Base Class: Barbarian
|
Rune-stricken Barbarian Spellcasting |
|||||||
|
Barbarian Level |
Sorcery Points |
Cantrips Known |
Spells Known |
1st |
2nd |
3rd |
4th |
|
3rd |
0 |
2 |
3 |
2 |
|
|
|
|
4th |
0 |
2 |
4 |
3 |
|
|
|
|
5th |
0 |
2 |
4 |
3 |
|
|
|
|
6th |
0 |
2 |
4 |
3 |
|
|
|
|
7th |
0 |
2 |
5 |
4 |
2 |
|
|
|
8th |
0 |
2 |
6 |
4 |
2 |
|
|
|
9th |
0 |
2 |
6 |
4 |
2 |
|
|
|
10th |
5 |
3 |
7 |
4 |
3 |
|
|
|
11th |
5 |
3 |
8 |
4 |
3 |
|
|
|
12th |
6 |
3 |
8 |
4 |
3 |
|
|
|
13th |
6 |
3 |
9 |
4 |
3 |
2 |
|
|
14th |
7 |
3 |
10 |
4 |
3 |
2 |
|
|
15th |
7 |
3 |
10 |
4 |
3 |
2 |
|
|
16th |
8 |
3 |
11 |
4 |
3 |
3 |
|
|
17th |
8 |
3 |
11 |
4 |
3 |
3 |
|
|
18th |
9 |
3 |
11 |
4 |
3 |
3 |
|
|
19th |
9 |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
10 |
3 |
13 |
4 |
3 |
3 |
1 |
Notes:
I really really like gish-type characters and thought the barbarian needed something like that, even though the rage is balanced around the fact that you should not be able to cast spells (balancing this needs some playtesting, more on that below). On top of that, of the published subclasses none use the sorcerer spell list (to be fair, it is quite lackluster but the addition of metamagic to a gish-character seemed fun to me!)
-this has not been playtested, as I currently do not have the time (or players willing to change characters in the two campaigns I am DMing) to do so
-I have thought about implementing some kind of implosion of the mark if you lose concentration on a spell (the likes of you end your rage early, take the mark damage yourself, cannot cast spells for a number of rounds, cannot enter another rage for a minute or any combination of those - this needs to be part of playtesting)
-I have not put much thought into the names of the features, if you have any ideas - hit me up (not only for names, but also alternative options you think would work nicely!
I hope nothing similar exists, I have not checked.
Cheers!
Awakened Mark
Starting at 3rd level, the markings on you body begin to glow any time you enter a rage. You gain the ability to cast spells while raging and, whenever you enter a rage, you can choose either fire, cold or lightning damage. The first time you hit an enemy with a melee weapon attack, the target suffers 1d6 damage of the chosen type and is marked for the duration of your rage or until you shift the mark by attacking another creature.
The mark damage increases to 1d8 at 6th level, 1d10 at 10th level and 1d12 at 14th level.
While a creature is marked, you gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell, as long as it is triggered by the marked creature. The bonus equals your Charisma modifier (minimum of +1).
When you lose concentration on a spell, the magical markings on your body erupt and the marked creature suffers the mark damage a second time. You then loose the ability to mark another creature until the end of your next turn.
War Magic
Beginning at 6th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Metamagic
By the time you reach 10th level, the magic of your markings has developed to such a degree that you can use it to bend spells to your will. You gain access to 2 metamagic options and 5 sorcery points, which increase by 1 every 2 levels.
Warrior of the Elements
Beginning at 14th level, you can also choose necrotic and radiant damage when determining your mark damage type. In addition to that, you gain resistance to the damage type you choose when you enter a rage.
Spellcasting
When you reach 3rd level, the markings on your body awaken and you gain the ability to cast cantrips at will and spells while raging.
Cantrips
You learn two cantrips of your choice from the sorcerer spell list. You learn an additional cantrip of your choice at 10th level.
Spell Slots
The Rune-stricken Barbarian Spellcasting table shows how many spell slots you have to cast your sorcerer 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.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
Spells known of 1st Level and Higher
You know two 1st-level sorcerer spells of your choice.
The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more sorcerer spells of 1st level or higher.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Comments