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
|
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.
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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