Tweaking Blood Sanctuary


Homebrew and House Rules


Hello folks,

I've been tossing around some house rule ideas for blood sanctuary and was curious what other GM's have done with it.

My thoughts are having it increase the saving throw to +5 by level 20. Also at level 20 the bloodrager would take reduced damage from spells cast by itself and allies: half damage on a failed save and quarter damage on a successful change. The other idea is half damage, save for quarter damage when dealing with ally's spells, and for spells cast by the bloodrager itself it would be quarter damage, save for none.

Ready for feedback and criticism, thanks for reading.

Verdant Wheel

I think friendly-evasion (only) is good and thematic.

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