Barbarian
Base Class: Barbarian

Be a Buff, Angry “Wizard”

You’re a wizard! Perhaps you went to wizarding school on a football scholarship or just picked up a book at the gym and started reading. No matter how you got here, you’re a wizard, one that just coincidentally has massive, rippling muscles. You have the big dumb hat and the book filled with gibberish and everything!

You gently remind others, often by beating them to a pulp and cracking their bones, that your magical powers shouldn’t be questioned. You’re a good wizard—the best one, even! And only a fool would say otherwise.

Level 3: Unarguable Wizardry

Your unquestionable legitimacy (and immense pectoral muscles) give you Advantage on Charisma (Intimidation) checks made to convince others that you are, in fact, a wizard.

Additionally, if someone questions your legitimate magical prowess, you can take a Reaction to enter your Rage until the end of your next turn. This Rage can’t be extended and doesn’t expend a use of your Rage.

Level 3: "Cantrips"

You can call upon your “magic” to cast “Cantrips” in combat. Once on each of your turns when you hit a target with a Strength-based attack, you can use one of the following “Cantrips” of your choice.

Force Mage Hand. You can push the target up to 5 feet straight away from yourself if it is Large size or smaller. While your Rage is active, you can push the target up to 10 feet instead.

Strike Shocking Grasp. The force of your strike is quite shocking. The target can’t make Opportunity Attacks until the end of the current turn. While your Rage is active, it can’t make Opportunity Attacks until the start of your next turn.

Truth Strike. You really, truly strike, dealing an extra 1d6 damage to the target. The damage has the same type as the weapon or Unarmed Strike used for the attack. While your Rage is active, you add half your Barbarian level (round down) to the extra damage.

Level 6: "Spells"

By 6th level, your "magic" is powerful enough to cast every "spell" that exists (and no one can or will prove otherwise without broken ribs.) However, you only prepared the following "spells" today. You can cast each of these "spells" once and recover all expended uses when you finish a long rest.

  • Burning Hands. Your backhand slap is legendary. As an action on your turn, you can make an unarmed strike against each creature within your reach. On a hit, this attack deals bludgeoning damage equal to 1d8 + your Strength modifier.
  • Magic Missile. When you take the Attack action on your turn, you can use your bonus action to make a ranged attack using a weapon you are holding. Because magic missile never misses, you have advantage on this attack roll.
  • Shield. As a reaction when you're targeted by an attack, you can quickly produce a shield to defend yourself. You gain the shield's bonus to AC against this attack, even if you weren't holding it before. If you are hit, you can reduce the amount of damage taken by 1d12 + your Constitution modifier.

Level 10: Magical Resistance

You’re such an amazing wizard that other wizards can’t even touch you. While your Rage is active, you have Advantage on saving throws against any spell

Level 14: I cast "FIST"

Starting at 14th level, you can crush your enemies with your ultimate "spell," Fist. While you're raging, you can use your action and bonus action to punch your foe really, really hard. Make a melee attack roll, with advantage, against one creature within your reach. On a hit, you deal bludgeoning damage equal to 6d6 + your Strength modifier. Once you use this ability, you can't use it again until you stop raging and begin a new rage.

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