Barbarian
Base Class: Barbarian

Many people who enter the wild have a need to protect the natural world, and the arcane guardian is no different. Arcane Guardians have an innate mystical connection to nature, similar to their druid counterparts. However, their power is also powered by something deeper. An innate rage at the world. A rage about protecting the natural world from civilization, a seething powerful rage, and anger. A rage and anger that strengthens your connection to nature which surrounds you and allows you to maintain and strengthen your magic.

Natural Connection

At 3rd level your connection to nature gives you a few abilities, you learn the druidcraft cantrip if you dont already know it, you can cast speak with plants or speak with animals as rituals. And you gain half proficiency in nature and survival checks if you didn't have proficiency already.

Enraged Casting

At 3rd level, your natural spellcasting grants you the ability to cast and concentrate on spells in your rage. You can only cast Barbarian spells or spells from racial features while raging. You cannot use spell slots of a higher level than the ones gained through barbarian. Overcharge, Reckless Magic, and Ferocious Overcharge can only be used while raging. You cannot cast spells as rituals while raging.

Spellcasting

By 3rd level, you have learned to draw on natural magic through meditation and a connection to nature as a Druid does.

Cantrips You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.

Spells Known of 1st Level and Higher

You know three 1st-level Druid spells of your choice, two of which you must choose from the abjuration and conjuration spells on the Druid spell list. The Spells Known column of the Natural Guardian Spellcasting table shows when you learn more Druid spells of 1st level or higher. Each of these spells must be an abjuration or transmutation 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 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 Druid spells you know with another spell of your choice from the Druid spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Wisdom is your spellcasting ability for your barbarian spells, since their power derives from the strength of your convictions. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a barbarian spell you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus + your Wisdom modifier


Spell attack modifier = your proficiency bonus + your Wisdom modifier

 

Overcharge

At 6th level you've learned how to empower your rage to increase the power of your spells. When you cast a spell of 1st level or higher while raging you can choose to overcharge it, when you overcharge a spell you cast it at 1 level higher than you would otherwise. You can overcharge a spell a number of times equal to your Wisdom modifier. After casting a spell in this way make a Constitution Saving throw, the DC equals 10 plus the spell level after it was overcharged, on a failed save suffer 1 point of exhaustion. You can also overcharge a cantrip when you do this increase the spell damage by your rage damage bonus, your DC for this is 10. You regain all spent overcharges on a long rest.

Reckless Magic

At 10th level, you have learned to increase your magic power through your rage. When you cast a spell on your turn, you can impose advantage on your attack roll or disadvantage on all targets' saving throws. Until your next turn, you have disadvantage on all saving throws to avoid spell effects, and opponents have advantage on all attacks against you until your next turn.

Overcharge Mastery

At 14th level you have pushed yourself to the limit enough times to increase your natural limit with overcharges, you gain 1 additional usage of overcharge per long rest. Additionally when you overcharge you may add your rage damage bonus to any damage dealt by the spell.

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