Barbarian
Base Class: Barbarian

The path of the Fury Caster is a brutal and unforgiving path, often breaking those who would dare try to walk it, but the rewards it provides are well worth the trials for some. It offers further control over one's rage, allowing them to cast spells alongside their weapon, augmenting themselves in combat in ways others could only dream of. The grip they have on their magic is often unstable, teetering on the edge of chaotic and if their focus is not held it can be disastrous for allies and enemies alike. Still, they provide an unmatched potential of power, building on their considerable martial prowess with some modicum of arcane powers to devastate their opponents.

There is no single source of these warriors, rather instead some find the awoken power within their rage on their own without any guidance or teaching. They may seek out help from others who share their power, but more often may simply experiment themselves, pushing their abilities to the very limit in search of new ways to further increase their power. Their gifts are one of a divide, looked down upon by those who favor traditional magics and traditional weapons alike, but it is a formidable one as well. And within them is more than enough raw power to silence almost any who dare ridicule their strengths.

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 of your choice from the Sorcerer spell list. You learn another Sorcerer cantrip of your choice at 10th level.

Spell Slots

The Fury Caster 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 Fury Caster Spellcasting table shows when you learn more Sorcerer spells of 1st level or higher. Each of these spells 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.

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.

Spellcasting Ability

Constitution is your spellcasting ability for your Sorcerer spells. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constituion 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 Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution 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

Unstable Casting

When you reach 3rd level, your control over your magical powers is just barely held. Whenever you cast a spell requiring concentration, you must make a DC 10 concentration check at the beginning of each of your turns. In addition, whenever you are damaged while holding concentration on a spell, you make the concentration check at disadvantage. Whenever concentration on a spell is unwillingly broken, you must roll on the Sorcerer Wild Magic Surge table.

Spells cast by you that deal damage or force a creature to make a saving throw count as attacks for purposes of your rage, you may also add your rage damage bonus to the damage of spells cast by you except on spells that require a melee attack which would already add the said bonus.

Wrathful Cantrip

Beginning at the 6th level, when you take the attack action you may replace one of your attacks with a cantrip. In addition, your reckless attack feature now applies to cantrips as well.

 

Arcane Infused Rage

At the 10th level, your rage becomes enhanced just by the mere presence of your arcane power, taking on uncontrollable new forms. Whenever you cast a spell or cantrip while raging, you may use your reaction to roll on the barbarian wild magic table. If you do so, you must take the new effect.

d8 Effect
1 Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points.
2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon’s damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
6 Until your rage ends, you are surrounded by multi­colored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

Pinnacle of Arcane Fervor

Beginning at the 14th level, your rage grows to the point that other's spells have less effect on you and your own spells invigorate you as well. If you succeed on a saving throw to maintain concentration at the beginning of your turn, you may gain temporary hitpoints equal to half your barbarian level (rounded down).

In addition, you gain resistance to damage from spells and other magical effects while raging.

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