Barbarian
Base Class: Barbarian

Your boiling anger is so strong that it can create magical effects.

While similar to spells, they aren't as refined and so are more akin to a dragon's breath.

Eldritch Rampager Spellcasting

    • Spellcasting
        • When you reach 3rd level, you augment your savage attacks with the ability to cast spells.
      • Cantrips
        • You learn two cantrips of your choice from the Sorcerer spell list. You learn an additional Sorcerer cantrip of your choice at 6th,10th, 14th and 20th level.
        • These cantrips have no components while raging.
          • While raging, your cantrips benefit from your rage damage bonus, reckless attack and brutal critical.
      • Spell Slots
        • The Eldritch Rampager 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.
        • 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, one of which you must choose from the evocation spells on the Sorcerer spell list.
        • The Spells Known column of the Eldritch Rampager Spellcasting table shows when you learn more Sorcerer spells of 1st level or higher. Each of these spells must be an evocation spell of your choice, and must be of a level for which you have spell slots.
        • The spells you learn at 6th, 10th, 14th and 20th level can come from any school of magic.
        • 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, and it must be an evocation spell, unless you're replacing the spell you gained at 3rd, 6th, 10th, or 14th level that was from any school of magic.
      • Spellcasting Ability
        • Charisma is your spellcasting ability for your sorcerer spells. 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 + Charisma modifier.
        • Spell attack modifier = Your proficiency bonus + Charisma modifier.
      • Special Evocation
        • The Evocation spells you learn through this subclass can only be cast while you are raging.
        • They do not, however, require any components.
        • You can add your rage modifier to any damage rolls made with these spells.
        • These spells also benefit from Reckless Attack and Brutal Critical.
        • The non-evocation spells you can learn at 3rd, 6th 10th and 14th levels cannot be cast while raging and do not benefit from your rage damage.
      • Wild Rage Magic
        • When you cast any of your Special Evocation Spells (of 1st level or higher), roll 1d20, on a natural 1, you must roll on the wild magic surge table.

Weapon Bond

      • At 3rd level, you learn a ritual that creates a magical bond between yourself and a weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
        • Specifically the ritual involves you coating it in your own blood, which deals 1d12 damage to you to do.
      • You must reaffirm the bond each day (this can be done as part of a long or short rest).
        • Specifically this means letting the weapon “taste” your own blood, this only deals 1hp of damage.
      • Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
      • You can have up to two bonded weapons, but can summon only one at a time with your bonus action (unless you have the dual wielder feat). If you attempt to bond with a third weapon, you must break the bond with one of the other two.
      • Once bonded in this way and wielded by you, the weapon(s) are now considered magical for the purposes of overcoming resistances.
      • They can also be used as an arcane focus.

War Magic

    • Beginning at 6th level, when you use your action to cast a cantrip, you can make one (mainhand) weapon attack as a bonus action.
    • When you use your action to cast a spell, you can make an offhand weapon attack as a bonus action if available.

Eldritch Strike

    • At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Aura of Anger

    • At 14th level, when you rage, you become enveloped in a magical aura.
      • You can now add your charisma modifier onto your AC (Minimum of +1)
      • You have advantage on saving throws against magical spells and effects
      • You have resistance against damage from magical spells and effects
      • When hit with a melee strike, you can use your reaction to lash out with your aura, this deals Your proficiency bonus + Charisma modifier in force damage (Minimum of 1).

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