Barbarian
Base Class: Barbarian

Some people are born with the ability to control magic. Most people are though to control this magic, others aren't. Whenever these kinds of people let emotions take over sometimes the magic will as well. You are the physical manifestation of the balance between magical chaos and control. You have learned to use your emotions to regulate the magic within.

Magic Awareness

When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.

 

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Magical Fury

You have learned to control the magic put forth by your emotions. You are able to cast spells using the new magic barbarian spell list. You can not cast these spells while raging.

Magical Rage

You are able to control your emotions while letting it go ramped. You are now able to cast spells while raging, but you have to make a concentration check of DC 15 to maintain your rage.

Magical Burst

You are able to unleash a surge of magical energy when you let your emotions go ramped. Starting at level 10, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced. These effects do not count as spells and are not effected by the magical rage feature.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

 

Wild Surge
d8 Effect
1 Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 2d8 necrotic damage. You also gain temporary hit points equal to 2d8 plus your barbarian level.
2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3 A bead of emotional energy appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the bead explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d8 force damage. Until your rage ends, you can use this effect again, summoning another bead, on each of your turns as a bonus action.
4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d8 force damage, as magic lashes out in retribution.
6 Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 15 feet of you, your allies gain the same bonus.
7 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d8 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

Controlled casting

You managed to figure out how to focus your magic and emotions while still letting your emotions run ramped. You can now cast spells while raging without having to make a concentration check to see if you lose your rage.