Barbarian
Base Class: Barbarian

Not every individual touched by Wild Magic is aware of their power. Many people's powers lay dormant, unawakened. Those who don't fully pursue their "gift" like sorcerers sometimes accidentally awaken their abilities on the field of battle. Those who do this are able to use magic with raw physical strength, as opposed to the usual power of one's mind. These individuals are sometimes referred to as a "Rage Mage", unleashing furious and unpredictable magic when they enter a rage.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Sorcerer spell list.

Cantrips

You learn two cantrips: a melee attack roll spell and one other cantrip of your choice from the Sorcerer spell list. You learn another Sorcerer cantrip of your choice at 10th level.

Spell Slots

The Rage Mage Spellcasting table shows how many spell slots you have to cast your 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 Magic Missile and have a 1st-level and a 2nd-level spell slot available, you can cast Magic Missile using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level Sorcerer spells of your choice.

The Spells Known column of the Rage Mage Spellcasting table shows when you learn more Sorcerer spells of 1st level or higher. Each of these spells must be an evocation, abjuration or conjuration 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 10th 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 evocation, abjuration or conjuration spell, unless you’re replacing the spell you gained at 10th or 20th level.

Spellcasting Ability

Strength is your spellcasting ability for your Sorcerer spells, since your magic comes from the chaotic power within you. You use your Strength whenever a spell refers to your spellcasting ability. In addition, you use your Strength 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 Strength modifier

Spell attack modifier = your proficiency bonus + your Strength modifier

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

Furious Magic

Starting when you choose this Primal path at 3rd level, your rage invokes the Wild Magic within you. While raging, You can concentrate and cast spells, and you add your rage damage bonus to a spells damage. Additionally, when you rage, you must roll on the Wild Magic Surge table and produce the effect rolled. if you roll a 99-00, you regain 1/3 of your level worth of your spell slots.

Reckless Spell

starting at 6th level, You can throw aside your sense of self-preservation when casting spells. you can choose to use your reckless attack to gain advantage on a spell attack roll in place of your melee attack roll. attack roll's against you still have advantage until the end of your next turn. Alternatively, you can impose disadvantage on all saving throws against the first spell you cast that requires a saving throw, but only if you are also in the spell's area of effect. additionally, you can choose a number of creatures within the area of effect equal to your proficiency bonus to give advantage to. either way, all attack rolls against you also have advantage until the start of your next turn. 

Extra Spell

starting at 10th level, You can use your extra attack feature interchangeably with spells. instead of making a second weapon attack, you can cast a spell. alternatively, you can cast a spell, then make an attack. you can also cast a melee spell twice using this feature. you can use this ability a number of times equal to 1 + your constitution modifier, and regain all spent uses after a long rest. you can choose to use this ability additional times, but suffer a level of exhaustion for every extra use.

Chaotic Rage

At 14th level, The chaotic magic within you can erupt in a violent arcane fury. when you roll on the wild magic surge table at the start of your rage, you can choose to take the effects of rolling a 01 - 02, and it lasts until the end of your rage as opposed to a minute.

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