Barbarian
Base Class: Barbarian

Not all barbarians are born with rage. When a being is in contact with unbound magic, sometimes the magic overloads the body to a magical state, giving beings abilities tied to their rage.

When a barbarian who follows this path rages, magical energy emanates from the barbarian who is fueled by magic.

Magical Senses

At 3rd level, your body is addicted to the magic around you giving you proficiency in Arcana and Wisdom.

You can cast the Detect Magic spell without using a spell slot or components. At 10 level, you can cast Dispel Magic without using a spell slot or components. You can use this feature equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest.

Chaotic Burst

Starting at 3 level, when you begin raging, magical energy explodes from you in a 5ft radius. All creatures must make a Wisdom saving throw, on a failed save the creatures takes 1d6 force damage. At 10 level the damage increases to 3d6 force damage.

Spell Steal

At 6 level, you can absorb a spell being cast from another creature. As a reaction, if a creature that you can see is casting a spell at 3 level or lower, you can steal the cast spell. The target must make a Wisdom saving throw using your spell DC, on the failed save the casted spell is stolen and has no effect allowing you to cast the spell. You can cast the stolen spell at the spell’s level when it was originally cast. Once you cast the spell, the spell is lost.  You can steal a number of spells equal to your proficiency bonus and can store them until the end of the day. Once the day passes you lose all acquired spells. At 14 level you can steal spells up to 5 level or lower. You regain all expended uses after finishing a long rest.

Spellcasting Ability

Wisdom is your spellcasting ability. You can use your Wisdom whenever a stolen spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a stolen spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.

Spell attack modifier your proficiency bonus + your Wisdom modifier.

Magical Protection

At 10 level, your magical rage makes you more resilient. When you begin your rage, you roll a d10 to become resistant to one kind of damage until your rage ends.

 

  • 1. Reroll
  • 2. Acid
  • 3. Thunder
  • 4. Fire
  • 5. Poison
  • 6. Necrotic
  • 7. Cold
  • 8. Force
  • 9. Psychic
  • 10. Radiant

Unbound Explosion

At 14 level, you cannot contain the chaotic magic inside you, resulting in a magical explosion. As an action, you explode in a 30ft radius centered on yourself. All creatures must make a Dexterity saving throw using your spell save DC. If the creature fails, they take 6d10 force damage, on a success the creature takes half damage. Once you use this feature you cannot use this feature until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes