Base Class: Barbarian
A rare few warriors possess the ability to augment their martial prowess with arcane magic. While it has been widely documented that the guttural anger of a typical barbarian is so unfocused that they lose the mental capacity to cast or focus any magic they may have, these barbarians defy the norm. Through a strong conviction- the belief that they, in fact, CAN cast magic- those who follow the Path of the Spellrager achieve what was once thought impossible.
Spellcasting
Your strong belief in your own magical capabilities grants you access to spellcasting, which you use to enhance your martial prowess and fury. See the Player’s Handbook for the general rules of spellcasting, as well as the Sorcerer spell list.
Cantrips. You learn two cantrips of your choice from the Sorcerer spell list. You learn an additional Sorcerer cantrip of your choice at 10th level.
Spell Slots. The Path of the Spellrager Spellcasting Table shows how many spell slots you have to cast your Sorcerer spells of 1st level or higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended slots when you finish a long rest. For example, if you know the 1st-level spell chaos bolt and have a 1st-level and 2nd-level slot available, you can cast chaos bolt using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level Sorcerer spells of your choice, two of which you must choose from the Evocation and Transmutation spells on the Sorcerer Spell List. The Spells Known column of the Path of the Spellrager Spellcasting Table shows when you learn more Sorcerer spells of 1st level or higher. Each of these spells must be an Evocation of Transmutation 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 Sorcerer spells you know with another spell of your choice from the Sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an Evocation or Transmutation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability. Constitution is your spellcasting ability for your Sorcerer spells, since you learn your spells through strong conviction and primal power. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Sorcerer spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your Proficiency Bonus + your Constitution modifier
Spell Attack Modifier = your Proficiency Bonus + your Constitution modifier
Magical Rage. You can cast spells and concentrate on them while raging, and your rage does not end as a result of not attacking during your turn, so long as you have cast a cantrip or spell of 1st level or higher during your turn; the damage bonus you receive to strength-based attacks while raging also applies to the damage you deal with cantrips. While you are raging, you have disadvantage on saving throws made to maintain concentration on your spells.
Arcane Wrath
You augment your attacks with arcane magic. While you’re raging, the first creature you hit on each of your turns with a weapon attack or spell that deals damage takes extra Force damage equal to 1d6 + half your Barbarian level. If the spell in question affects multiple creatures, you may choose which creature takes the damage.
Magic Imbuement
While you are raging, your weapon attacks are considered magical for the purpose of overcoming resistances and immunities to nonmagical Bludgeoning, Piercing, and Slashing damage. In addition, whenever you take the attack action on your turn, you can cast one of your Sorcerer cantrips in place of one of your attacks.
Spell Frenzy
While you are raging, when you cast a Sorcerer spell of 1st-level or higher that requires an action to cast, you may use your bonus action to then make a weapon attack against a creature within range, provided you are holding a weapon.
Arcane Resistance
While you are raging, you have resistance to all damage from spells, and you have advantage on saving throws against spells. In addition, while you are raging, you can no longer lose concentration on your Sorcerer spells as a result of taking damage.
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