Barbarian
Base Class: Barbarian

Mixing spellcraft with weaponry, the barbarians known as faerie hunters are educated in sorcery by fey beings such as unicorns or dryads. Arcane magic comes easily to these warriors, even when gripped with wild fury. Faerie hunters are often guardians of enchanted woodlands, or act as a bridge between mortal lands and magical realms.

A faerie hunter lacks the uncouth savagery of most barbarians, but instead possess an alien mindset. They're not beings of mindless fury but instead burning passion, their emotions unrestrained by mortal morality. Faerie hunters can be fickle and unpredictable, possessing the innate chaotic nature of the fey.

Commonly found in the enchanted woods of Sithicus, the high elves of that forest embrace the alien mindset of the barbarian or ensorcelled mortals to fight on their behalf. Karatakans also sometimes follow this path, mixing martial skill with passion and lyrical magic.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 for the sorcerer’s spell list.
Cantrips. You learn three cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots. The Faerie Hunter 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.

BaRBARIAN

Level

 

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

 

3

2

—

—

—

4th

 

4

3

—

—

—

5th

 

4

3

—

—

—

6th

 

4

3

—

—

—

7th

 

5

4

2

—

—

8th

 

6

4

2

—

—

9th

 

6

4

2

—

—

10th

 

7

4

3

—

—

11th

 

8

4

3

—

—

12th

 

8

4

3

—

—

13th

 

9

4

3

2

—

14th

 

10

4

3

2

—

15th

 

10

4

3

2

—

16th

 

11

4

3

3

—

17th

 

11

4

3

3

—

18th

 

11

4

3

3

—

19th

 

12

4

3

3

1

20th

 

13

4

3

3

1


Spells Known. You know two 1st level sorcerer spells of your choice, which must be from the abjuration and transmutation schools. The Spells Known column of the Faerie Hunter Spellcasting table shows when you learn more sorcerer spells.
Typically, these spells must be abjuration or transmutation spells of a level for which you have spell slots, but 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’s spell list. Normal requirements, such as spell level and school, still apply when replacing a spell.
Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells, since you either innately know your magic or were taught it by fey beings. 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

Focused Mind

Starting when you choose this path at 3rd level, you can cast cantrips and maintain your concentration on a spell while raging.

Additionally, if while raging you cast an abjuration or transmutation spell on your turn that targets yourself, your rage does not end early that round.

Warding Defense

Also at 3rd level, you gain the ability to magically ward yourself from harm. You can use Charisma modifier in place of either your Constitution or Dexterity modifier for Unarmored Defense.

Elemental Fury

Beginning at 6th level, your rage become magically enhanced. When you gain this feature, choose one of the following damage types: acid, cold, fire, lightning, or thunder. When you deal bonus damage from your Rage or Brutal Critical features can you can choose the bonus damage to be your chosen type.

Single-Minded

When you reach 10th level, your anger helps focus your mind. Your proficiency bonus is doubled for Constitution saving throws to maintain your concentration. If you fail a concentration check while raging, you can use your reaction to end your rage early to retain concentration on the spell.

Sorcerous Might

At 14th, you can intertwine magic with your rage. When you cast an abjuration or transmutation spell with a duration of at least 1 minute using a spell slot of 3rd level or lower, you can choose to enter rage as part of the same action. The spell lasts for the duration of that rage and you do not need to maintain concentration for the spell. When you to fall out of rage, the spell also ends.

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