Barbarian
Base Class: Barbarian

Born to lost civilizations, barbarians of the Path of the Power Core learn to channel magical energy within them to cast spells which allow them to further enhance their fighting abilities, through a secret training passed down for generations of similar barbarians in these cultures, which has been lost to history.

Uncommonly, distant relatives to these cultures might be born in different parts of the world, and through a deep spiritual connection with nature or the arcane, one such individual could be able to awaken the hidden power their blood carries.

Path of the Power Core Spellcasting

Spell Slots per Spell Level

Barbarian Level

Cantrips Known

Spells Known

1st

2nd

3rd

4th

3rd

3

-

-

-

-

-

6th

3

3

3

-

-

-

9th

3

5

3

2

-

-

12th

4

7

4

3

-

-

15th

4

9

4

3

2

-

18th

4

11

4

4

3

1

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

When you’re raging you can cast and concentrate on spells, but you can’t do either of these if you’re using a shield or a weapon with the two-handed property.

Cantrips

You learn three cantrips from the Path of the Power Core Spell List. You learn another cantrip from this table at 12th level. 

Spell Slots

The Path of the Power Core 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 and lose a number of hit points equal to 5 times the spell slot’s level. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Searing Smite and have a 1st-level and a 2nd-level spell slot available, you can cast Searing Slot using either slot, costing you 5 hit points if you use the 1st level spell slot or 10 hit points if you use the 2nd level spell slot.

Spells Known of 1st Level and Higher

The Spells Known column of the Path of the Power Core Spellcasting table shows when you learn spells of 1st level or higher. You choose these spells from the Path of the Power Core spell list, and must be of a level for which you have spell slots. For instance, when you reach 9th 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 Path of the Power Core spells you know with another spell of your choice from that 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 Path of the Power Core spells, since you fuel your spells with your own lifeforce. 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 Path of the Power Core 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

Warded

Beginning at 6th level, you add your proficiency bonus to all saving throws against spells and other magical effects when raging. In addition you can double your proficiency bonus for Strength and Constitution saving throws against spells and other magical effects.

Core Blessing

Beginning at 10th level, you can expend a spell slot as a reaction to become resistant to the damage of one spell that was used against you. You must expend a spell slot level equal to or higher than the attacking spell’s level.

Raging Mantle

At 14th level you choose three additional damage types you become resistant to when raging.

Spell List

Path of the Power Core Spell List

Cantrips

1st level

2nd level

3rd level

4th level

Booming Blade

Compelled Duel

Alter Self

Ashardalon’s Stride

Fire Shield

Green-Flame Blade

Ensnaring Strike

Branding Smite

Blinding Smite

Shadow of Moil

Primal Savagery

Jump

Flame Blade

Crusader’s Mantle

Staggering Smite

Shillellagh

Longstrider

Kinetic Jaunt

Elemental Weapon

 

Shocking Grasp

Searing Smite

Magic Weapon

Flame Arrows

 

True Strike

Thunderous Smite

Shadow Blade

Lightning Arrow

 

 

Wrathful Smite

 

Spirit Shroud

 

 

Zephyr Strike

 

Vampiric Touch

 

Previous Versions

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