Barbarian
Base Class: Barbarian

A one powerful creature has been struck down. In a bid to preserve its life, or as an act of sealing it away, its hunter has caused this creature to take refuge in your body. This creature slowly feeds upon your rage to regain its former power, and bestows its awesome magical abilities onto you.

Your Other Half

At 3rd level, a magical creature of some kind has become bonded to you - either a creature of immense power that, while injured, took refuge in your soul, or somehow your soul itself has been split from your being.

You learn the Find Familiar spell, and can cast it as a ritual. When you cast this spell, the familiar takes the form of a smaller version of the creature that has bonded to you (at your DM's discretion), but otherwise uses a stat block for a familiar that can be created by the spell.

Magical Fury

Also at 3rd level, you can release an immense burst of energy while you rage.

Once per turn, when you take the Attack action on your turn, you can replace an attack you make with a short burst of magical energy. This blast is a ranged spell attack with a range of 30 ft. You are proficient with it, and you use your Strength modifier as your spellcasting ability.

On a hit, it deals 1d10 damage of one of the following types (your choice): Radiant, Necrotic, Fire, Cold, Lightning. 

This blast can benefit from your Reckless Attack feature, and also gains the bonus to damage rolls granted by your Rage.

Magical Incantations

Finally, at 3rd level, the arcane fusion with your other half has granted you some control over its magical abilities.

As an action, you can begin to speak a magical incantation. While speaking this incantation, you can utilize its effects, even while Raging, as long as you are able to speak for up to 1 hour. If you are attacked, you must make a Constitution saving throw to maintain this incantation, as if you were concentrating on a spell - on a failure, the incantation ends prematurely. You can use this feature a number of times equal to your Constitution modifier, and you regain any expended uses when you finish a long rest.

Some Incantations require creatures to make a saving throw to avoid its effects. The saving throw DC for your Incantations is calculated as follows.

Incantation Save DC = 8 + your proficiency bonus + your Constitution modifier.

You know a number of incantations equal to your proficiency bonus, and you are able to change what incantations you know when you gain a level in this class.

Incantation of Bravery

While you speak this Incantation, you and your allies within 10 ft. of you gain Advantage on saving throws against being Charmed or Frightened.

Incantation of Flames

While you speak this incantation, when you hit with a melee attack, you can deal an additional 1d4 fire damage.

Incantation of Fury

While you speak this incantation, you lose yourself yo your fury and unleash an oppressively dark aura.

When you use your Magical Blast, you can add extra Necrotic damage equal to your Constitution modifier to the attack's damage roll.

Incantation of Growth

While you speak this Incantation, your Familiar grows in size into a more powerful form to aid you.

While in this form, your familiar uses the statistics of either a Warhorse or a Wolf. If you are at least 14th level, you can choose to have your familiar grow even further, and use the statistics of an Allosaurus.

Incantation of Resilience

When you would be subjected to a saving throw that you are not proficient with, you can instead add half of your proficiency bonus (rounding up) to the roll while you speak this Incantation.

Incantation of Swiftness

While you speak this incantation, your movement speed increases by 10 ft., and you can use the Dash action as a bonus action.

Incantation of Vitality

When you speak this incantation, you can choose a number of willing allies that can hear you equal to your Charisma modifier. The creatures you choose gain temporary hit points equal to 1d6 + half your Barbarian level. Once these creatures gain these temporary hit points, this Incantation ends.

Incantation of Warding

While you speak this Incantation, you can add half of your Constitution modifier (rounding up) to your AC.

Hope's Beacon

At 6th level, you gain greater control over your magic.

While raging, you shed bright light in a 10 ft. radius around you, and dim light for an additional 10 ft. beyond that. All creatures of your choice (including yourself) gain resistance to one damage type of your choice from the list of damage types in your Magical Fury feature while in this bright light. Once a creature gains this resistance, it cannot gain any resistance from this feature until they finish a long rest.

Enchanted Heart

At 10th level, your power and majesty invigorate your allies.

While you are raging, creatures of your choice within 15 ft. of you have advantage on Strength checks. Additionally, you can use the Help action as a bonus action.

Supreme Magical Incantation

At 14th level, you have gained an incredible degree of control over your magic, and your other half has matured to the point of greater indignation.

You gain a new Incantation, called a Supreme Incantation, that you can use once per long rest. You may only have one Supreme Incantation at a time, but you may change which Supreme Incantation you have when you finish a long rest. 

Incantation of Lightning

When you begin speaking this Incantation, you summon down heavenly lightning to strike your enemies.

You cast the Call Lightning spell at 3rd level, using your Incantation Save DC as your Spell Save DC. This Incantation increases in power as you grow stronger - when you reach 16th level, you cast this spell at 4th level. When you reach 18th level, you cast this spell at 5th level.

Incantation of Temporal Twists

Prerequisite: 17th level

While you speak this Incantation, you summon forth the power of your other half to re-write continuity through sheer force of will. Once, when the DM makes an Attack Roll, Ability Check, or Saving throw, you can choose to have that roll either be a success or a failure, regardless of the outcome of the roll. The incantation then ends.

Incantation of the Avatar

Prerequisite: 16th Level

While you speak this Incantation, you become surrounded by magical energy in the shape of your desire, and gain the following benefits:

  • You count as one size category larger when determining your carrying capacity and the amount of weight you can push, drag, or lift.
  • When you hit with a melee attack against a creature within range, that creature must make a Strength saving throw against your Incantation Save DC or be knocked Prone.
  • Your Magical Blast can target two creatures at a time, as long as each target is within 10 ft. of each other.

Incantation of the Iron Body

Prerequisite: 15th Level

While speaking this Incantation, you are immune to all damage. If you are attacked while speaking this Incantation, you must make a Constitution saving throw as normal, with the DC being 10.

Incantation of Wings

While you speak this Incantation, you gain a flying speed equal to your walking speed.