Barbarian
Base Class: Barbarian

Whether you come from a magical lineage or have spent an extended in time in high magic areas, your blood flows with mana. As your blood begins to boil as you enter your rage, the mana flowing through you is released and your magic is heightened as well as your strength. Barbarians on this path have taken the time to explore this font of power, learning to incorporate magic into their fighting style.

You have a Vitality modifier equal to your constitution or strength modifier which is what you use for your Vitality Magic.

Spellcasting

Also at 3rd level, you augment your combat techniques with the ability to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the ranger spell list.

Cantrips. You learn two cantrips of your choice from the Path of Arcane Blood spell list. You learn an additional cantrip from this Path of your choice at 10th level.

Spell Slots. The Arcane Blood Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your ranger spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell cure wounds, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Arcane Blood Spellcasting table shows when you learn more ranger spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 13th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability. Your chosen Vitality ability (Strength or Constitution) is your spellcasting ability for your ranger spells, so you use your Vitality ability whenever a spell refers to your spellcasting ability. In addition, you use your Vitality modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Vitality modifier

Vitality Spellcasting

BARBARIAN

LEVEL

CANTRIPS

KNOWN

SPELLS

KNOWN

— SPELL SLOTS PER SPELL LEVEL —

1ST

2ND

3RD

4TH

3rd

3

3

2

—

—

—

4th

3

4

3

—

—

—

5th

3

4

3

—

—

—

6th

3

4

3

—

—

—

7th

3

5

4

2

—

—

8th

3

6

4

2

—

—

9th

3

6

4

2

—

—

10th

4

7

4

3

—

—

11th

4

8

4

3

—

—

12th

4

8

4

3

—

—

13th

4

9

4

3

2

—

14th

4

10

4

3

2

—

15th

4

10

4

3

2

—

16th

4

11

4

3

3

—

17th

4

11

4

3

3

—

18th

4

11

4

3

3

—

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

 

Arcane Rage

Starting at 3rd level, anytime you enter in a rage, you can now choose to enter into an arcane rage instead.

While arcane raging, you gain the following additional benefits to your rage if you aren’t wearing heavy armor:

  • When you make a spell attack using your vitality modifier, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to acid, cold, fire, and lightning damage that come from magical effects.

You are now allowed to cast spells while raging, but only while you are arcane raging. You are still unable to maintain concentration on spells.

Your arcane rage lasts 6 seconds for every failed spell you've cast while in combat since your last long or short rest (up to 1 minute). If your arcane rage would end before 1 minute you revert back to a normal rage. Your spell attacks count as attacks to continue your rage.

Total Concentration

By the time you've reached 6th level, you have furthered your training finding the balance between spells and rage. You can now cast spells that need concentration while arcane raging. In your standard rage you can still hold concentration.

You also ignore the Blinded condition while raging.

Vital Strike

Starting at 10th level, you can imbue your weapon with magical energy. You may spend a spell slot to give your weapon acid, cold, fire, or lightning damage equal your vitality modifier times your spell slots level. This damage is in addition to any other damage your weapon would normally deal. This effect lasts for 10 minutes.

Mana Overflow

At 14th level, as a bonus action you can enter into a mana overflow state when you arcane rage. While in this state you may cast two leveled spells a turn rather then one. You still spend the spell slots necessary to cast this spell. When your rage ends, you suffer one level of exhaustion. You may only do this once per long rest.

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