I have made a subclass for barbarian and am planning to playtest it until it feels right and is balanced and fun to play. The abilities this class gets are quite OP but with some drawbacks. Any tips on this? Like is it balanced in general (I want it balanced enough to be playable in which other players won’t complain about it.) This subclass is a little bit of a glass cannon but not a completely glass cannon. My biggest worries are insane minmax combos that people would try to use with it that would just be OP and gamebreaking, and on the class balance itself. The class is a barbarian with a weird form of melee spellcasting, that I am trying to experiment with. And finally my goal is just to get the class to be balanced enough to playtest but getting it as balanced as possible is also great. Anyways, I introduce, the path of feral arcane...
The path of feral arcane is one where magic flows inside of you and releases in a battle rage. It is a path that only few have the opportunity to use. This arcane power comes in many different ways. Perhaps a ritual gave you this power, or an ancient power. Whatever the way, you now flow with arcane magic that releases and moves with your weapon as you fight, creating ripples of magic upon hitting your enemies. This arcane energy is like a flame, and it needs fuel and thus some of your vitality is seeped out to fuel it.
Spellcasting Modifier
Your spellcasting modifier is charisma due to your power involving exerting your will onto the magic within you. Many abilities have to do with constitution due to the vitality aspect however.
Arcane Vessel
While raging, arcane power flows through your body as it fights with you in combat and allows you to use powerful magic at the cost of your vitality. This does have benefits and negatives.
-When you choose this path, you are resistant to one damage type of your choice.
-You no longer have the resistance to bludgeoning, piercing, and slashing damage while raging however.
-Healing spells have no effect on you while raging. This is because your vitality is being used to use your Arcane flow Abilities (Shown Above)
-You can gain advantage on 1 saving throw against magic by using your reaction. This can only be done once until it needs to recharge on a long rest.
-Your hit dive are now d8s from third level and onward as well as the hit points you gain are now d8s. This is because of how your passive reserve of arcane energy drains vitality passively and not just in combat.
-You can concentrate on spells while raging, and can concentrate on spells cast while raging when rage ends.
-You can cast spells and you can cast them without material components when you use an arcane flow ability to do so unless the arcane flow ability is specific about needing to use components.
Arcane flow
When you attack with a melee weapon while raging, arcane energy erupts from your weapon to deal extra potent attacks. Your vitality only allows for so much use of this however. After you make a weapon attack, you can use one of the arcane flow abilities down below. You say if you are using an ability before you roll to hit. You can only use abilities (referring to using arcane flow abilities in general) once before you need to wait until your next turn to use one unless an ability explicitly says that abilities can be used more than once per turn. You can only use abilities a number of times equivalent too your proficiency bonus plus half your constitution modifier rounded up until you need to take a long rest to recharge uses. If the constitution modifier is negative then the modifier is not added. The effects of the arcane flow ability only happen if the attack hits. If the attack does not hit, you have used up that ability from the number of times you can use arcane flow abilities, and you can use another arcane flow ability on your turn if the attack missed.
You know 2 different arcane flow abilities. You can only use arcane flow abilities that you know. You gain more as you level up. When you level up, you can change what arcane flow abilities you have. When changing abilities, you cannot change abilities without a prerequisite into one with a prerequisite and vice versa.
Variant: Instead of the prerequisites of arcane flow abilities being at level 6, you can choose to make the prerequisites into level 10, however you can cast spells from other classes while raging. When you cast a spell while raging, effects from your arcane flow abilities disappear, unless it is the Elemental Flow ability.
When you use an arcane flow ability involving casting a spell that has a ranged attack, you need to roll the d20 to determine if it hits still. Ranged spells cast at melee range, do not have disadvantage when it comes to arcane flow abilities.
Arcane Flow Abilities:
Acidic Strike: When you use this arcane flow ability, you cast the Acid Splash cantrip with a range equivalent to your melee attack range.
Frostbite Strike: You can cast Ray of Frost with a range equivalent to your melee range.
(Only available at level 6 or more) Shielding Strike: You cast shield on yourself when you use this ability. However the shielding effect only lasts until the start of your next turn. The shield gives a +4 to AC instead of +5. The shield becomes +6 to AC at level 14.
(Only available at level 6 or more) Thunderous Strike: You cast Thunderwave at 3rd level when you use this ability. This becomes a 4th level spell at level 10 and 5th level at level 14.
Sight of opening: You cast True Strike when you use this ability.
(Only available at level 6 or higher) Combustion Strike: You cast Fireball at 3rd level when you use this ability at a range equivalent to your melee range. This does put you as well in the range of the fireball. Instead of a DC of your spell save DC that you must overcome by making a dex save to take half damage from the fireball, the DC is instead 9. If you are resistant to fire damage that resistance does not apply with this ability. The fireball’s level becomes 4th at level 10 and 5th at level 14.
(Only available at level 6 or higher) Chromatic Strike: You cast Chromatic Orb at 2nd level when you use this ability with a range equivalent to your melee range. This becomes 3rd level at level 10 and 4th level at level 14.
Pyro Strike: You cast Burning Hands at 1st level when you use this ability, however with a range of 10 feet instead of 15. This becomes a 2nd level spell at level 6, later a 3rd level spell at level 10, and a 4th level spell at level 14.
Elemental Weapon Strike: When you hit with a melee attack, for the rest of your rage, you replace your melee attack damage with any damage type of your choice.
Elemental Flow: When you use this ability, your next 2 arcane flow abilities deal a different damage type of your choice.
(Only available at level 6 or higher) Barrage Strike: When you use this ability you cast Conjure Barrage with a range of 10 feet instead of 60. This attack overcomes all resistances and immunities however. You can use this ability in conjunction with extra attack in which you can use the ability twice with both attacks however you must spend an extra two uses of your Arcane Flow Abilities to do so. This does require components to use this ability.
Faerie Strike: When you use this ability, you cast Faerie Fire centered on the creature you hit with the attack. You and any creature of your choice can auto succeed on the dexterity save against it.
Flame Aura: When you use this ability, all creatures of your choice within 5 feet of you for 2 rounds take 2d6 fire damage if they do not succeed on a constitution saving throw to withstand the flames. This becomes 3d6 at level 6, 4d6 at level 10, and 5d6 at level 14. If you use another arcane flow ability, then this effect ends.
Wind Strike: When you use this ability, you cast Gust of Wind. You can concentrate on this.
(Only available at level 6 or higher)Heating Strike: When you use this ability, you cast heat metal at 2nd level on an object the creature you hit is holding or wearing. You can concentrate on the spell for 3 rounds instead of the usual 10. This becomes a 3rd level spell at level 10, and a 4th level spell at level 14.
Duel Strike: When you use this ability, you cast Compelled Duel on the enemy you hit. Instead of concentrating on the effect, the effect lasts for 2 rounds. If you are reduced to 0 hit points then the effect of the spell ends.
Enhance Strikes: You cast Shillelagh on your weapon. The effect of the spell works even if you are not using a club or quarter staff. The effect of the spell ends if you use another arcane flow ability. Your weapon damage dice only become d8s by the spell if your damage dice is less than d8s.
Malice Strike: You cast Arms of Hadar at 1st level on the enemy you hit with a melee attack, and any enemy of your choice within 10 feet of you. This becomes 3rd level at level 6, 5th level at level 10 and 6th level at level 14.
Volt Strike: You cast Call lightning centered on yourself when you use this arcane flow ability. You have advantage on the dexterity save against it. Despite you having to also get hit by the spell, remember that enemies within 5 feet of you also get hit. Enemies take an extra 1d10 lightning damage at level 8, and another extra 1d10 at level 14.
(Only available at level 6 or higher) Shadow Strike: You can teleport up to 30 feet, and then cast Darkness. You can see through this darkness, and if you expend another use of your arcane flow abilities, you can select as many creatures as you want to see through the darkness.
Radiance Enhanced Strikes: You cast Divine Favor on yourself when you use this arcane flow ability.
Vine Strike: When you use this arcane flow ability, you cast Thorn Whip. The target does not have to be the creature you hit to unleash your ability.
Hex Strike: When you use this arcane flow ability, you cast witch bolt at 1st level on the enemy you hit with your melee attack. This becomes a 2nd level spell at level 6, a 3rd level spell at level 10, and a 4th level spell at level 14.
Rebuking Strike: After you use this arcane flow ability, until your next turn, you are able to cast hellish rebuke. This becomes a 2nd level spell at level 6, 3rd level spell at level 10, and 4th level at level 14.
Frost Barrier: When magic releases from your body after you use this arcane flow ability, you cast armor of agathys at 1st level. This becomes a 2nd level spell at level 6, a 3rd level spell at level 10, and a 4th level spell at level 14.
(Only available at 6th level) Blade Flurry Strike: When you use this arcane flow ability, you cast cloud of daggers at 2nd level with the cube centered on the creature you hit. You are immune to the damage of your own spell. This becomes 3rd level at level 8, 4th level at level 10, and 5th level at level 14.
Greater Arcane Power
At 6th level you now learn 2 more arcane flow options. However one of them must be an ability that does not have the level 6 prerequisite.
Instead of only being able to gain advantage on 1 saving throw against magic, you can now gain advantage on two before you need to rest.
Potent Energy
At 10th level you select a damage type that is not bludgeoning, piercing, or slashing. If you have elemental weapon strike, then when you are using it, you can add your proficiency bonus or constitution modifier (whichever is higher) to the damage output of your weapon strikes, if the damage is the same damage type you chose. Any spells you cast using your arcane flow abilities deal extra damage equivalent to your proficiency bonus + constitution modifier if they are of that damage type you chose.
You learn 1 arcane flow ability as well.
Arcane Overload
While raging, your physical appearance changes aesthetically as your body is loaded with arcane energy.
When you reach level 14 If you are reduced to 0 hit points in this state, then arcane energy releases from your body. All creatures in a 15 ft radius sphere of your choice must make a dexterity saving throw equivalent to your spellcasting save DC). On a failed save, the creatures take 7d6 damage. The damage type is the one you chose to be potent with when you reached level 10. On a successful save, the creatures take half damage. This feature recharges on a long rest.
Your form while raging gives you one of these buffs of your choice. You make this choice when you get to 14th level and cannot change what buff you get. The options are listed down below:
You can use up your walking speed to fly. You are hovering and thus cannot fall unless reduced to 0 hp.
You have an aura that damages creatures of your choice within 10 feet unless they succeed on a constitution save with a DC of your spellcasting modifier, dealing 1d12 of the damage type you chose when you unlocked potent energy to the enemy.
Your speed is buffed while raging by 10 feet.
An ability score of your choice is buffed by 2 while raging. This can be above the maximum scores you can obtain. You chose the ability score if you pick this option when you level up to gain this ability. The score type cannot be changed.
You learn a cantrip of your choice from any spell list and can cast it using your spellcasting modifier
Your spellcasting modifier is charisma due to your power involving exerting your will onto the magic within you. Many abilities have to do with constitution due to the vitality aspect however.
My opinion is, Barbarian already spread out with Strength and Constitution (heck add Dexterity since they use it for AC). Rather than giving them 3rd (or 4th) ability score that they need to focus, just use Constitution.
Arcane Vessel
While raging, arcane power flows through your body as it fights with you in combat and allows you to use powerful magic at the cost of your vitality. This does have benefits and negatives.
-When you choose this path, you are resistant to one damage type of your choice.
-You no longer have the resistance to bludgeoning, piercing, and slashing damage while raging however.
-Healing spells have no effect on you while raging. This is because your vitality is being used to use your Arcane flow Abilities (Shown Above)
-You can gain advantage on 1 saving throw against magic by using your reaction. This can only be done once until it needs to recharge on a long rest.
-Your hit dive are now d8s from third level and onward as well as the hit points you gain are now d8s. This is because of how your passive reserve of arcane energy drains vitality passively and not just in combat.
-You can concentrate on spells while raging, and can concentrate on spells cast while raging when rage ends.
-You can cast spells and you can cast them without material components when you use an arcane flow ability to do so unless the arcane flow ability is specific about needing to use components.
If I'm the player and I want to play barbarian, i would not pick this subclass at all. You kind a remove the bread and butter of Barbarian when pick this subclass, why??
Arcane is complicated, majority of it are cast spell, only few are unique ability
Sorry I need to stop read until Arcane flow, I think the concept is cool but you throw away the reason people choose barbarian.
Your spellcasting modifier is charisma due to your power involving exerting your will onto the magic within you. Many abilities have to do with constitution due to the vitality aspect however.
My opinion is, Barbarian already spread out with Strength and Constitution (heck add Dexterity since they use it for AC). Rather than giving them 3rd (or 4th) ability score that they need to focus, just use Constitution.
Arcane Vessel
While raging, arcane power flows through your body as it fights with you in combat and allows you to use powerful magic at the cost of your vitality. This does have benefits and negatives.
-When you choose this path, you are resistant to one damage type of your choice.
-You no longer have the resistance to bludgeoning, piercing, and slashing damage while raging however.
-Healing spells have no effect on you while raging. This is because your vitality is being used to use your Arcane flow Abilities (Shown Above)
-You can gain advantage on 1 saving throw against magic by using your reaction. This can only be done once until it needs to recharge on a long rest.
-Your hit dive are now d8s from third level and onward as well as the hit points you gain are now d8s. This is because of how your passive reserve of arcane energy drains vitality passively and not just in combat.
-You can concentrate on spells while raging, and can concentrate on spells cast while raging when rage ends.
-You can cast spells and you can cast them without material components when you use an arcane flow ability to do so unless the arcane flow ability is specific about needing to use components.
If I'm the player and I want to play barbarian, i would not pick this subclass at all. You kind a remove the bread and butter of Barbarian when pick this subclass, why??
Arcane is complicated, majority of it are cast spell, only few are unique ability
Sorry I need to stop read until Arcane flow, I think the concept is cool but you throw away the reason people choose barbarian.
I kinda see what you mean. With this subclass it kinda makes the class not a tank anymore. I did want a little bit more of a glass cannon by the start of the concept but I see what you mean. I did want to keep the class a bit by making flow abilities only accessable during rage. The concept itself was a spellcasting barbarian, but I wanted to make it unique and fit the build so I made the flow abilities.
I have already create some sort of Magic Barbarian subclass, but it isn't finish yet. That mean it have high potential to be unbalance. I share it with you guys....
Path of Myrmidon
Otherworldly entity find you and make a pact with you. The entity will give you some of their essence and in return you need to feed them with rage energy. You gladly accept you new fate as this entity servant.
Level 3
Cantrip
You learn Eldritch Blast and one cantrip from Warlock spell list. You can learn one more cantrip at Level 10.
Spell Slots
The table shows how many spell slots you have to cast your spells. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
Spells Known of 1st Level and Higher
At 3rd level, you know two 1st-level spells that is non-concentration of your choice from the warlock spell list.
The Spells Known column of the in the table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level and cannot be any spell that need concentration.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Level
Spell Known
Spell Slot
Spell level
3rd
2
1
1st
4th - 6th
3
2
1st
7th - 9th
4
2
2nd
10th - 12th
5
2
2nd
13th - 15th
6
2
3rd
16th - 18th
7
2
3rd
19th - 20th
8
2
4th
Spellcasting Ability
Constitution is your spellcasting ability, so you use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a warlock 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 is not like Fighter and Rogue that only need focus on one ability score. Fighter need to use Str/Dex and Rogue just need Dex, adding 1 more ability to focus in that class is not an issue. Barbarian need to use all Str, Dex and Con, adding one more additional ability to focus is a hassle*
Chain of Master
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. You can store your weapon in extradimensional space and can be summon by using bonus action. Your weapon also can be summon immediately when you enter rage
Servant Rage
When you rage, your weapon is summon onto your hand. Since your already become the servant of otherworldly entity, the entity will protect you in return it will take some of your life force. Choose 1 type damage that you will be resistance during raging, this is the protection that given by your master. Every time you enter rage, your will receive 1d4 necrotic damage as your master take some of your life.
Level 6
The Gift from the Master
You get to choose 3 Eldritch invocation, this include any invocation that require pact of the blade. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. You will get one more Eldritch Invocation at 19th level.
Your bonded weapon act as Pact of The Blade and if the Eldritch Invocation is using Charisma modifier it will change to Constitution modifier instead.
A level prerequisite in an invocation refers to Barbarian level, not character level.
Level 10
A Life For A Spell
You can sacrifice a portion of your life to cast another spell when you run out of spell slot. When you do this, you receive 4d4 necrotic damage and can cast any spell you know.
Level 14
Last Chance
When your hit point drop to 0, you can move 10 ft before unconscious. All creature within 20 ft of you need to succeed Dexterity saving throw or receive 5d12 damage (the damage type is depend on the resistance given by your master), half damage when succeed.
In my perspective, it is still imbalance and I don't run any survey and play test yet with my player.
I have already create some sort of Magic Barbarian subclass, but it isn't finish yet. That mean it have high potential to be unbalance. I share it with you guys....
Path of Myrmidon
Otherworldly entity find you and make a pact with you. The entity will give you some of their essence and in return you need to feed them with rage energy. You gladly accept you new fate as this entity servant.
Level 3
Cantrip
You learn Eldritch Blast and one cantrip from Warlock spell list. You can learn one more cantrip at Level 10.
Spell Slots
The table shows how many spell slots you have to cast your spells. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
Spells Known of 1st Level and Higher
At 3rd level, you know two 1st-level spells that is non-concentration of your choice from the warlock spell list.
The Spells Known column of the in the table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level and cannot be any spell that need concentration.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Level
Spell Known
Spell Slot
Spell level
3rd
2
1
1st
4th - 6th
3
2
1st
7th - 9th
4
2
2nd
10th - 12th
5
2
2nd
13th - 15th
6
2
3rd
16th - 18th
7
2
3rd
19th - 20th
8
2
4th
Spellcasting Ability
Constitution is your spellcasting ability, so you use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a warlock 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 is not like Fighter and Rogue that only need focus on one ability score. Fighter need to use Str/Dex and Rogue just need Dex, adding 1 more ability to focus in that class is not an issue. Barbarian need to use all Str, Dex and Con, adding one more additional ability to focus is a hassle*
Chain of Master
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. You can store your weapon in extradimensional space and can be summon by using bonus action. Your weapon also can be summon immediately when you enter rage
Servant Rage
When you rage, your weapon is summon onto your hand. Since your already become the servant of otherworldly entity, the entity will protect you in return it will take some of your life force. Choose 1 type damage that you will be resistance during raging, this is the protection that given by your master. Every time you enter rage, your will receive 1d4 necrotic damage as your master take some of your life.
Level 6
The Gift from the Master
You get to choose 3 Eldritch invocation, this include any invocation that require pact of the blade. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to Barbarian level, not character level.
Level 10
A Life For A Spell
You can sacrifice a portion of your life to cast another spell when you run out of spell slot. When you do this, you receive 4d4 necrotic damage and can cast any spell you know.
Level 14
Last Chance
When your hit point drop to 0, you can move 10 ft before unconscious. All creature within 20 ft of you need to succeed Dexterity saving throw or receive 5d12 damage (the damage type is depend on the resistance given by your master), half damage when succeed.
In my perspective, it is still imbalance and I don't run any survey and play test yet with my player.
Ooh I like this. I personally think this is balanced. The class does get a huge jump in power at 10th level with A life for a spell though and 3rd level spells. For the class I am making I think I should change the modifier to CON. I did consider CON changes but I was worried a CON based spellcasting modifier was just a little odd for me.
I think a life for a spell should be obtained at earlier levels, but there is a set amount of times per rest that it could be done. The set amount increases as you level up.
Actually 3rd level spell get at 13th level. I was planning to set A Life For A Spell at 6th level but Eldritch invocation is much more appealing to get at 6th Level.
Below is the list of Eldritch Invocation that this subclass can choose:
Name
Prerequisite
Lvl
Ability
Agonizing Blast
Eldritch Blast
-
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Armor of Shadows
-
-
You can cast mage armor on yourself at will, without expending a spell slot or material components.
Ascendant Step
-
-
You can cast levitate on yourself at will, without expending a spell slot or material components.
Beast Speech
-
-
You can cast speak with animals at will, without expending a spell slot.
Beguiling Influence
-
-
You gain proficiency in the Deception and Persuasion skills.
Cloak of Flies
-
5
As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.
The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).
Once you use this invocation, you can't use it again until you finish a short or long rest.
Devil's Sight
-
-
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Eldritch Sight
-
-
You can cast detect magic at will, without expending a spell slot.
Eldritch Smite
Pact of the Blade
5
Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
Eldritch Spear
Eldritch Blast
-
When you cast eldritch blast, its range is 300 feet.
Eyes of the Rune Keeper
-
-
You can read all writing.
Fiendish Vigor
-
-
You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
Gaze of Two Minds
-
-
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
Ghostly Gaze
-
7
As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.
Once you use this invocation, you can't use it again until you finish a short or long rest.
Gift of the Depths
-
5
You can breathe underwater, and you gain a swimming speed equal to your walking speed.
You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest.
Grasp of Hadar
Eldritch Blast
-
Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.
Improved Pact Weapon
Pact of the Blade
-
Prerequisites: Pact of the Blade You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
Lance of Lethargy
Eldritch Blast
-
Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn.
Lifedrinker
Pact of the Blade
12
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum of 1).
Mask of Many Faces
-
-
You can cast disguise self at will, without expending a spell slot.
One with Shadows
-
5
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Otherworldly Leap
-
9
You can cast jump on yourself at will, without expending a spell slot or material components.
Repelling Blast
Eldritch Blast
-
When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
Tomb of Levistus
-
5
As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.
Once you use this invocation, you can't use it again until you finish a short or long rest.
Trickster's Escape
-
7
You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
Whispers of the Grave
-
9
You can cast speak with dead at will, without expending a spell slot.
Witch Sight
-
15
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
There are a lot of utility for Eldritch invocation, some get spell that can cast without spell slot and some upgrade what you already have.
After reading back the list, I think I need to change and add some of the sentence 😅. I should add "If the Eldritch Invocation use your Charisma modifier, swap it with Constitution modifier instead".
I love the concept of the first post here. I would suggest something like the following, though.
If you're gonna be a Barbarian, I'd say that's what you wanna be. Instead of giving up and modifying so much of the core class, what about something along the lines of:
* Spellcasting attribute is CON
* You can only cast while raging
* After each use of one of the Arcane Flow Spells, make a CON check, DC depending on the level of the spell you cast: On failure, your Rage ends and/or you take damage
* If you have used a spell, this counts as making an attack for the purposes of keeping your rage going.
i'm trying to make a spell casting barbarian subclass for my homebrew collection from a homebrew from another author that i found elsewhere online, but i can't figure out how i can set-up the spell list for it. i've seen other people's published barbarian subclasses that have spell casting that have spell lists to choose from , so i know there is a way to do it, but don't know how to do it, can anyone here tell or show me how to do it? you can post on this tread and i'll see it here
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I have made a subclass for barbarian and am planning to playtest it until it feels right and is balanced and fun to play. The abilities this class gets are quite OP but with some drawbacks. Any tips on this? Like is it balanced in general (I want it balanced enough to be playable in which other players won’t complain about it.) This subclass is a little bit of a glass cannon but not a completely glass cannon. My biggest worries are insane minmax combos that people would try to use with it that would just be OP and gamebreaking, and on the class balance itself. The class is a barbarian with a weird form of melee spellcasting, that I am trying to experiment with. And finally my goal is just to get the class to be balanced enough to playtest but getting it as balanced as possible is also great.
Anyways, I introduce, the path of feral arcane...
The path of feral arcane is one where magic flows inside of you and releases in a battle rage. It is a path that only few have the opportunity to use. This arcane power comes in many different ways. Perhaps a ritual gave you this power, or an ancient power. Whatever the way, you now flow with arcane magic that releases and moves with your weapon as you fight, creating ripples of magic upon hitting your enemies. This arcane energy is like a flame, and it needs fuel and thus some of your vitality is seeped out to fuel it.
Spellcasting Modifier
Your spellcasting modifier is charisma due to your power involving exerting your will onto the magic within you. Many abilities have to do with constitution due to the vitality aspect however.
Arcane Vessel
While raging, arcane power flows through your body as it fights with you in combat and allows you to use powerful magic at the cost of your vitality. This does have benefits and negatives.
-When you choose this path, you are resistant to one damage type of your choice.
-You no longer have the resistance to bludgeoning, piercing, and slashing damage while raging however.
-Healing spells have no effect on you while raging. This is because your vitality is being used to use your Arcane flow Abilities (Shown Above)
-You can gain advantage on 1 saving throw against magic by using your reaction. This can only be done once until it needs to recharge on a long rest.
-Your hit dive are now d8s from third level and onward as well as the hit points you gain are now d8s. This is because of how your passive reserve of arcane energy drains vitality passively and not just in combat.
-You can concentrate on spells while raging, and can concentrate on spells cast while raging when rage ends.
-You can cast spells and you can cast them without material components when you use an arcane flow ability to do so unless the arcane flow ability is specific about needing to use components.
Arcane flow
When you attack with a melee weapon while raging, arcane energy erupts from your weapon to deal extra potent attacks. Your vitality only allows for so much use of this however. After you make a weapon attack, you can use one of the arcane flow abilities down below. You say if you are using an ability before you roll to hit. You can only use abilities (referring to using arcane flow abilities in general) once before you need to wait until your next turn to use one unless an ability explicitly says that abilities can be used more than once per turn. You can only use abilities a number of times equivalent too your proficiency bonus plus half your constitution modifier rounded up until you need to take a long rest to recharge uses. If the constitution modifier is negative then the modifier is not added. The effects of the arcane flow ability only happen if the attack hits. If the attack does not hit, you have used up that ability from the number of times you can use arcane flow abilities, and you can use another arcane flow ability on your turn if the attack missed.
You know 2 different arcane flow abilities. You can only use arcane flow abilities that you know. You gain more as you level up. When you level up, you can change what arcane flow abilities you have. When changing abilities, you cannot change abilities without a prerequisite into one with a prerequisite and vice versa.
Variant: Instead of the prerequisites of arcane flow abilities being at level 6, you can choose to make the prerequisites into level 10, however you can cast spells from other classes while raging. When you cast a spell while raging, effects from your arcane flow abilities disappear, unless it is the Elemental Flow ability.
When you use an arcane flow ability involving casting a spell that has a ranged attack, you need to roll the d20 to determine if it hits still. Ranged spells cast at melee range, do not have disadvantage when it comes to arcane flow abilities.
Arcane Flow Abilities:
Acidic Strike: When you use this arcane flow ability, you cast the Acid Splash cantrip with a range equivalent to your melee attack range.
Frostbite Strike: You can cast Ray of Frost with a range equivalent to your melee range.
(Only available at level 6 or more) Shielding Strike: You cast shield on yourself when you use this ability. However the shielding effect only lasts until the start of your next turn. The shield gives a +4 to AC instead of +5. The shield becomes +6 to AC at level 14.
(Only available at level 6 or more) Thunderous Strike: You cast Thunderwave at 3rd level when you use this ability. This becomes a 4th level spell at level 10 and 5th level at level 14.
Sight of opening: You cast True Strike when you use this ability.
(Only available at level 6 or higher) Combustion Strike: You cast Fireball at 3rd level when you use this ability at a range equivalent to your melee range. This does put you as well in the range of the fireball. Instead of a DC of your spell save DC that you must overcome by making a dex save to take half damage from the fireball, the DC is instead 9. If you are resistant to fire damage that resistance does not apply with this ability. The fireball’s level becomes 4th at level 10 and 5th at level 14.
(Only available at level 6 or higher) Chromatic Strike: You cast Chromatic Orb at 2nd level when you use this ability with a range equivalent to your melee range. This becomes 3rd level at level 10 and 4th level at level 14.
Pyro Strike: You cast Burning Hands at 1st level when you use this ability, however with a range of 10 feet instead of 15. This becomes a 2nd level spell at level 6, later a 3rd level spell at level 10, and a 4th level spell at level 14.
Elemental Weapon Strike: When you hit with a melee attack, for the rest of your rage, you replace your melee attack damage with any damage type of your choice.
Elemental Flow: When you use this ability, your next 2 arcane flow abilities deal a different damage type of your choice.
(Only available at level 6 or higher) Barrage Strike: When you use this ability you cast Conjure Barrage with a range of 10 feet instead of 60. This attack overcomes all resistances and immunities however. You can use this ability in conjunction with extra attack in which you can use the ability twice with both attacks however you must spend an extra two uses of your Arcane Flow Abilities to do so. This does require components to use this ability.
Faerie Strike: When you use this ability, you cast Faerie Fire centered on the creature you hit with the attack. You and any creature of your choice can auto succeed on the dexterity save against it.
Flame Aura: When you use this ability, all creatures of your choice within 5 feet of you for 2 rounds take 2d6 fire damage if they do not succeed on a constitution saving throw to withstand the flames. This becomes 3d6 at level 6, 4d6 at level 10, and 5d6 at level 14. If you use another arcane flow ability, then this effect ends.
Wind Strike: When you use this ability, you cast Gust of Wind. You can concentrate on this.
(Only available at level 6 or higher)Heating Strike: When you use this ability, you cast heat metal at 2nd level on an object the creature you hit is holding or wearing. You can concentrate on the spell for 3 rounds instead of the usual 10. This becomes a 3rd level spell at level 10, and a 4th level spell at level 14.
Duel Strike: When you use this ability, you cast Compelled Duel on the enemy you hit. Instead of concentrating on the effect, the effect lasts for 2 rounds. If you are reduced to 0 hit points then the effect of the spell ends.
Enhance Strikes: You cast Shillelagh on your weapon. The effect of the spell works even if you are not using a club or quarter staff. The effect of the spell ends if you use another arcane flow ability. Your weapon damage dice only become d8s by the spell if your damage dice is less than d8s.
Malice Strike: You cast Arms of Hadar at 1st level on the enemy you hit with a melee attack, and any enemy of your choice within 10 feet of you. This becomes 3rd level at level 6, 5th level at level 10 and 6th level at level 14.
Volt Strike: You cast Call lightning centered on yourself when you use this arcane flow ability. You have advantage on the dexterity save against it. Despite you having to also get hit by the spell, remember that enemies within 5 feet of you also get hit. Enemies take an extra 1d10 lightning damage at level 8, and another extra 1d10 at level 14.
(Only available at level 6 or higher) Shadow Strike: You can teleport up to 30 feet, and then cast Darkness. You can see through this darkness, and if you expend another use of your arcane flow abilities, you can select as many creatures as you want to see through the darkness.
Radiance Enhanced Strikes: You cast Divine Favor on yourself when you use this arcane flow ability.
Vine Strike: When you use this arcane flow ability, you cast Thorn Whip. The target does not have to be the creature you hit to unleash your ability.
Hex Strike: When you use this arcane flow ability, you cast witch bolt at 1st level on the enemy you hit with your melee attack. This becomes a 2nd level spell at level 6, a 3rd level spell at level 10, and a 4th level spell at level 14.
Rebuking Strike: After you use this arcane flow ability, until your next turn, you are able to cast hellish rebuke. This becomes a 2nd level spell at level 6, 3rd level spell at level 10, and 4th level at level 14.
Frost Barrier: When magic releases from your body after you use this arcane flow ability, you cast armor of agathys at 1st level. This becomes a 2nd level spell at level 6, a 3rd level spell at level 10, and a 4th level spell at level 14.
(Only available at 6th level) Blade Flurry Strike: When you use this arcane flow ability, you cast cloud of daggers at 2nd level with the cube centered on the creature you hit. You are immune to the damage of your own spell. This becomes 3rd level at level 8, 4th level at level 10, and 5th level at level 14.
Greater Arcane Power
At 6th level you now learn 2 more arcane flow options. However one of them must be an ability that does not have the level 6 prerequisite.
Instead of only being able to gain advantage on 1 saving throw against magic, you can now gain advantage on two before you need to rest.
Potent Energy
At 10th level you select a damage type that is not bludgeoning, piercing, or slashing. If you have elemental weapon strike, then when you are using it, you can add your proficiency bonus or constitution modifier (whichever is higher) to the damage output of your weapon strikes, if the damage is the same damage type you chose.
Any spells you cast using your arcane flow abilities deal extra damage equivalent to your proficiency bonus + constitution modifier if they are of that damage type you chose.
You learn 1 arcane flow ability as well.
Arcane Overload
While raging, your physical appearance changes aesthetically as your body is loaded with arcane energy.
When you reach level 14 If you are reduced to 0 hit points in this state, then arcane energy releases from your body. All creatures in a 15 ft radius sphere of your choice must make a dexterity saving throw equivalent to your spellcasting save DC). On a failed save, the creatures take 7d6 damage. The damage type is the one you chose to be potent with when you reached level 10. On a successful save, the creatures take half damage. This feature recharges on a long rest.
Your form while raging gives you one of these buffs of your choice. You make this choice when you get to 14th level and cannot change what buff you get. The options are listed down below:
My opinion is, Barbarian already spread out with Strength and Constitution (heck add Dexterity since they use it for AC). Rather than giving them 3rd (or 4th) ability score that they need to focus, just use Constitution.
If I'm the player and I want to play barbarian, i would not pick this subclass at all. You kind a remove the bread and butter of Barbarian when pick this subclass, why??
Arcane is complicated, majority of it are cast spell, only few are unique ability
Sorry I need to stop read until Arcane flow, I think the concept is cool but you throw away the reason people choose barbarian.
I kinda see what you mean. With this subclass it kinda makes the class not a tank anymore. I did want a little bit more of a glass cannon by the start of the concept but I see what you mean. I did want to keep the class a bit by making flow abilities only accessable during rage. The concept itself was a spellcasting barbarian, but I wanted to make it unique and fit the build so I made the flow abilities.
Ask few question before making a subclass.
example:
etc.
I understand you want to make it glass cannon and unique for barbarian, but removing the class core is not the best option.
I see your point. Maybe this with fighter may work better with some edits. I mean eldritch knight isn’t super far off so this makes sense.
You can adapt this concept of rage and glass cannon into wizard or sorcerer
I’ve always wanted a magic Barbarian
Maybe I’ll make this subclass and adapt the concept onto another class too.
Maybe an arcane paladin of sorts could be cool
I have already create some sort of Magic Barbarian subclass, but it isn't finish yet. That mean it have high potential to be unbalance. I share it with you guys....
Path of Myrmidon
Otherworldly entity find you and make a pact with you. The entity will give you some of their essence and in return you need to feed them with rage energy. You gladly accept you new fate as this entity servant.
Level 3
Cantrip
You learn Eldritch Blast and one cantrip from Warlock spell list. You can learn one more cantrip at Level 10.
Spell Slots
The table shows how many spell slots you have to cast your spells. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
Spells Known of 1st Level and Higher
At 3rd level, you know two 1st-level spells that is non-concentration of your choice from the warlock spell list.
The Spells Known column of the in the table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level and cannot be any spell that need concentration.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Constitution is your spellcasting ability, so you use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a warlock 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 is not like Fighter and Rogue that only need focus on one ability score. Fighter need to use Str/Dex and Rogue just need Dex, adding 1 more ability to focus in that class is not an issue. Barbarian need to use all Str, Dex and Con, adding one more additional ability to focus is a hassle*
Chain of Master
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. You can store your weapon in extradimensional space and can be summon by using bonus action. Your weapon also can be summon immediately when you enter rage
Servant Rage
When you rage, your weapon is summon onto your hand. Since your already become the servant of otherworldly entity, the entity will protect you in return it will take some of your life force. Choose 1 type damage that you will be resistance during raging, this is the protection that given by your master. Every time you enter rage, your will receive 1d4 necrotic damage as your master take some of your life.
Level 6
The Gift from the Master
You get to choose 3 Eldritch invocation, this include any invocation that require pact of the blade. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. You will get one more Eldritch Invocation at 19th level.
Your bonded weapon act as Pact of The Blade and if the Eldritch Invocation is using Charisma modifier it will change to Constitution modifier instead.
A level prerequisite in an invocation refers to Barbarian level, not character level.
Level 10
A Life For A Spell
You can sacrifice a portion of your life to cast another spell when you run out of spell slot. When you do this, you receive 4d4 necrotic damage and can cast any spell you know.
Level 14
Last Chance
When your hit point drop to 0, you can move 10 ft before unconscious. All creature within 20 ft of you need to succeed Dexterity saving throw or receive 5d12 damage (the damage type is depend on the resistance given by your master), half damage when succeed.
In my perspective, it is still imbalance and I don't run any survey and play test yet with my player.
Edited: The Gift from the Master 20/08/2020
Ooh I like this. I personally think this is balanced. The class does get a huge jump in power at 10th level with A life for a spell though and 3rd level spells. For the class I am making I think I should change the modifier to CON. I did consider CON changes but I was worried a CON based spellcasting modifier was just a little odd for me.
I think a life for a spell should be obtained at earlier levels, but there is a set amount of times per rest that it could be done. The set amount increases as you level up.
Actually 3rd level spell get at 13th level. I was planning to set A Life For A Spell at 6th level but Eldritch invocation is much more appealing to get at 6th Level.
Below is the list of Eldritch Invocation that this subclass can choose:
The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).
Once you use this invocation, you can't use it again until you finish a short or long rest.
Once you use this invocation, you can't use it again until you finish a short or long rest.
Gift of the Depths
You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest.
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
Once you use this invocation, you can't use it again until you finish a short or long rest.
There are a lot of utility for Eldritch invocation, some get spell that can cast without spell slot and some upgrade what you already have.
After reading back the list, I think I need to change and add some of the sentence 😅.
I should add "If the Eldritch Invocation use your Charisma modifier, swap it with Constitution modifier instead".
I love the concept of the first post here. I would suggest something like the following, though.
If you're gonna be a Barbarian, I'd say that's what you wanna be. Instead of giving up and modifying so much of the core class, what about something along the lines of:
* Spellcasting attribute is CON
* You can only cast while raging
* After each use of one of the Arcane Flow Spells, make a CON check, DC depending on the level of the spell you cast: On failure, your Rage ends and/or you take damage
* If you have used a spell, this counts as making an attack for the purposes of keeping your rage going.
i'm trying to make a spell casting barbarian subclass for my homebrew collection from a homebrew from another author that i found elsewhere online, but i can't figure out how i can set-up the spell list for it. i've seen other people's published barbarian subclasses that have spell casting that have spell lists to choose from , so i know there is a way to do it, but don't know how to do it, can anyone here tell or show me how to do it? you can post on this tread and i'll see it here