Base Class: Barbarian
Most barbarians gain their abilities through mystical events or preternatural ability. Rarely however, they may gain power through direct arcane influence. A wizard's enchantment, a fiends curse, a magical artifact. In a world of magic anything is possible. Ensorcelled Ragers have magical abilities and can use them, even while in an incoherent fury. They can infuse their attacks with magical might. ignore arcane influences, and eventually force other spellcasters to drop their spells under the weight of the Rager's magical fury. The number of spells they can use is limited but they can reclaim their power quickly.
Magic Outburst
Starting when you choose this path at 3rd level, you begin to channel your magical ability from your body into simple enhancements that you may use on yourself or others. You gain 2 spell slots of the 2nd level, you gain an additional slot, and the slot increases in level at the 9th and 16th levels. You learn the following spells command, enhance ability, enlarge/reduce, jump, and longstrider. You regain your spell slots after you take a short rest. You also learn the guidance cantrip. Constitution is your spellcasting ability for these spells. You can concentrate on these spells, and only these spells, while raging, but must make a DC 10 Constitution saving throw to maintain concentration at the end of every turn, in addition to normal concentration rolls.
Enchanted Smite
Starting at 6th level, you become able to channel your enchantment into your strikes and to convert the adrenaline from your rage into magical power. When you hit a creature with a melee weapon attack, you can expend one spell slot to deal force damage to the target, in addition to the weapon’s damage. The extra damage is 3d8 for a 2nd-level spell slot, plus 1d8 for each spell level higher than 2nd. The damage increases by 1d8 if you're using your Reckless attack ability. Additionally when you begin a rage with no spell slots, you gain one spell slot.
Mystic Armor
Beginning at 10th level, while you rage spellcasting comes easier to you, and ignoring other spells even more so. You no longer need to roll a Concentration save at the end of every turn while raging and while concentrating. Additionally while raging you have advantage on saving throws against spells.
Retaliation
Starting at the 14th level, you gain the ability to rip power from other's magic. You learn the spells counterspell and dispel magic. Whenever you successfully end a spell with dispel magic or counterspell you gain 1 spell slot. While raging, you can cast these spells and only these spells, without expanding a spell slot, a number of times equal to your Constitution modifier (minimum of once) you regain these uses after you finish a long rest. If you have no uses left, you may still cast these spells using a spell slot as normal.
Comments