Barbarian
Base Class: Barbarian

Arcane Rage

Starting at 3rd level, your rage channels raw arcane energy, allowing you to wield magic with primal force. While raging, you gain the following benefits:

  • Arcane Focus: You can cast and concentrate on spells even while raging.

  • Quick Hands: You can cast a spell or cantrip as a bonus action a number of times equal to your proficiency bonus. You regain all uses of this ability when you finish a long rest.

  • Spellbound Presence: Your rage emits an aura that disrupts enemy spellcasters. Hostile creatures within 10 feet of you have disadvantage on concentration checks to maintain their spells and on spell attack rolls for spells that do not target you directly.

 

Arcane Silo

Starting at 3rd level, you gain access to an arsenal of arcane spells, stored within a personal reservoir of magic. You can select spells from the wizard spell list.

  • 3rd Level: You gain access to 1st-level spells.
  • 6th Level: You gain access to 2nd-level spells.
  • 10th Level: You gain access to 3rd-level spells.
  • 15th Level: You gain access to 4th-level spells.
  • 20th Level: You gain access to 5th-level spells.

Spells in Your Arcane Silo:
You have access to the following spells:

  • Cantrips: Booming Blade, Sorcerous Burst, Mending
  • 1st Level: Shield, Mage Armor, Armor of Agathys
  • 2nd Level: Shining Smite, Find Steed, Mirror Image
  • 3rd Level: Greater Invisibility, Haste, Counterspell
  • 4th Level: Staggering Smite, Fire Shield, Gravity Sinkhole
  • 5th Level: Bigby's Hand, Banishing Smite, Conjure Volley

Spellcasting Mechanic: You can expend spell slots to cast these spells, following the normal spellcasting rules. These spells function as an extension of your arcane prowess and are always available to you.

 

Unstable Arcane

Starting at 6th level, your arcane rage grows more volatile, allowing you to unleash unstable magical power. You gain the following abilities:

  • Thunderous Hatred: As a bonus action, you can channel unstable arcane energy into your next attack. When you hit with a melee weapon attack, you can deal an additional 3d8 thunder damage per level. However, you take half of this damage as backlash from the arcane energy.

  • Spellbreak: As an action, you can target a creature within 30 feet that is concentrating on a spell. The creature must make a concentration check. On a failed check, the creature immediately loses concentration on the spell and cannot cast any spells until the start of your next turn.

 

Arcane Propulsion

Starting at 10th level, your mastery over arcane energy allows you to enhance your physical abilities and restore yourself using magic. You gain the following benefits:

  • Flight: You gain a flying speed equal to your walking speed, allowing you to move through the air with ease.

  • Arcane Vitality: As an action, you can expend a spell slot to regain hit points. For each level of the spell slot you expend, you regain 2d8 hit points (e.g., a 1st-level spell slot restores 2d8 HP, a 2nd-level spell slot restores 4d8 HP, and so on).

Arcane Fury

Starting at 14th level, your rage enhances any magic you wield, unleashing powerful arcane effects. While raging, whenever you cast a spell (or use a magical item that casts a spell), you can choose to empower it with one of the following enhancements:

  1. Overcharged Spell: When you cast a spell that deals damage, add an extra 1d10 force damage to each creature affected by the spell. Additionally, any creature damaged by the spell is pushed back 10 feet as raw arcane energy surges through them.

  2. Lingering Magic: When you cast a spell with a duration of 1 minute or longer, the spell’s duration is doubled. If it requires concentration, you have advantage on Constitution saving throws to maintain it.

  3. Arcane Pulse: After casting a spell, release a pulse of energy that grants you temporary hit points equal to your Constitution modifier (minimum of 1). Additionally, creatures within 10 feet of you must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take 2d8 force damage.

  4. Spell Surge: Once per rage, you can cast a spell that would normally require a spell slot instead you can cast without a spellslot. 

Arcane Propulsion

Arcane Propulsion

Starting at 10th level, your mastery over arcane energy allows you to enhance your physical abilities and restore yourself using magic. You gain the following benefits:

  • Flight: You gain a flying speed equal to your walking speed, allowing you to move through the air with ease.

  • Arcane Vitality: As an action, you can expend a spell slot to regain hit points. For each level of the spell slot you expend, you regain 2d8 hit points (e.g., a 1st-level spell slot restores 2d8 HP, a 2nd-level spell slot restores 4d8 HP, and so on).

Arcane Fury

Arcane Fury

Starting at 14th level, your rage enhances any magic you wield, unleashing powerful arcane effects. While raging, whenever you cast a spell (or use a magical item that casts a spell), you can choose to empower it with one of the following enhancements:

  1. Overcharged Spell: When you cast a spell that deals damage, add an extra 1d10 force damage to each creature affected by the spell. Additionally, any creature damaged by the spell is pushed back 10 feet as raw arcane energy surges through them.

  2. Lingering Magic: When you cast a spell with a duration of 1 minute or longer, the spell’s duration is doubled. If it requires concentration, you have advantage on Constitution saving throws to maintain it.

  3. Arcane Pulse: After casting a spell, release a pulse of energy that grants you temporary hit points equal to your Constitution modifier (minimum of 1). Additionally, creatures within 10 feet of you must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take 2d8 force damage.

  4. Spell Surge: Once per rage, you can cast a spell that would normally require a spell slot instead you can cast without a spellslot. 

arcane rage

Arcane Rage

Starting at 3rd level, your rage channels raw arcane energy, allowing you to wield magic with primal force. While raging, you gain the following benefits:

  • Arcane Focus: You can cast and concentrate on spells even while raging.

  • Quick Hands: You can cast a spell or cantrip as a bonus action a number of times equal to your proficiency bonus. You regain all uses of this ability when you finish a long rest.

  • Spellbound Presence: Your rage emits an aura that disrupts enemy spellcasters. Hostile creatures within 10 feet of you have disadvantage on concentration checks to maintain their spells and on spell attack rolls for spells that do not target you directly.

 

Arcane Silo

Starting at 3rd level, you gain access to an arsenal of arcane spells, stored within a personal reservoir of magic. You can select spells from the wizard spell list.

  • 3rd Level: You gain access to 1st-level spells.
  • 6th Level: You gain access to 2nd-level spells.
  • 10th Level: You gain access to 3rd-level spells.
  • 15th Level: You gain access to 4th-level spells.
  • 20th Level: You gain access to 5th-level spells.

Spells in Your Arcane Silo:
You have access to the following spells:

  • Cantrips: Booming Blade, Sorcerous Burst, Mending
  • 1st Level: Shield, Mage Armor, Armor of Agathys
  • 2nd Level: Shining Smite, Find Steed, Mirror Image
  • 3rd Level: Greater Invisibility, Haste, Counterspell
  • 4th Level: Staggering Smite, Fire Shield, Gravity Sinkhole
  • 5th Level: Bigby's Hand, Banishing Smite, Conjure Volley

Spellcasting Mechanic: You can expend spell slots to cast these spells, following the normal spellcasting rules. These spells function as an extension of your arcane prowess and are always available to you.

Unstable Arcana

Unstable Arcana

Starting at 6th level, your arcane rage grows more volatile, allowing you to unleash unstable magical power. You gain the following abilities:

  • Thunderous Hatred: As a bonus action, you can channel unstable arcane energy into your next attack. When you hit with a melee weapon attack, you can deal an additional 3d8 thunder damage per level. However, you take half of this damage as backlash from the arcane energy.

  • Spellbreak: As an action, you can target a creature within 30 feet that is concentrating on a spell. The creature must make a concentration check. On a failed check, the creature immediately loses concentration on the spell and cannot cast any spells until the start of your next turn.

 

Previous Versions

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11/5/2024 5:16:13 AM
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