Barbarian
Base Class: Barbarian

The story of the Path of ADHD began long ago, when the great WinterCamryn first used her ADHD for contructive purposes, rather than the usual destructive. She than went on to teach others to use their innate power, thus bringing acceptance to the world. Now, people following this Path are widely regarded as modern day superheroes, bringing creative sparks of joy to all who encounter them.

Unlike other Paths, the Path of ADHD isn't something that barbarians choose to follow, but a Path that requires the potential to be a part of them from birth. While this Path may still recieve some negative comments from others not on it, the ones born with the potential for greatness know that it is not a burden, but a superpower. As long as they can stay motivated long enough to do something with it...

 

Built Different

Starting when you begin following this path at 3rd level, you're innate superpower has manifested in a way that brings forth you're charismatic ability. 

If your Charisma modifier is higher than your Constitution modifier, you can use it in place of your Constitution modifier for your Unarmored Defence feature. This benefit also apllies to your Relentless Rage and Primal Champion features when you gain access to them. 

Additionally, you can draw on the power latent in your blood to manifest outwardly in the form of spellcasting.

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 ADHD Spellcasting table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield 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 abjuration and evocation spells on the sorcerer spell list.

The Spells Known column of the Path of ADHD table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an abjuration or evocation 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 abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since you're magic manifests through your innate ability. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Path of ADHD Spellcasting

Barbarian Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Attention

Starting at 3rd level, you have managed to develop a way to focus your muddled brain for short periods of time.

You are now able to cast spells as normal while raging, but you are still unable to concentrate on spells that require them. Additionally, you have resistance to psychic damage while you are raging.

 

Deficit

Beginning at 6th level, your power only grows as your magical ability runs dry.

If all of you're spell slots of one level are depleted, you gain a bonus to your AC, attack rolls, ability checks, and saving throws equal to the level that the expended spell slots were, up to a maximum of +4. For example, you gain a +1 bonus when you have expended all of your 1st level slots, a +2 bonus when you have expended all of your 2nd level slots etc.

This bonus lasts until the corresponding level of spell slots are no longer fully depleted.

Hyperactivity

Beginning at 10th level, you can gain a burst of energy whenever you cast your spells in combat.

When you use your action to cast a spell, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

 

Disorder

Starting at 14th level, you have learnt how to use your superpower to disrupt the order of combat. 

Once per long rest, you can choose to immediately take a free turn after an enemy has had theirs, no action required. You can only do so if you are are already raging, or use your bonus action on that turn to rage.

If you choose to take the Attack action on this turn, you can make a number of additional attacks equal to the bonus you currently have from your Deficit feature. 

Any effects that grant you an additional action on your turn do not work on this free turn (e.g. Action Surge). 

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