Barbarian
Base Class: Barbarian

Few things are more terrifying than being in the path of a Barbarian who has learned the ways of Primal Magic. Those who follow this path unlock something deep within them, a well of untamed power from the depths of their fury. When a Primal Magic user unleashes their rage, they channel their brute strength into primal might, and use it to devastate their foes in a hail of fire, blades, and blood.

Furious Magic

You can cast spells while raging as long as the power’s casting time is no more than 1 action, the power does not require concentration, and you are not wearing heavy armor or wielding a shield. While raging, you add your rage damage to damage rolls from spells you cast that require a spell attack or saving throw. If a spell damages more than one target, you may only apply your rage damage to one of them. Casting spells during rage counts as attacking for the purposes of maintaining rage.

Reckless Power

Weapons and magic are equally an extension of your rage. While you are raging and you use your action to cast a spell, you can make a single melee weapon attack as a bonus action.

Powerful Presence

As a bonus action, you unleash a battle cry infused with primal magic. Choose up to ten other creatures within 60 feet of you that can hear you. Friendly creatures have advantage on attack rolls and saving throws until the start of your next turn, and hostile creatures have disadvantage on attack rolls and saving throws until the end of your next turn.

Once you’ve used this feature, you can’t use it again until you finish a long rest.

Primal Storm

You can expel the might of your rage all at once to unleash a devastating storm of primal energy. As an action, you can end your rage early, forcing each creature within 15 feet of you to make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 1d12 force damage for each round you’ve spent in rage, or half as much on a successful one.

Spellcasting

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

Cantrips
You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

Spell Slots
The Primal Magic Spellcasting table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Spells Known of 1st Level and Higher
You know three 1st-level sorcerer spells of your choice, two of which you must choose from the abjuration and evocation spells on the sorcerer spell list.

The Spells Known column of the Primal Magic Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since you learn your spells through study and memorization. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

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