Base Class: Barbarian
Some barbarians are descended from orders that believe not only is their rage a gift from the divine but also a tool that can be used to channel divine power. Yet they do not want their followers to be zealots who channel destruction in their rages but rather that they use their anger and heightened energy to contemplate the nature of their connection with the divine. The path of the chosen believe that with rage comes reflection and that can lead to further connection with the faith that they espouse, only through anger can individuals confront what in life can be changed through divine providence and intervention. Those who choose this path do not take it to revel in anger or pain but use it as a tool to find deeper connection with what they believe in and hope to achieve with their given lives.
Spellcasting
When you reach 3rd level, your innate anger manifest aspects of the gods letting you cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.
Cantrips
At 1st level, you know two cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
Spells Known of 1st-Level and Higher
You know three 1st-level cleric spells of your choice, one of which must be concentration spell.
The Spells Known column of the Path of the Chosen Spellcasting table shows when you learn more cleirc spells of 1st level or higher.
Whenever you finish a long rest, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
|
Barbarian LEVEL |
CANTRIPS KNOWN |
SPELLS KNOWN |
— SPELL SLOTS PER SPELL LEVEL — |
|||
|---|---|---|---|---|---|---|
|
1ST |
2ND |
3RD |
4TH |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Steadfast Rage
At 6th level, your connection with the being who you act as a herald for has become so strong that your faith takes place for your acuity to maintain a cool head. You are capable of entering a rage while concentrating on spells, and can concentrate on them while you are raging.
Additionally you gain a bonus to your constitution saving throws to maintain concentration equal to your Wisdom modifier while raging.
Chosen's Fury
When you reach 10th level, your rage is imbued with divine magic that punishes your enemies as heretics they are. While raging and concentrating on a spell the first melee attack on a turn deal additional number of d6s in damage equal to the level of spell you are concentrating on. If you are concentrating on a 2nd level spell you deal an additional 2d6 damage on your first attack in a round.
Chosen in Perpetuity
When you reach 14th level, your connection to your faith becomes so strong that calling upon it in a moment of need is something trivial for you. Your connection with your chosen path allows you as a bonus action to expend a spell slot to heal an amount equal to 25 x the level of the spell slot and immediately cure yourself of any Blinded, Charmed, Deafened, Frightened, Paralyzed, or Poisoned condition. If this healing is more than the amount of hit points you have then you gain temporary hit points equal to the difference.
Once you use this feature you cannot use until you finish a short or long rest.
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