Bloodrager spells


Advice

Shadow Lodge

I have a newly-levelled Monk 2 / Bloodrager (Destined Primalist) 11 and I need to pick a 3rd level Bloodrager spell known.

Character theme is "elemental martial arts." Combat style involves using a Naginata, reach/enlarge magic, and Snake Fang to get in lots of AoO. Also good at taking hits, and I'm the more mobile of the party's two melee strikers (we also have a paladin, a ranged investigator, and an oracle).

Current spells:

1 - Shield, Frostbite, Long Arm, Cheetah Sprint, Blade Lash, Feather Fall
2 - Blur, Ironskin, Stone Discus, Vine Strike, Tremor Blast
3 - Fly, Wind Wall

I expect I will usually use the spell from Greater Rage to apply Blur or Ironskin.

Considering Earth Tremor or Burst of Speed. I haven't found that much use for their lesser cousins Tremor Blast and Cheetah Sprint - but maybe I could retrain one of them if I take the higher level version (eg take Burst of Speed and trade Cheetah Sprint for Line in the Sand or Protection from Evil?)


Hey Weirdo, your build looks really interesting. Lemme give some suggestions.

1: Haste.
Really this one should be obvious, Haste is the best team-buff in the game that your whole party would love. Without any other Arcane Casters in your party it seems like you're the sole person who can cast this badboy. So I think its well worth considering.

2: Sleet Storm
This is a neat way for you to mess about with Reach. I assume your current pattern is to use the 11th level Bloodrage to cast Enlarge person on yourself as you Rage to have 20ft reach, right? Welp, Sleet Storm importantly doesn't deal damage or alter line of sight. It just makes a 40ft radius of ice that effectively halves movement. This means that a target moving 30ft a round has to expend BOTH their actions on moving towards you. This gives you two separate AoOs against the opponent, unlike normally, where you only get one AoO. The second Move action is a different action, so it provokes.

3: Heroism
10 minutes per level is a fantastic buff, and a worthy target for an Extend Metamagic Rod (and since its a third level spell you can be cheap and buy a minor one). Good to start a dungeon with, doesn't take up action economy during an actual fight. Also you can provide the buff to allies if the need arises.

4: Erruptive Pustules
Gross, but it forces a save every single time you take damage. Even if your DC is poor, the target will eventually fail a save if they are attacking you multiple times in a round. In addition to some minor Acid damage, you'll eventually stick them with the sickened condition.

5: Draconic Ally
This super neat spell gives you a familiar for 11 days. Sure it costs a bit of gold to keep up, but the Pseudo Dragon is a fantastic scout. It has a native +19 to its stealth check, can communicate with Telepathy, and can be further buffed. If you need a scout, or a messenger, or anything like that then this guy is a good choice. Just don't thrown him away into traps, he's not a summoned monster and costs gold to replace.

Those are my 5 suggestions, good luck with your pick!

Shadow Lodge

1. The party Oracle gets Haste from the time mystery, otherwise it would be my pick for sure.

3. Similarly, the investigator usually passes out infusions of Heroism.

4. Very neat, but even with the acid damage Eruptive Pustules seems a bit off concept for the character.

2. Had not thought of that! Probably makes Sleet Storm a frontrunner. I haven't had a chance to use greater bloodrage yet (this is the level up to 11) but I've generally been leaning on Long Arm and recently Fluid Form from the investigator to extend reach - and saving up for Righteous Armour.

5. Also very cool. Might have to talk to GM and party about that one. Dragons are kind of a thing in this campaign.

Grand Lodge

Stone Call and Slippers of Feather Step is an alternative.
Force Hook Charge sounds really great, but I have never tried it:

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