Barbarian
Base Class: Barbarian

You gently remind others, often by beating them to a pulp and cracking their bones, that your magical powers shouldn't be questioned. You're a good wizard, the best one, even! And only a fool would say otherwise.

"Cantrips"

Mage Hand: Well you're a mage... And that is your hand... You cast Mage Hand! As a bonus action on your turn, you can make an unarmed attack that does 1d4+strength damage. You are proficient with unarmed strikes made using this "spell".

Force Push: You, being a very forceful mage, can use your "magic" to push creatures away from you. As a bonus action on your turn, you may shove a large or smaller creature. The creature must make a strength saving throw, on a failure, the creature is pushed 15 feet away from you.

Hold Creature: Your "magic" allows you to put even the toughest of monsters in their place. You can use your action to make a grapple check at advantage. If you succeed the grapple, you can use your action on subsequent turns to attempt to restrain the creature, which is an aposed athletics check.

Red Dragon's Breath: You can channel the power of a red dragon into your own body, and gain it's powerful breath.  You use your "components" to swig alcohol and light a torsh and "Breathe" fire in a 10ft cone. creatures within must make a DEX saving throw (12+STR mod) or take 1d8 fire damage on a failed save. At higher levels, the damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

Quick Draw: You learn to focus your "magic" into your muscles, allowing you to react with speed greater than any other. As reaction, whenever a creature moves within 5 feet of you, you may attempt to stop the creature in it's tracks. The creature must make a strength saving throw, on a failure, the creatures speed is reduced to zero until the end of your next turn.

"Spells"

Expeditious Retreat  :(Bonus action) you may move up to half your movement speed rounded down by channeling you magic into your legs

Counter Spell:(Reaction) If a creature you can see casts a spell WITH A VERBAL COMPONENT , as a REACTION you may move up to 10ft and make a unarmed strike (d20+STR+proficiency) in an attempt to punch the caster in the mouth to interupt the spell. on hit 

Scilence:( Concentration) The target makes a DEX saving throw (save = 12+STR mod) on a failed save the targets speed is reduced to 0 and CANNOT speak. they may remake this saving throw at the start of each of there turns.  on each of your turns you may choose to maintain "concentration" squeezing there neck dealing 1d6 bludgeoning damage for each turn they have been "scilenced".

Chromatic Orb: This spell may count as 1 attack action.  make a ranged attack roll (d20+STR+PROF)(RANGE: 35ft) as you throw a Rock at the target. dealing 3d8+Str bludgening.

Magic Resistance

By 10th level, you're such an amazing wizard that other wizards can't even touch you. While you're raging, you have resistance to damage from spells.

I CAST FIST

Starting at 14th level, you can crush your enemies with your ultimate "spell", Fist. While you're raging, you can use your action and bonus action to punch your foe really, really hard. Make a melee attack roll, with advantage, against one creature within your reach. On a hit, you deal bludgeoning damage equal to 8d8 + your Strength modifier.
     Once you use this ability, you can't use it again until you finish your rage.

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