Barbarian
Base Class: Barbarian

Times have changed. Magic no longer belongs to frail old robes. You as a barbarian can untap the true magic within your own body, muscles! Each flex can generate enough heat and energy to burn the air around you. A swing of your fists can scorch your foes. Each leap can send you flying.

Spelcasting

When you reach 3rd level, you become a Spelcaster capable of controlling "magic". You don't need to refer to chapter 10 or 11 for general rule of spellcasting

Spelcasting Ability. Strength is your spelcasting ability for your MAGE features. You use your Strength modifier when setting the saving throw DC for a MAGE feature.

 

Prepared Spel Routine

d4            Routine

  • 1   Bench the party
  • 2   Swim up a waterfall
  • 3   Crush boulders
  • 4   100 push-ups, sit-ups, squats and a 10km run

Rage to MAGE

Starting at level 3, when you go into a rage, you go into a MAGE as well. You gain the following benefits while MAGEing:

  • Burning Abs. You gain resistance to fire damage.
  • "Burning Hands". Your fists light on fire. Your unarmed attack damage die changes to 1d12 fire damage.
  • "Fly". As an action you can leap your walking speed in both height and distance, provoking opportunity attacks as you leave your spot. Choose an unoccupied space within your walking speed to land. When you land you force all creatures within 5 feet of you to make a Dexterity saving throw. On a fail they take bludgeoning damage equal to your Strength modifier.

"Fireball"

At level 6, your "Fly" ability increases in strength, just as you do. When you land using the "Fly" ability, you deal 2d12 + your Strength modifier fire damage in a 10ft radius instead.

Sure you are burnt as well but what's important is that you taunt those wizards who don't dare cast fireball centered self.

"Counterspel"

Starting at level 10, you recognize when a puny spellcaster is casting a spell. You can use your reaction to make a melee or ranged attack if they are within 60ft of you. You can use any weapon for this attack against that creature even if it lacks the thrown property. If you have a free hand you can pick up a throwable object as part of this reaction.

On a hit they take damage to your Strength modifier, if the spell level is equal or lower than the damage they took, they must make a concentration check as if they are concentrating on a spell. On a failure, the spell fails and has no effect.

"Wish"

At level 14, 3 whole levels before spellcasters, you gain access to "Wish". However, magic is a pickle creature, it limits what you can wish for. You can use it un the following ways:

  • "Meteor Warm". You can take the "Fly" action without MAGEing. When you do so you can leap 10 times the normal height, and twice the normal distance. The area of affect and number of dice is tripled, to 6d12 + Strength modifier and 30 feet.
  • "True Polydwarf". As an action you can make a grapple check on a creature no larger than 2 sizes larger. On a success, you can crush its physical form into a painful posture and reduce it by 1 size. The creature is restrained and prone on the ground. The creature can use its action to break out of the grapple, on a success all effects ends. If you grapple a creature for 1 hour without it breaking out, its size is permanently reduced by 1 size.
  • "Power Sword Kill". As an action you can take your normal attack action against a single creature. Add up all damage from your attacks before the creature takes that damage, if that number is greater than or equal to its current hit points, the creature dies regardless if it has resistances, immunities, or temporary hit points.

Once you have used "Wish" you must take a long rest before using it again.

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