Base Class: Barbarian
Far from the judging eyes of society, a select few have harnessed their intense emotion into rampant magic. The secretive techniques of Blood Magic allow a barbarian to harness their wild impulses to suffuse themselves with arcane abilities where there was little to no potential prior. Willing to suffer whatever it takes to achieve victory, these barbarians forfeit a portion of their own health to gain access to what may come easily to others.
Blood Fury
When you reach 3rd level, you learn to fight with arcane ferocity at the cost of your own health. While raging, you gain the following benefits if you aren’t wearing heavy armor:
- You have advantage on Constitution checks and Constitution saving throws.
- When you make a melee weapon attack using Strength, you can change the damage type to acid, cold, fire, lightning, poison, or thunder.
- You may now cast spells and concentrate on them while raging.
Your rage still lasts for 1 minute but does not end early if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then provided you have cast a spell targeting a hostile creature since your last turn.
When you cast a spell while raging, you take 1d4 force damage for each level of the spell. This damage does not require you to make saving throws to maintain your concentration on a spell and cannot be reduced by any means.
Spellcasting
When you reach 3rd level, your blood fury grants you the ability to cast spells. See Spells Rules for the general rules of spellcasting.
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 Blood Fury 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, which you must choose from the sorcerer spell list.
The Spells Known column of the Blood Fury Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells 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.
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.
Spellcasting Ability
Constitution is your spellcasting ability for your sorcerer spells, since you harness your spells through extreme emotion. 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 sorcerer 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
Blood Fury Spellcasting
|
barbarian Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Elemental Affinity
Starting at 6th level, when you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can add your Constitution modifier to one damage roll of that spell. Additionally, you can gain resistance to one of these damage types each time you enter a rage.
Magic Burst
Starting at 10th level, the magic coursing through your veins lashes out involuntarily. When your rage ends unwillingly, each creature of your choice that is within 30 feet of you takes force damage equal to 2d10 + your barbarian level.
Arcane Durability
Beginning at 14th level, while you are concentrating on a spell, your concentration can’t be broken as a result of taking damage.
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