna for the cool build guides and free exposure!


 
Bloodlines Still in Development: Aberrant, Arcane, Celestial, Draconic, Elemental, and Hagborne.

My Other Mods:
Bloodrager Spell Pack - companion to this mod, but not required: https://www.nexusmods.com/baldursgate3/mods/14574
Undying Love - Connor Vinderblad Resurrected - https://mod.io/g/baldursgate3/m/undying-love-connor-vinderblad-resurrected
Tara, Wizard's Apprentice - https://mod.io/g/baldursgate3/m/tara-the-winged-witch