Base Class: Barbarian
The Spellcraze Berserker is a rare breed of barbarian whose mind has become a battleground between the raw, primal strength of their physical prowess and a delusional belief in their magical abilities. These warriors stride boldly onto the battlefield, their eyes gleaming with the certainty that they are powerful wizards commanding arcane forces.
Though their "spells" are nothing more than elaborate illusions and their "enchantments" mere tricks of persuasion, the Spellcraze Berserker's conviction in their magical prowess is unwavering. They proudly display their "spellcasting" talents, summoning illusory sparks and mystic smoke that dance around them as they charge into combat.
At the heart of the Spellcraze Berserker's delusion is their Spellbound Rage, a state of frenzied fury where they believe their magical might is at its peak. It is during this rage that their delusion is most convincing, and they can even convince their allies that they are true wizards.
Despite their lack of actual magic, Spellcraze Berserkers are a force to be reckoned with on the battlefield. Their belief in their enchantments and spells grants them resistance to harm and an uncanny ability to shrug off the effects of spells and magical attacks. They may not be true wizards, but their delusion can inspire and bolster their comrades.
As they reach the pinnacle of their delusion, Spellcraze Berserkers select a spell to "perform" before their comrades. This grand illusion is so convincing that even seasoned adventurers might momentarily question the boundaries of reality.
The Spellcraze Berserker is a paradoxical warrior, a blend of brute strength and unwavering self-belief. Whether they ever come to realize the true nature of their abilities or continue to live in the world of their own magical delusions, one thing is certain: they are a formidable presence on any battlefield, both in their own minds and in the hearts of those who fight alongside them.
Arcane Delusion
At 3rd level, when you choose this subclass, you become convinced that you are a master of magic. You gain proficiency in two skills choosing from Arcana, Deception, and Performance, and you can attempt to identify magic items and effects as if you were a wizard, even though you have no spellcasting abilities. Additionally, you can choose one cantrip from the wizard spell list. While you can't actually cast the cantrip, you can use your imagination to mimic the effects, making it appear as if you're casting spells (though these "spells" have no real magical impact).
When you hit a creature with an imitated spell as an attack, the targeted creature must make a Wisdom saving throw against a DC of 8 + your proficiency modifier + your Charisma modifier. This saving throw can be affected by any ability / feature / trait that affects saving throws against spells or magical effects. A creature, that is truly convinced of your spellcasting ability has disadvantage on this saving throw. On a failed save, the creature takes 1d4 psychic damage at the same time the imitated spell would deal damage. Spells that require concentration or deal damage over multiple turns can still be imitated, but a creature effected by such "spells" can make a new saving throw every turn to not take any damage.
The damage increases by 1d4 when you reach 6th level (2d4), 10th level (3d4), and 14th level (4d4).
Arcana
You have proficiency in the Arcana skill.
Deception
You have proficiency in the Deception skill.
Performance
You have proficiency in the Performance skill.
Spellbound Rage
Starting at 3rd level, your belief in your magical abilities can drive you into a frenzied rage. When you enter a rage, you can choose to enter a "Spellbound Rage." While in this rage, you gain the following benefits in addition to your rage's normal effects:
- You gain advantage on Arcane checks.
- You emit harmless, illusory sparks, smoke, and other arcane effects from your body during your rage, making it appear as if you're casting spells.
- You have advantage on Charisma (Deception) and Charisma (Performance) checks to convince others of your "spellcasting" abilities.
Your Spellbound Rage lasts for 1 minute, and it ends early if you fall unconscious or your rage ends.
Delusional Enchantment
At 6th level, your delusion takes a more tangible form. You can choose one weapon or a piece of armor you possess. Through sheer force of will, you enchant it with your belief in its magical properties. While the item does not actually gain any magical properties, you can convince yourself and others that it does. You have advantage on Charisma (Persuasion) checks when trying to convince others that your enchanted item is truly magical.
Raging Wizardry
At 10th level, your belief in your magical abilities becomes so strong that it offers some tangible benefits. While in a Spellbound Rage, you gain the following:
- Resistance to damage from non-magical attacks.
- Advantage on saving throws against spells and magical effects, as your unwavering conviction protects you from harm.
Grand Delusion
At 14th level, your delusion reaches its peak. You can now choose one 3rd-level spell from the wizard spell list. You still can't cast spells, but you can use your imagination to mimic the effects of this spell once per long rest. During this performance, your illusion is so convincing that even allies believe you're casting a powerful spell, providing inspiration and morale to your party members. The effects of this "spell" are purely cosmetic, but the psychological impact can be significant.
Previous Versions
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