Pact Magic Bloodrager Bloodlines

The following new bloodlines are available to bloodragers, which represent generations of occult dabbling that manifest themselves as strange, supernatural powers.


Your bloodline has been warped and twisted by otherworldly creatures, fueling your spiritual anger.

Bonus Feats

Diehard, Endurance, Furious FocusAPG, Improved Bull Rush, Improved Initiative, Power Attack, Toughness.

Bonus Spells

enlarge person (7th), blood blazeARG * (10th), countless eyesUM (13th), polymorph (16th). (You can cast spells marked with an asterisk [*] regardless of your race.)

Bloodline Powers

The taint of otherworldly aberrations has corrupted your body, manifesting as bestial mutations and strange signs when you rage.

Invigorating Mayhem (Su)

At 1st level, each time you hit a creature with a melee attack and deal damage, you gain 1 temporary hit point, to a maximum equal to your bloodrager level. These temporary hit points stack with any others you possess and last until the end of your bloodrage. If you confirm a critical hit against a creature, you gain a number of temporary hit points equal to your weapon’s critical damage multiplier instead.

Tainted Resilience (Su)

At 4th level, you gain acid resistance 5 and a +1 natural armor bonus. At 8th level, your acid resistance increases to 10 and your natural armor bonus increases to +2. At 16th level, your natural armor bonus increases to +4.

Twisted Form (Su)

At 8th level, each time you enter a bloodrage you may select one ability listed in monstrous physique 1UM and gain it for the duration of your bloodrage. At 12th level and every four levels thereafter, you may select one additional ability to gain for the duration of your bloodrage and the level of monstrous physique that you may select these abilities from increases by 1, allowing you to select from the abilities listed in monstrous physique II, monstrous physique III, and monstrous physique IV at 12th level, 16th level, and 20th level, respectively. This ability is a polymorph effect.

Mutable Body (Su)

At 16th level, you can be affected by two polymorph effects at the same time while bloodraging. Other spells that change your size still have no effect on you while you are under the effects of a polymorph spell.

Perfect Specimen (Su)

At 20th level, your tainted bloodline partially rebuilds your body, granting you the half-construct subtypeARG. In addition, you are immune to fatigue and exhaustion, acid damage, paralysis, sleep effects, and effects that deal Constitution damage or drain. You gain these benefits even while not bloodraging.


You are a shaky tether between the mortal world and the spirit realm. When overcome by emotion, spirits take advantage of your weakness and flood into the mortal world, ready to cause havoc. With time, you have learned to use the desperation of these spirits as a powerful weapon.

Bonus Feats

Aspect of the Beast (ignore the feat’s prerequisites) APG, Dodge, Eldritch Claws, Improved Initiative, Iron Will, Shield Against the Supernatural†, Toughness.

Bonus Spells

ray of enfeeblement (7th), ghoul touch (10th), marionette possessionUM (13th), unwilling shieldAPG (16th).

Bloodline Powers

Spirits manifest around you when you rage, lashing out at the living with morbid glee.

Soul Vortex (Su)

At 1st level, you become surrounded by a cyclone of restless spirits while you bloodrage, dealing a number of points of negative energy damage equal to 1d6 + your Charisma modifier to all creatures within 10 feet of you. You are unaffected by this damage. The soul vortex manifests immediately during the turn that you begin bloodraging and at the start of each of your turns that you continue to bloodrage. An affected creature can attempt a Will save to prevent the damage (DC 10 + 1/2 your bloodrager level + your Charisma modifier). Non-living creatures, such as constructs and undead, are immune to your soul vortex.

Vortex Guard (Su)

At 4th level, the spirits that surround you become opaque while you bloodrage, obscuring sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). You can see through this effect without penalty.

Vortex Deflection (Su)

At 8th level, the churning spirits that surround you grant you a +1 deflection bonus to AC while you bloodrage. At 12th level and every four levels thereafter, this bonus increases by +1, to a maximum of +4 at 20th level.

Fatiguing Vortex (Su)

At 16th level, the famished souls that are drawn to you sap stamina from any creature that they harm. Whenever a creature fails its Will save against your soul vortex bloodline power, it becomes fatigued for 1 minute. This condition doesn’t stack with itself to form a more severe fatigue effect. A creature that succeeds on its Will save is immune to this effect for 24 hours.

Soul Infusion (Su)

At 20th level, you become infused with the power of lost souls. You are immune to critical hits and sneak attacks as well as death effects, effects that bestow negative levels, and negative energy. You gain these benefits even while not bloodraging. Once per day, you can expend all remaining rounds of bloodrage that you possess (minimum 5 rounds) while bloodraging in order to cast breath of life on yourself as an immediate action without provoking attacks of opportunity. You can use this ability even when you are rendered unconscious or slain by an attack.

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