Hemophage (Bloodrager Archetype)

Proficiencies: Hemophages are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

This modifies weapon and armor proficiencies.

Casting: At 1st level, the hemophage may combine spheres and talents to create magical effects. The sphere bloodrager is considered a Low-Caster and uses Charisma as her casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces the spells class feature, and the Eschew Materials feat.

Spell Pool: At 1st level, the hemophage gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his Charisma modifier. This pool replenishes once per day after roughly 8 hours of rest.

Blended Training: A hemophage gains a combat or magic talent every time he gains a class level. Hemophages use their casting ability modifier as their practitioner modifier.

This replaces fast movement and all bloodline feats.

Absorb Bloodline: At 1st level, the hemophage does not gain a bloodline. Instead, he can temporarily access one by drinking the blood of creatures with the appropriate bloodline or other associated creatures. By drinking fresh blood (which inflicts 1 point of Constitution damage from a helpless, unconscious, or willing creature as a standard action or by inflicting ability damage with the blood drain ability) from a bloodrager or sorcerer with the given bloodline or from a creature associated with that bloodline (other than himself), the hemophage may choose to gain the ability to use the bloodline powers (but not bonus spells, proficiencies, and so on) as appropriate to his level indefinitely. This ability is usable any number of times per day, though gaining a new bloodline removes the benefits of any previous use. Gaining a bloodline again does not restore uses of abilities with limited activations, any uses of that ability are expended until recovered as normal.

Blood must be harvested within 1 hour after death. Drinking the blood normally requires a full minute, but hemophages can distill the blood into a potion-sized draught that can be stored indefinitely and consumed as a standard action. This takes 10 minutes per draught and requires the use of an alchemy lab.

The hemophage may only store a number of such draughts equal to his class level plus his Charisma modifier (minimum 1) at a time; creating draughts in excess of this number requires allowing previously made draughts to expire. A Tiny creatures can supply 1 draught, Small creatures 2, Medium creatures 4, etc. Creatures smaller than Tiny lack sufficient blood for the process.

In addition to bloodragers and sorcerers of the given bloodline, the following list presents a few examples of creatures whose blood is considered associated to a bloodline. There may be others who work equally well, at the GM’s discretion. Only bloodlines from the Advanced Classes Guide are included in this list; other bloodlines can be accessed similarly if in use in your game.

  • Aberrant: any aberration.
  • Abyssal: any outsider with the chaotic and evil subtypes.
  • Arcane: any arcane caster, sphere caster with and arcane-associated or natural tradition or any creature with an arcane spell or spell-like ability of at least 3rd-level.
  • Celestial: any outsider with the good subtype.
  • Destined: any creature able to cast divination spells.
  • Draconic: any dragon or creature with the dragon type.
  • Elemental: any creature with an elemental or energy subtype (air, cold, earth, fire, water), provided it has flesh and blood (such as a salamander, but not a fire elemental).
  • Fey: any elf, fey, or gnome.
  • Infernal: any outsider with the evil and lawful subtypes
  • Shapechanger: any creature with the shapechanger subtype.
  • Undead: any undead creature with flesh and blood (such as vampires or ghouls, but not skeletons).

This replaces bloodline, including all bloodline spells (but not bloodline feats, which are replaced by blended training).

Sphere Greater Bloodrage: In place of casting a spell of 2nd level or lower as part of entering bloodrage, the hemophage may cast a sphere ability on himself as a free action. The sphere ability affects only the hemophage or his equipment.

If the sphere ability can be maintained with concentration, the hemophage does not need to begin concentration until his bloodrage ends. The hemophage must pay the normal spell point costs of the ability.

This modifies greater bloodrage.

Sphere Mighty Bloodrage: The hemophage’s mighty bloodrage ability allows the hemophage to cast two sphere abilities on himself.

This modifies mighty bloodrage.

Spheres of Power by Drop Dead Studios
Using Spheres of Power
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
Bokor Forest Lord Tempestarii Waking Sleeper
Alteration Conjuration Creation Dark
Death Destruction Divination Enhancement
Fate Illusion Life Light
Mind Nature Protection Telekinesis
Time War Warp Weather
Other Spheres
Bear Blood Fallen Fey Technomancy
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Mythic Spheres Rituals
Spellcrafting Traits Wild Magic Sphere Bestiary
Weapons Armor Equipment Special Materials
Alchemical Items Apparatuses Charms Compounds
Implements Marvelous Items Scrolls Spell Engines
Admixture Anathema Chance Combat
Companion Counterspell Drawback Dual Sphere
Extra General Item Creation Metamagic
Necrosis Protokinesis Proxy Racial
Ritual Sphere-Focused Squadron Surreal
Teamwork Wild Magic
Get the Core Rulebook
Get Expanded Options Get Expanded Options 2
Alteration Handbook Conjuration Handbook Creation Handbook Dark Handbook
Death Handbook Destruction Handbook Divination Handbook Enhancement Handbook
Fate Handbook Illusion Handbook Life Handbook Light Handbook
Mind Handbook Nature Handbook Protection Handbook Telekinesis Handbook
Time Handbook War Handbook Warp Handbook Weather Handbook
Spheres Apocrypha
Apex Shifter Casting Traditions Casting Traditions 2 Dark Apocrypha
Destruction Apocrypha Light Apocrypha Nature (Air) Package Nature (Earth) Apocrypha
Nature (Fire) Apocrypha Nature (M/P/W) Apocrypha Nature (Spirit) Apocrypha Protokinesis Apocrypha
Other Spheres Products
Archetypes of Power The Bear Sphere The Blood Sphere The Fallen Fey Sphere
Items of Power Mythic Spheres of Power The Technomancy Sphere The Wraith Class
Wild Magic Woodfaring Adventures Worlds of Power
This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.