Base Class: Barbarian
Barbarians who follow the Path of the Arcane Fury experience their rage in waves of potent magic that defy the norm. These magical surges are channeled to manifest as potent spells, tearing through adversaries with raw, chaotic force. A barbarian that walks this path is a force to be reckoned with, as they unify the unrestrained might of their rage with a wellspring of magical power, leaving a trail of arcane destruction in their wake.
Rage Magic
Rage Magic
Starting when you choose this path at 3rd level, you can channel your rage into certain spells. See Spells Rules for the general rules of spellcasting.
Rage Magic Table
|
Barbarian Level |
Spell Slots |
Slot Level |
|
3-9 |
2 |
2 |
|
10-15 |
3 |
3 |
|
16-20 |
3 |
4 |
Magic Paths
Each time you enter your rage, you choose how best to channel it through a magic path. You can choose a different path each time you enter your rage, which each include four different
spells: a cantrip and three spells of 1st through 3rd level. You gain access to these spells as you gain levels in this class.
You can cast a spell from this list while you’re raging, provided you have the Rage Magic spell slot to do so; if a spell requires concentration, you can continue to concentrate on the spell for the duration of your rage or until the spell ends, whichever comes first. Spells cast from this list don’t require material components. If you don’t attack a creature on your turn but cast a spell from this list, your rage doesn’t end as a result of not attacking another creature.
|
Magic Path |
Cantrips |
-Available Path Spells by Barbarian Level- |
||
|
3 and up |
6 and up |
10 and up |
||
|
Cryomancy |
ray of frost |
shield (appears as an icy barrier) |
misty step |
sleet storm (remain centered on you) |
|
Electromancy |
shocking grasp |
thunderwave |
shatter |
lightning bolt |
|
Pyromancy |
fire bolt |
burning hands |
scorching ray |
fireball (centered on you) |
|
Venomancy |
poison spray |
inflict wounds |
acid arrow |
stinking cloud (remains centered on you) |
Cantrips
You can cast the cantrip associated with your magic path on your turn while you’re raging. You add your Rage Damage to the damage dealt by any of your cantrips.
Spell Slots
The Rage Magic table shows how many spell slots you have to cast your available path spells. 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 available path spells, you must expend a spell slot. You regain all expended Rage Magic spell slots when you finish a short or long rest.
For example, when you are 6th level, you have two 2nd-level spell slots. To cast one of your available path spells, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spellcasting Ability
Because your magic comes from the intensity of your rage, you use your Rage Damage whenever a spell refers to your spellcasting ability. In addition, you use your Rage Damage
when setting the saving throw DC for a path spell you cast and when making an attack roll with one.
Spell save DC = 10 + your proficiency bonus + your Rage Damage
Spell attack modifier = 2 + your proficiency bonus + your Rage Damage
For the purposes of multiclassing, treat this spellcasting feature as if it were separate from any other. You can’t use the spell slots you gain from other Spellcasting class features to cast any path spells that you have Rage Magic spell slots for.
Magical Awareness
Also at 3rd level, you gain proficiency in the Arcana skill, and you gain the prestidigitation cantrip. You can cast this cantrip at any time, even if you aren’t raging. In addition, you gain the ability to cast the detect magic spell, but only as a ritual, as described in the Spellcasting section.
Arcane Burst
By 6th level, magical energy is perpetually welling up inside of you, granting you resistance to damage from spells.
Furthermore, this welling of magic can occasionally overflow from you, creating a destructive blast of magic that extends from you in a 10-foot radius. The type of blast depends on your current magic path. The DC equals your Rage Magic spell save DC.
Cryomancy: Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 1d10 cold damage, and its speed is reduced by 10 feet until the end of your next turn. On a successful save, it takes half as much cold damage, and its speed is unaffected.
Electromancy: Each creature within the area must make a Dexterity saving throw. On a failed save, a creature takes 1d10 lightning damage, and it can’t use its reaction until the end of your next turn. On a successful save, it takes half as much lightning damage and can still use its reaction.
Pyromancy: Each creature within the area must make a Dexterity saving throw. On a failed save, a creature takes 1d10 fire damage. On a successful save, it takes half as much fire damage. Any flammable object within the area that isn’t being worn or carried is ignited.
Venomancy: Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 1d10 acid or poison damage (your choice), and it’s poisoned until the end of your next turn. On a successful save, it takes half as much acid or poison damage and isn’t poisoned.
After you create a blast, you can immediately choose to change your current magic path.
You can choose to use this feature whenever you enter your rage, and again whenever you cast a spell using your Rage Magic. Starting at 14th level, the damage from this feature increases to 2d10. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Magic Evasion
By 10th level, you can evade the negative effects of magic more easily. You have advantage on saving throws against spells and other magical effects. In addition, whenever you cast a spell or create an effect that requires a saving throw, you can choose a number of creatures up to your Rage Damage that automatically succeed on the saving throw against it; you must be able to see the creature.
Brutal Casting
Starting at 14th level, your magical abilities are as familiar to you as the weapons you hold. Immediately after you use an action to cast a spell using your Rage Magic, you can make a weapon attack as a bonus action. In addition, your spells gain the following benefits:
- You add your Rage Damage to the damage dealt by your spells, and your Rage Damage bonus is doubled for your cantrips.
- You can choose to make your spell attacks recklessly, as if by your Reckless Attack feature.
- You can roll additional damage dice when determining the extra damage for a critical hit with a spell attack, as if by your Brutal Critical feature. The damage dice are equal to the dice used by the spell. For example, at 14th level, if you scored a critical hit with the ray of frost cantrip, you would roll two additional d8s and add the result to the damage of the attack.
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