Base Class: Barbarian
The philosophy of most Barbarians is relatively simple: hit that guy until they stop moving. That's all well and good, sure, but you have a more... enlightened perspective. The mind is a muscle too, is it not? Should you not hone that to the same extent as your *incredibly* beefy biceps?
Learned Warrior
When you take this subclass at 3rd level, you become a half caster. Intelligence is the modifier you use for your spells. You also gain 2 cantrips from the Wizard spell list.
While raging, you may cast non-concentration spells. When entering your Rage, you break concentration on any spells.
You may add your Intelligence modifier to your Unarmored Defense.
Immediately gain 2 tool proficiencies or weapon proficiencies of your choice.
Razor Wit
Starting at 6th level, when not raging, you have Resistance to Psychic damage.
Whenever you cast a spell, raw magic infuses your weapon. Striking a creature with your infused weapon will have different effects depending on the school of magic. You may only be empowered by one infusion at a time. After it is used, the magic is exhausted. You may not use the same infusion twice in a row.
Abjuration: Whenever you attack a creature, you may push it backwards a number of feet equal to your Intelligence attribute score. This distance is halved for each size larger than you the creature is, and vice versa.
Conjuration: Whenever you are damaged by a creature, you may attempt an Arcana check (DC 10). If you succeed, you create a portal between two points that you can see, and may use your Reaction to fall through it, thus avoiding the damage. These portals last until the start of your next turn. Each time this is used, the DC increases by 1 until the next Short Rest.
Divination: Your weapon allows you to peer into the future for a brief moment. Upon successfully attacking a creature, you may reroll your damage dice and use the highest value. Upon missing a creature, you may add your Proficiency bonus to your AC and all saving throws until the start of your next turn.
Enchantment: Battle is an alluring thing indeed. The creature must succeed a DC 10 + maximum number of your Rage Charges (only when not raging) Charisma saving throw or become Charmed until the end of their next turn.
Evocation: Your weapon is wreathed in elemental havoc. The creature must succeed a DC 10 + your Barbarian level + number of your maximum Rage charges (only when raging) Constitution saving throw or suffer 1d6 damage of an element of your choice at the start of each of its turns until you deal damage to it again.
Illusion: Your weapon automatically create Minor Illusions of yourself whenever you attack. You have Advantage on melee attack rolls.
Necromancy: When damaging an enemy, you may roll 2d4. Reduce the damage you deal by that amount and heal yourself that many Hit Points.
Transmutation: Your weapon stretches and mutates to best suit the situation. You may add half your Intelligence modifier to your attack rolls, and your damage dice is increased by one rank. (For example, a 1d4 damage dagger will become 1d6; a 2d8 greatsword will become 2d10.)
Perfect Sync
Through rigorous training and study, your mind and your body have progressed apace, neither truly outshining the other but both excelling in many things.
Starting at level 10, while concentrating on a spell, you may consider yourself to be raging or not raging for the purposes of various subclass features. You may spend at least a level 3 spell slot to recover a Rage charge.
While you have Rage charges remaining, you may concentrate on spells while raging. For each turn that you are simultaneously raging and concentrating on a spell, lose a Rage charge or gain a level of exhaustion.
You gain Expertise in two skills of your choice that you are proficient in.
Mighty Mind
Your true strength, both that of your mind and body is certainly a sight to behold. A shame that those who have to bear the full brunt of your wrath often don't last that long anymore. With that might comes a certain adaptability that other 'barbarians' tend to lack. Honestly, at this point you're not sure if you should be offended at the term 'barbarian', which often has negative connotations in the 'civilized' world. In your opinion, that sort is far more uncouth than you are.
Beginning at 14th level, you may add your Intelligence modifier to your Wisdom and Charisma saving throws.
Whenever you cast a spell that requires concentration, you gain temporary hit points equal to your Intelligence score. While concentrating on spells, you do not require a Rage charge to rage. (If you have 20 levels in Barbarian, you may add your Strength modifier to your spell save DC and your spell attack rolls.)
Whenever you lose concentration on a spell due to taking damage, you may project a blast of psychic force at your attacker. The creature takes 5d8 psychic damage, and all enemy creatures within a ten foot radius must make a DC 10 + your Barbarian level + your Intelligence modifier Intelligence saving throw or take 5d8 psychic damage.
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