I'm chomping at the bit for the subclass homebrew option to be available here. Anyway I've started making a few. Here's my Barbarian subclass - they're total punks - let me know what you think.
Path of the Rebel Misfit
These Barbarians are no strangers to civilization; they grew up in the environs of great cities, and are familiar with the ways of society, but for one reason or another, they have become disillusioned with it. Their rage is fueled by a hatred for the soul-crushing and dishonest trappings of civilization. They have embraced a wilder and more tribalistic outlook. Giving into their primal instincts, they see the rule of law and order as oppressive, and their rage is directed at those in power and those who enable them. These rebels and anarchists shun norms, revel in chaos, and have a violent antipathy toward anyone or anything that would seek to control them.
Against all Authority
Starting when you choose this path at 3rd level, an aura of chaos surrounds you when you rage. Any hostile lawful creature, or hostile creature acting under the command of a lawful creature, within 30ft of you, has Disadvantage on attack rolls and ability checks.
Fight for Freedom
Beginning at 6th level, your instinct for freedom is so strong that when you rage your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained. As well, you need only spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled.The effect lasts only as long as you are raging, and this feature can only be used once until you finish a short or long rest.
Riot Starter
At 10th level, you gain the ability to rouse the anger of others around you and incite them to violence. As an action you may influence a number of creatures equal to the number of rages your level allows (maximum 6) to act in a violent or destructive manner. They make a Wisdom Saving throw against a DC which equals 8 + your Charisma modifier + your proficiency bonus. On a failed save they give in to their anger and will act in a violent way that you specify. They cannot act in a way which is obviously suicidal. This effect lasts up to one hour, until the task is complete or fighting has stopped. They are allowed a new saving throw on any round in which they take damage.You can’t use this feature again until you finish a short or long rest.
Master of Mayhem
At 14th level, the aura of chaos created when you rage is so powerful that you cause confusion among those near you. Immediately when you start your rage, all creatures within 30ft of you must make a Wisdom saving throw against a DC which equals 8 + your Charisma modifier + your proficiency bonus. On a failed save affected targets can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
d10
Behavior
1
The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-4
The creature doesn't move or take actions this turn.
5-8
The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10
The creature can act and move normally.
The effect lasts only as long as you are raging. You can’t use this feature again until you finish a short or long rest.
Well they are meant to be effects that replicate those spells, not actual spells. They are not being cast. Point taken, though. I'll have to reword it.
I'm chomping at the bit for the subclass homebrew option to be available here. Anyway I've started making a few. Here's my Barbarian subclass - they're total punks - let me know what you think.
Path of the Rebel Misfit
These Barbarians are no strangers to civilization; they grew up in the environs of great cities, and are familiar with the ways of society, but for one reason or another, they have become disillusioned with it. Their rage is fueled by a hatred for the soul-crushing and dishonest trappings of civilization. They have embraced a wilder and more tribalistic outlook. Giving into their primal instincts, they see the rule of law and order as oppressive, and their rage is directed at those in power and those who enable them. These rebels and anarchists shun norms, revel in chaos, and have a violent antipathy toward anyone or anything that would seek to control them.
Against all Authority
Starting when you choose this path at 3rd level, an aura of chaos surrounds you when you rage. Any hostile lawful creature, or hostile creature acting under the command of a lawful creature, within 30ft of you, has Disadvantage on attack rolls and ability checks.
Fight for Freedom
Beginning at 6th level, your instinct for freedom is so strong that when you rage your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained. As well, you need only spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled.The effect lasts only as long as you are raging, and this feature can only be used once until you finish a short or long rest.
Riot Starter
At 10th level, you gain the ability to rouse the anger of others around you and incite them to violence. As an action you may influence a number of creatures equal to the number of rages your level allows (maximum 6) to act in a violent or destructive manner. They make a Wisdom Saving throw against a DC which equals 8 + your Charisma modifier + your proficiency bonus. On a failed save they give in to their anger and will act in a violent way that you specify. They cannot act in a way which is obviously suicidal. This effect lasts up to one hour, until the task is complete or fighting has stopped. They are allowed a new saving throw on any round in which they take damage.You can’t use this feature again until you finish a short or long rest.
Master of Mayhem
At 14th level, the aura of chaos created when you rage is so powerful that you cause confusion among those near you. Immediately when you start your rage, all creatures within 30ft of you must make a Wisdom saving throw against a DC which equals 8 + your Charisma modifier + your proficiency bonus. On a failed save affected targets can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
The effect lasts only as long as you are raging. You can’t use this feature again until you finish a short or long rest.
rage specifically states that you cannot cast or concentrate on spells when used.
Well they are meant to be effects that replicate those spells, not actual spells. They are not being cast. Point taken, though. I'll have to reword it.
Edited, so that the features are detailed as effects not spells that are cast.