Base Class: Barbarian
Where barbarians are known for their unbridled fury on the battlefield, they are not always as one note as the hack and slash tank. Where mind and body are one, heavy attacks are combined with devastating use of arcane skills. An example of this subclass could be the priest of a nomadic tribe, A sage pacifist forced to return to their regretted life of savagery, or a psychotic fighter with multiple personalities; one that is an uncontrollable monster and the other a druidic do-gooder. Where other archetypes look for the most melee damage, this one focuses on dependable attacks all over the battlefield.
Ensured Strike
Honing the mind brings a sharpness designed for precision, and the arcane prowess of your warrior ensures that you will hit the target you desire.
After rolling a melee attack when you are raging and miss you can choose to expend a spell slot to increase your roll to hit. Roll a number of d4s equal to the level of spell slot used and add this to your roll to hit. If you then hit than add the value of the d4(s) to the damage dealt. You are able to use this feature after you know the roll, but before the DM tells you if you have missed.
Magic Specialty
At 10th level you find your niche of spellcasting, and become more potent at delivering them.
Damage
When you cast a damage dealing spell that does not require concentration while focusing, add a number of d4s equal to the level of spell slot used to the damage dealt. Cantrips do not deal extra damage
Healing
When you cast a spell that heals or cures a creature while focusing, that creature gets temporary hit points equal to your spellcasting modifier.
Mobility
When you cast a spell that has a range that isn't touch or self, you can give up a number of feet to extend the range of that spell. The ratio for the conversion is 1:1.
Alternatively, if you cast a spell and you do not use its entire range, than you can move the amount of feet remaining. Also if you use less than half of a spells range than you can forgo the extra movement and disengage as a free action.
Mental Barrier
At 14th level your focus goes beyond any others, and nothing can stop you from executing your goal. You gain 3 of the following benefits:
- You are immune to being frightened, charmed, deafened, blinded, and petrified by magical means
- As an action you can add your rage damage to your AC until the beginning of your next turn. Every time a creature attacks you your AC is reduced until it returns to its normal state.
- A creature can not tell if you are lying, you can not be made to tell the truth by any magical means other than a wish spell, and your thoughts can not be detected by anything other than a wish spell
- You are resistant to fire, cold, and lightning damage.
- You are not hindered by the pain of difficult terrain. Therefor you can walk freely through difficult terrain as long as it inflicts damage.
- When an attack roll exceeds a creatures AC, you are healed for the difference between the two values
Focus
Focus is something barbarians often lack, but when situations get dire sometimes its best to have a cool head. In place of raging, you can decide to focus. On a bonus action you can use one of your rages to focus. While focusing you gain the following abilities.
- You have advantage on Wisdom checks and Wisdom saving throws.
- When casting a spell use the rage damage in the barbarian table to determine your spellcasting modifier (your proficiency bonus + your extra rage damage) and your spellcasting save DC(8 + your proficiency bonus + your extra rage damage)
- While focusing you are resistant to force, psychic, thunder, and necrotic damage.
Your focus lasts for one minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your focus on your turn as a bonus action.
You can both focus and rage as you choose, but you can not be raging and focusing at the same time. If you rage while focusing your focus ends early, and all spells that have lasting affects dissipate immediately. Any martial weapon you are holding acts as a spell focus.
Any class feature that improves rage now also improves focus in the same way. The amount of uses for rage/focus does not change. For example, at level 5 a barbarian has 3 rages accessible to use. That barbarian could use 1 to rage and two to focus, 2 to rage and 1 to focus, or all to rage or focus.
Spellcasting
Spellcasting Ability. Depending on your thematic choices in the game your magic could come from the earth or just naturally from within. For this reason you could assign your Charisma or your Wisdom as the attribute used for spellcasting. However, the focus ability overrides your stats so there is no particular reason to go out of your way to increase these stats unnecessarily. That being said, while you are not focusing your spellcasting ability and spell save DC is based on either Charisma or Wisdom.
Spells Known. At 3rd level you gain a number of cantrips and 1st level spells detailed in the Subclass's Spell Table. As you level your path of the two minds barbarian up you will gain more spells accordingly. You are able to learn conjuration and evocation spells from the druid spell list.
Subclass Spell Table
---------Spell Slots per Spell Level---------
|
Barbarian Level |
Cantrips Known |
Spells Known |
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 |
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