Barbarian
Base Class: Barbarian

A barbarian who learned the magic ways whether or not he knows it.

Spellcasting

When you reach 3rd level, you imbue your fists with the ability to cast touch-range spells. All spells you learn must be "Touch" range and have the duration of Action or Bonus Action. 

Cantrips

You learn two cantrips of your choice from any spell list. You learn an additional cantrip of your choice at 10th level.

Spell Slots

The Path of the Spell Puncher Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice.

The Spells Known column of the Path of the Spell Puncher Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of the same class of your choice. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Strength is your spellcasting ability for your spells. You use your Strength whenever a spell refers to your Spellcasting ability. In addition, you use your Strength modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Strength modifier

Spell attack modifier = your proficiency bonus + your Strength modifier

Spellcasting Focus

You use your fists as an arcane focus for your spells. If your fists are bound/handcuffed you cannot cast spells.

Mystic Fury

Beginning at 3rd level, you may now cast and concentrate on touch-range spells while raging.

Your spells do not require actions or bonus actions, instead you can only cast them when you hit your target with an unarmed attack, even healing/utility spells. You must still spend the necessary spell slots. You can cast a maximum of two spells per turn. 

Death's Grip

Starting at 6th level, you gain advantage while attempting to grapple. If you cast a damaging spell on a creature you are grappling, damage from that spell is maximum.

Enchanted Hurt-Sticks

Starting at 10th level, you can add touch-range spells to any melee attack.

Magic Weapony Thing...

Starting at 14th level, at the end of every long rest, you may choose any weapon you can touch and choose a spell you know. Spending a spell slot above what that spell normally requires imbues that weapon with that spell. Every attack made with that weapon that hits will cast the spell onto whatever it hits. This effect lasts for 8 hours.

Previous Versions

Name Date Modified Views Adds Version Actions
2/1/2019 10:38:07 PM
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