Barbarian
Base Class: Barbarian

Path of the Shaper Barbarians are capable of casting Wizard spells of the Cojuration and Transmutation schools with similar skill to the Eldritch Knight Fighter and Arcane trickster Rogue.

Spellcasting

 

When you reach 3rd level, you augment your primal wrath with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Path of the Shaper Spellcasting table shows how many spell slots you have to cast your wizard 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 Longstider and have a 1st-level and a 2nd-level spell slot available, you can cast Longstrider using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the conjuration and transmutation spells on the wizard spell list.

The Spells Known column of the Path of the Shaper Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an conjuration or transmutationn spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 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 wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Path of Shaper Spellcasting

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

Shaped Rage

Raging does not prevent spell casting or concentration and does not end concentration, and attacking with a spell or forcing a saving throw via a spell counts towards the perpetuation of your Rage

Stubborn Focus

While Raging you have advantage on Constitution Saving Throws made to maintain concentration on a spell you cast.

Brutal Spells

When you make a spell attack roll and roll a critical hit you apply your Brutal Critical (9th level gives 1 additional die, 13th level gives 2 additional dice, 17th level gives 3 additional dice).

If a spell does not require an attack roll and instead imposes a saving throw when causing damage the same effect occurs if the enemy rolls a natural 1 on the d20 for the save. This does not count as a critical hit against that target and thus does not double the damage dice, it only adds the dice that would be added from Brutal Critical is there were a critical hit from an Attack Roll. 9th level adds 1 damage die, 13th level adds 2 damage dice, and 17th level adds 3 damage dice Level

Magical Might Manifestation

When Concentrating on a Spell you add your Int Mod to all weapon and spell damage rolls. If you are Raging while Concentrating you add your Rage Damage Bonus to spell damage rolls as well.

Previous Versions

Name Date Modified Views Adds Version Actions
8/15/2019 10:44:30 PM
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