Barbarian
Base Class: Barbarian

The Path of the Boundless Tome Barbarian wields a magical satchel as their primary weapon, drawing from it an endless supply of books spanning every literary genre. Each genre channels a different kind of power: Fantasy erupts in arcane force, Romance overwhelms with emotion, Horror tears at the mind, and Mystery shrouds her in misdirection. The satchel never runs dry, and her rage only makes the throws hit harder.

Level 3: Arcane Satchel

You possess a magical satchel that contains an infinite supply of books spanning every genre imaginable. As part of any attack you make, you can draw a book from the satchel without using an object interaction. A thrown book is a weapon with the Thrown (30/60) property that deals 1d6 bludgeoning damage, and you are proficient with it. After hitting or missing, the book vanishes and returns to your satchel.

Level 3: Pull of the Genre

When you hit a creature with a thrown book while raging, you choose which genre you pull from the satchel. The saving throw DC for any Genre effect is 8 + your proficiency bonus + your Constitution modifier.

Fantasy: The tome erupts with raw magical energy. The target takes extra force damage equal to your Rage Damage bonus and is outlined in swirling arcane light until the start of your next turn. While outlined, attack rolls against it have advantage.

Romance: The book releases an overwhelming flood of longing. The target must succeed on a Wisdom saving throw or be Charmed by you until the start of your next turn. While Charmed it cannot make opportunity attacks against you and has disadvantage on attack rolls against you.

Horror: The tome tears open a glimpse of something that should not be seen. The target must succeed on a Wisdom saving throw or be Frightened of you until the end of its next turn. While Frightened it cannot willingly move closer to you and has disadvantage on attack rolls.

Mystery/Thriller: The book detonates in a cloud of smoke and misdirection. The target has disadvantage on its next attack roll, and you become invisible to that creature until the start of your next turn or until you make an attack roll.

Level 6: Deeper Lore

Your thrown books now deal 1d8 bludgeoning damage instead of 1d6. Additionally each Genre effect gains the following upgrade when you apply it.

Fantasy: The arcane outline also causes the target to have disadvantage on its next saving throw before the light fades.

Romance: The Charm spreads. Any creature within 5 feet of the target when the book lands must also succeed on the Wisdom saving throw or be Charmed by you until the start of your next turn.

Horror: The Fear spreads through nearby witnesses. Each creature of your choice within 10 feet of the target must succeed on the Wisdom saving throw or be Frightened of you until the end of their next turn.

Mystery/Thriller: In addition to the disadvantage on their attack roll, you also gain advantage on your next attack roll against that creature before the end of your next turn.

Level 10: Chapter and Verse

When you take the Attack action, you can make one additional book throw as part of that action. You can choose a different Genre for each throw.

Additionally, once per rage you can throw a single book at up to three creatures within range simultaneously, choosing a Genre for each target individually. Make a separate attack roll for each target.

Level 14: Grand Tome

Once per rage, as a bonus action, you hurl a massive omnibus that contains every genre at once. Choose a point within 60 feet of you. Each creature in a 20-foot radius centered on that point must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save a creature takes 6d8 bludgeoning damage and suffers all four Genre effects simultaneously: Charmed, Frightened, outlined in arcane light, and subject to disadvantage on their next attack roll. On a successful save a creature takes half damage and suffers none of the Genre effects. The book returns to the satchel after the explosion.

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